// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using osu.Game.Beatmaps; using osu.Game.Graphics; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Taiko.Mods; using osu.Game.Rulesets.Taiko.UI; using osu.Game.Rulesets.UI; using System.Collections.Generic; using osu.Framework.Graphics; using osu.Framework.Graphics.Sprites; using osu.Framework.Input.Bindings; using osu.Game.Rulesets.Replays.Types; using osu.Game.Rulesets.Taiko.Replays; using osu.Game.Beatmaps.Legacy; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Taiko.Beatmaps; using osu.Game.Rulesets.Taiko.Difficulty; using osu.Game.Rulesets.Taiko.Scoring; using osu.Game.Scoring; using System; using System.Linq; using osu.Framework.Extensions.EnumExtensions; using osu.Framework.Localisation; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Taiko.Edit; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Skinning.Legacy; using osu.Game.Screens.Ranking.Statistics; using osu.Game.Skinning; namespace osu.Game.Rulesets.Taiko { public class TaikoRuleset : Ruleset, ILegacyRuleset { public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList mods = null) => new DrawableTaikoRuleset(this, beatmap, mods); public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor(); public override HealthProcessor CreateHealthProcessor(double drainStartTime) => new TaikoHealthProcessor(); public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TaikoBeatmapConverter(beatmap, this); public override ISkin CreateLegacySkinProvider(ISkin skin, IBeatmap beatmap) => new TaikoLegacySkinTransformer(skin); public const string SHORT_NAME = "taiko"; public override IEnumerable GetDefaultKeyBindings(int variant = 0) => new[] { new KeyBinding(InputKey.MouseLeft, TaikoAction.LeftCentre), new KeyBinding(InputKey.MouseRight, TaikoAction.LeftRim), new KeyBinding(InputKey.D, TaikoAction.LeftRim), new KeyBinding(InputKey.F, TaikoAction.LeftCentre), new KeyBinding(InputKey.J, TaikoAction.RightCentre), new KeyBinding(InputKey.K, TaikoAction.RightRim), }; public override IEnumerable ConvertFromLegacyMods(LegacyMods mods) { if (mods.HasFlagFast(LegacyMods.Nightcore)) yield return new TaikoModNightcore(); else if (mods.HasFlagFast(LegacyMods.DoubleTime)) yield return new TaikoModDoubleTime(); if (mods.HasFlagFast(LegacyMods.Perfect)) yield return new TaikoModPerfect(); else if (mods.HasFlagFast(LegacyMods.SuddenDeath)) yield return new TaikoModSuddenDeath(); if (mods.HasFlagFast(LegacyMods.Cinema)) yield return new TaikoModCinema(); else if (mods.HasFlagFast(LegacyMods.Autoplay)) yield return new TaikoModAutoplay(); if (mods.HasFlagFast(LegacyMods.Easy)) yield return new TaikoModEasy(); if (mods.HasFlagFast(LegacyMods.Flashlight)) yield return new TaikoModFlashlight(); if (mods.HasFlagFast(LegacyMods.HalfTime)) yield return new TaikoModHalfTime(); if (mods.HasFlagFast(LegacyMods.HardRock)) yield return new TaikoModHardRock(); if (mods.HasFlagFast(LegacyMods.Hidden)) yield return new TaikoModHidden(); if (mods.HasFlagFast(LegacyMods.NoFail)) yield return new TaikoModNoFail(); if (mods.HasFlagFast(LegacyMods.Relax)) yield return new TaikoModRelax(); if (mods.HasFlagFast(LegacyMods.Random)) yield return new TaikoModRandom(); } public override LegacyMods ConvertToLegacyMods(Mod[] mods) { var value = base.ConvertToLegacyMods(mods); if (mods.OfType().Any()) value |= LegacyMods.Random; return value; } public override IEnumerable GetModsFor(ModType type) { switch (type) { case ModType.DifficultyReduction: return new Mod[] { new TaikoModEasy(), new TaikoModNoFail(), new MultiMod(new TaikoModHalfTime(), new TaikoModDaycore()), }; case ModType.DifficultyIncrease: return new Mod[] { new TaikoModHardRock(), new MultiMod(new TaikoModSuddenDeath(), new TaikoModPerfect()), new MultiMod(new TaikoModDoubleTime(), new TaikoModNightcore()), new TaikoModHidden(), new TaikoModFlashlight(), }; case ModType.Conversion: return new Mod[] { new TaikoModRandom(), new TaikoModDifficultyAdjust(), new TaikoModClassic(), new TaikoModSwap(), }; case ModType.Automation: return new Mod[] { new MultiMod(new TaikoModAutoplay(), new TaikoModCinema()), new TaikoModRelax(), }; case ModType.Fun: return new Mod[] { new MultiMod(new ModWindUp(), new ModWindDown()), new TaikoModMuted(), new ModAdaptiveSpeed() }; default: return Array.Empty(); } } public override string Description => "osu!taiko"; public override string ShortName => SHORT_NAME; public override string PlayingVerb => "Bashing drums"; public override Drawable CreateIcon() => new SpriteIcon { Icon = OsuIcon.RulesetTaiko }; public override HitObjectComposer CreateHitObjectComposer() => new TaikoHitObjectComposer(this); public override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => new TaikoDifficultyCalculator(RulesetInfo, beatmap); public override PerformanceCalculator CreatePerformanceCalculator() => new TaikoPerformanceCalculator(); public int LegacyID => 1; public override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new TaikoReplayFrame(); protected override IEnumerable GetValidHitResults() { return new[] { HitResult.Great, HitResult.Ok, HitResult.SmallTickHit, HitResult.SmallBonus, }; } public override LocalisableString GetDisplayNameForHitResult(HitResult result) { switch (result) { case HitResult.SmallTickHit: return "drum tick"; case HitResult.SmallBonus: return "strong bonus"; } return base.GetDisplayNameForHitResult(result); } public override StatisticRow[] CreateStatisticsForScore(ScoreInfo score, IBeatmap playableBeatmap) { var timedHitEvents = score.HitEvents.Where(e => e.HitObject is Hit).ToList(); return new[] { new StatisticRow { Columns = new[] { new StatisticItem("Performance Breakdown", () => new PerformanceBreakdownChart(score, playableBeatmap) { RelativeSizeAxes = Axes.X, AutoSizeAxes = Axes.Y }), } }, new StatisticRow { Columns = new[] { new StatisticItem("Timing Distribution", () => new HitEventTimingDistributionGraph(timedHitEvents) { RelativeSizeAxes = Axes.X, Height = 250 }, true), } }, new StatisticRow { Columns = new[] { new StatisticItem(string.Empty, () => new SimpleStatisticTable(3, new SimpleStatisticItem[] { new AverageHitError(timedHitEvents), new UnstableRate(timedHitEvents) }), true) } } }; } } }