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