osu/osu.Game.Rulesets.Mania/ManiaRuleset.cs
Bartłomiej Dach a407e267a2 Fix PF/SD legacy mod conversion
Upon investigating an user report in #6091 that indicated that viewing
replays using the Perfect mod would also display the Sudden Death mod
icon despite Perfect being the more restrictive of the two, it turned
out that the logic of importing legacy scores was missing that corner
case. A similar case of Double Time/Nightcore mutual exclusion was
handled, but PF/SD was missed.

Add analogous handling of PF/SD legacy mods for all four rulesets,
and additionally cover a tiny fraction of all cases with unit tests.
The most problematic cases (NC+HD and PF+SD) are covered in all four
basic rulesets.
2019-09-15 22:55:25 +02:00

375 lines
14 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.UI;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Bindings;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Replays.Types;
using osu.Game.Beatmaps.Legacy;
using osu.Game.Configuration;
using osu.Game.Overlays.Settings;
using osu.Game.Rulesets.Configuration;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Configuration;
using osu.Game.Rulesets.Mania.Difficulty;
using osu.Game.Rulesets.Mania.Edit;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Mania
{
public class ManiaRuleset : Ruleset
{
public override DrawableRuleset CreateDrawableRulesetWith(IWorkingBeatmap beatmap, IReadOnlyList<Mod> mods) => new DrawableManiaRuleset(this, beatmap, mods);
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap);
public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new ManiaPerformanceCalculator(this, beatmap, score);
public const string SHORT_NAME = "mania";
public override HitObjectComposer CreateHitObjectComposer() => new ManiaHitObjectComposer(this);
public override IEnumerable<Mod> ConvertLegacyMods(LegacyMods mods)
{
if (mods.HasFlag(LegacyMods.Nightcore))
yield return new ManiaModNightcore();
else if (mods.HasFlag(LegacyMods.DoubleTime))
yield return new ManiaModDoubleTime();
if (mods.HasFlag(LegacyMods.Perfect))
yield return new ManiaModPerfect();
else if (mods.HasFlag(LegacyMods.SuddenDeath))
yield return new ManiaModSuddenDeath();
if (mods.HasFlag(LegacyMods.Autoplay))
yield return new ManiaModAutoplay();
if (mods.HasFlag(LegacyMods.Easy))
yield return new ManiaModEasy();
if (mods.HasFlag(LegacyMods.FadeIn))
yield return new ManiaModFadeIn();
if (mods.HasFlag(LegacyMods.Flashlight))
yield return new ManiaModFlashlight();
if (mods.HasFlag(LegacyMods.HalfTime))
yield return new ManiaModHalfTime();
if (mods.HasFlag(LegacyMods.HardRock))
yield return new ManiaModHardRock();
if (mods.HasFlag(LegacyMods.Hidden))
yield return new ManiaModHidden();
if (mods.HasFlag(LegacyMods.Key1))
yield return new ManiaModKey1();
if (mods.HasFlag(LegacyMods.Key2))
yield return new ManiaModKey2();
if (mods.HasFlag(LegacyMods.Key3))
yield return new ManiaModKey3();
if (mods.HasFlag(LegacyMods.Key4))
yield return new ManiaModKey4();
if (mods.HasFlag(LegacyMods.Key5))
yield return new ManiaModKey5();
if (mods.HasFlag(LegacyMods.Key6))
yield return new ManiaModKey6();
if (mods.HasFlag(LegacyMods.Key7))
yield return new ManiaModKey7();
if (mods.HasFlag(LegacyMods.Key8))
yield return new ManiaModKey8();
if (mods.HasFlag(LegacyMods.Key9))
yield return new ManiaModKey9();
if (mods.HasFlag(LegacyMods.NoFail))
yield return new ManiaModNoFail();
if (mods.HasFlag(LegacyMods.Random))
yield return new ManiaModRandom();
}
public override IEnumerable<Mod> GetModsFor(ModType type)
{
switch (type)
{
case ModType.DifficultyReduction:
return new Mod[]
{
new ManiaModEasy(),
new ManiaModNoFail(),
new MultiMod(new ManiaModHalfTime(), new ManiaModDaycore()),
};
case ModType.DifficultyIncrease:
return new Mod[]
{
new ManiaModHardRock(),
new MultiMod(new ManiaModSuddenDeath(), new ManiaModPerfect()),
new MultiMod(new ManiaModDoubleTime(), new ManiaModNightcore()),
new MultiMod(new ManiaModFadeIn(), new ManiaModHidden()),
new ManiaModFlashlight(),
};
case ModType.Conversion:
return new Mod[]
{
new MultiMod(new ManiaModKey4(),
new ManiaModKey5(),
new ManiaModKey6(),
new ManiaModKey7(),
new ManiaModKey8(),
new ManiaModKey9(),
new ManiaModKey1(),
new ManiaModKey2(),
new ManiaModKey3()),
new ManiaModRandom(),
new ManiaModDualStages(),
new ManiaModMirror(),
};
case ModType.Automation:
return new Mod[]
{
new MultiMod(new ManiaModAutoplay(), new ModCinema()),
};
case ModType.Fun:
return new Mod[]
{
new MultiMod(new ModWindUp(), new ModWindDown())
};
default:
return new Mod[] { };
}
}
public override string Description => "osu!mania";
public override string ShortName => SHORT_NAME;
public override Drawable CreateIcon() => new SpriteIcon { Icon = OsuIcon.RulesetMania };
public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new ManiaDifficultyCalculator(this, beatmap);
public override int? LegacyID => 3;
public override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new ManiaReplayFrame();
public override IRulesetConfigManager CreateConfig(SettingsStore settings) => new ManiaRulesetConfigManager(settings, RulesetInfo);
public override RulesetSettingsSubsection CreateSettings() => new ManiaSettingsSubsection(this);
public ManiaRuleset(RulesetInfo rulesetInfo = null)
: base(rulesetInfo)
{
}
public override IEnumerable<int> AvailableVariants
{
get
{
for (int i = 1; i <= 9; i++)
yield return (int)PlayfieldType.Single + i;
for (int i = 2; i <= 18; i += 2)
yield return (int)PlayfieldType.Dual + i;
}
}
public override IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0)
{
switch (getPlayfieldType(variant))
{
case PlayfieldType.Single:
return new VariantMappingGenerator
{
LeftKeys = new[]
{
InputKey.A,
InputKey.S,
InputKey.D,
InputKey.F
},
RightKeys = new[]
{
InputKey.J,
InputKey.K,
InputKey.L,
InputKey.Semicolon
},
SpecialKey = InputKey.Space,
SpecialAction = ManiaAction.Special1,
NormalActionStart = ManiaAction.Key1,
}.GenerateKeyBindingsFor(variant, out _);
case PlayfieldType.Dual:
int keys = getDualStageKeyCount(variant);
var stage1Bindings = new VariantMappingGenerator
{
LeftKeys = new[]
{
InputKey.Number1,
InputKey.Number2,
InputKey.Number3,
InputKey.Number4,
},
RightKeys = new[]
{
InputKey.Z,
InputKey.X,
InputKey.C,
InputKey.V
},
SpecialKey = InputKey.Tilde,
SpecialAction = ManiaAction.Special1,
NormalActionStart = ManiaAction.Key1
}.GenerateKeyBindingsFor(keys, out var nextNormal);
var stage2Bindings = new VariantMappingGenerator
{
LeftKeys = new[]
{
InputKey.Number7,
InputKey.Number8,
InputKey.Number9,
InputKey.Number0
},
RightKeys = new[]
{
InputKey.O,
InputKey.P,
InputKey.BracketLeft,
InputKey.BracketRight
},
SpecialKey = InputKey.BackSlash,
SpecialAction = ManiaAction.Special2,
NormalActionStart = nextNormal
}.GenerateKeyBindingsFor(keys, out _);
return stage1Bindings.Concat(stage2Bindings);
}
return new KeyBinding[0];
}
public override string GetVariantName(int variant)
{
switch (getPlayfieldType(variant))
{
default:
return $"{variant}K";
case PlayfieldType.Dual:
{
var keys = getDualStageKeyCount(variant);
return $"{keys}K + {keys}K";
}
}
}
/// <summary>
/// Finds the number of keys for each stage in a <see cref="PlayfieldType.Dual"/> variant.
/// </summary>
/// <param name="variant">The variant.</param>
private int getDualStageKeyCount(int variant) => (variant - (int)PlayfieldType.Dual) / 2;
/// <summary>
/// Finds the <see cref="PlayfieldType"/> that corresponds to a variant value.
/// </summary>
/// <param name="variant">The variant value.</param>
/// <returns>The <see cref="PlayfieldType"/> that corresponds to <paramref name="variant"/>.</returns>
private PlayfieldType getPlayfieldType(int variant)
{
return (PlayfieldType)Enum.GetValues(typeof(PlayfieldType)).Cast<int>().OrderByDescending(i => i).First(v => variant >= v);
}
private class VariantMappingGenerator
{
/// <summary>
/// All the <see cref="InputKey"/>s available to the left hand.
/// </summary>
public InputKey[] LeftKeys;
/// <summary>
/// All the <see cref="InputKey"/>s available to the right hand.
/// </summary>
public InputKey[] RightKeys;
/// <summary>
/// The <see cref="InputKey"/> for the special key.
/// </summary>
public InputKey SpecialKey;
/// <summary>
/// The <see cref="ManiaAction"/> at which the normal columns should begin.
/// </summary>
public ManiaAction NormalActionStart;
/// <summary>
/// The <see cref="ManiaAction"/> for the special column.
/// </summary>
public ManiaAction SpecialAction;
/// <summary>
/// Generates a list of <see cref="KeyBinding"/>s for a specific number of columns.
/// </summary>
/// <param name="columns">The number of columns that need to be bound.</param>
/// <param name="nextNormalAction">The next <see cref="ManiaAction"/> to use for normal columns.</param>
/// <returns>The keybindings.</returns>
public IEnumerable<KeyBinding> GenerateKeyBindingsFor(int columns, out ManiaAction nextNormalAction)
{
ManiaAction currentNormalAction = NormalActionStart;
var bindings = new List<KeyBinding>();
for (int i = LeftKeys.Length - columns / 2; i < LeftKeys.Length; i++)
bindings.Add(new KeyBinding(LeftKeys[i], currentNormalAction++));
if (columns % 2 == 1)
bindings.Add(new KeyBinding(SpecialKey, SpecialAction));
for (int i = 0; i < columns / 2; i++)
bindings.Add(new KeyBinding(RightKeys[i], currentNormalAction++));
nextNormalAction = currentNormalAction;
return bindings;
}
}
}
public enum PlayfieldType
{
/// <summary>
/// Columns are grouped into a single stage.
/// Number of columns in this stage lies at (item - Single).
/// </summary>
Single = 0,
/// <summary>
/// Columns are grouped into two stages.
/// Overall number of columns lies at (item - Dual), further computation is required for
/// number of columns in each individual stage.
/// </summary>
Dual = 1000,
}
}