mirror of
https://github.com/ppy/osu
synced 2024-12-28 01:42:57 +00:00
c8a64c5950
Before I go with a hammer to redesign these, I want to remove stuff that does nothing first. Hard-breaks API to allow rulesets to specify an enumerable of custom sections rather than two specific weird ones. For specific rulesets: - osu!: - Stack leniency slider merged into difficulty section. - osu!taiko: - Approach rate and circle size sliders removed. - Colours section removed. - osu!catch: - No functional changes. - osu!mania: - Special style toggle merged into difficulty section. - Colours section removed.
278 lines
10 KiB
C#
278 lines
10 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 System;
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using System.Collections.Generic;
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using System.Linq;
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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.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Legacy;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Replays.Types;
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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.Edit;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Replays;
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using osu.Game.Rulesets.Taiko.Scoring;
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using osu.Game.Rulesets.Taiko.Skinning.Argon;
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using osu.Game.Rulesets.Taiko.Skinning.Legacy;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Overlays.Settings;
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using osu.Game.Scoring;
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using osu.Game.Screens.Ranking.Statistics;
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using osu.Game.Skinning;
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using osu.Game.Rulesets.Configuration;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Scoring.Legacy;
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using osu.Game.Rulesets.Taiko.Configuration;
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using osu.Game.Rulesets.Taiko.Edit.Setup;
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using osu.Game.Screens.Edit.Setup;
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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? CreateSkinTransformer(ISkin skin, IBeatmap beatmap)
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{
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switch (skin)
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{
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case ArgonSkin:
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return new TaikoArgonSkinTransformer(skin);
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case LegacySkin:
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return new TaikoLegacySkinTransformer(skin);
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}
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return null;
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}
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public const string SHORT_NAME = "taiko";
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public override string RulesetAPIVersionSupported => CURRENT_RULESET_API_VERSION;
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public override IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0) => new[]
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{
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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.MouseLeft, TaikoAction.LeftCentre),
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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.HasFlag(LegacyMods.Nightcore))
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yield return new TaikoModNightcore();
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else if (mods.HasFlag(LegacyMods.DoubleTime))
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yield return new TaikoModDoubleTime();
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if (mods.HasFlag(LegacyMods.Perfect))
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yield return new TaikoModPerfect();
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else if (mods.HasFlag(LegacyMods.SuddenDeath))
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yield return new TaikoModSuddenDeath();
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if (mods.HasFlag(LegacyMods.Cinema))
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yield return new TaikoModCinema();
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else if (mods.HasFlag(LegacyMods.Autoplay))
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yield return new TaikoModAutoplay();
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if (mods.HasFlag(LegacyMods.Easy))
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yield return new TaikoModEasy();
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if (mods.HasFlag(LegacyMods.Flashlight))
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yield return new TaikoModFlashlight();
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if (mods.HasFlag(LegacyMods.HalfTime))
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yield return new TaikoModHalfTime();
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if (mods.HasFlag(LegacyMods.HardRock))
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yield return new TaikoModHardRock();
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if (mods.HasFlag(LegacyMods.Hidden))
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yield return new TaikoModHidden();
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if (mods.HasFlag(LegacyMods.NoFail))
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yield return new TaikoModNoFail();
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if (mods.HasFlag(LegacyMods.Relax))
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yield return new TaikoModRelax();
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if (mods.HasFlag(LegacyMods.ScoreV2))
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yield return new ModScoreV2();
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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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new ModAccuracyChallenge(),
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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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new TaikoModSingleTap(),
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new TaikoModConstantSpeed(),
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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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new TaikoModMuted(),
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new ModAdaptiveSpeed()
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};
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case ModType.System:
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return new Mod[]
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{
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new ModScoreV2(),
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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 IEnumerable<SetupSection> CreateEditorSetupSections() =>
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[
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new TaikoDifficultySection(),
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];
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public override IBeatmapVerifier CreateBeatmapVerifier() => new TaikoBeatmapVerifier();
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public override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => new TaikoDifficultyCalculator(RulesetInfo, beatmap);
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public override PerformanceCalculator CreatePerformanceCalculator() => new TaikoPerformanceCalculator();
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public int LegacyID => 1;
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public ILegacyScoreSimulator CreateLegacyScoreSimulator() => new TaikoLegacyScoreSimulator();
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public override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new TaikoReplayFrame();
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public override IRulesetConfigManager CreateConfig(SettingsStore? settings) => new TaikoRulesetConfigManager(settings, RulesetInfo);
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public override RulesetSettingsSubsection CreateSettings() => new TaikoSettingsSubsection(this);
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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.SmallBonus,
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HitResult.LargeBonus,
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};
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}
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public override LocalisableString GetDisplayNameForHitResult(HitResult result)
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{
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switch (result)
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{
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case HitResult.SmallBonus:
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return "drum tick";
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case HitResult.LargeBonus:
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return "bonus";
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}
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return base.GetDisplayNameForHitResult(result);
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}
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public override StatisticItem[] 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 StatisticItem("Performance Breakdown", () => new PerformanceBreakdownChart(score, playableBeatmap)
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y
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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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}, true),
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new StatisticItem("Statistics", () => new SimpleStatisticTable(2, new SimpleStatisticItem[]
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{
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new AverageHitError(timedHitEvents),
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new UnstableRate(timedHitEvents)
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}), true)
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};
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}
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/// <seealso cref="TaikoHitWindows"/>
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public override BeatmapDifficulty GetRateAdjustedDisplayDifficulty(IBeatmapDifficultyInfo difficulty, double rate)
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{
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BeatmapDifficulty adjustedDifficulty = new BeatmapDifficulty(difficulty);
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var greatHitWindowRange = TaikoHitWindows.TAIKO_RANGES.Single(range => range.Result == HitResult.Great);
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double greatHitWindow = IBeatmapDifficultyInfo.DifficultyRange(adjustedDifficulty.OverallDifficulty, greatHitWindowRange.Min, greatHitWindowRange.Average, greatHitWindowRange.Max);
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greatHitWindow /= rate;
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adjustedDifficulty.OverallDifficulty = (float)IBeatmapDifficultyInfo.InverseDifficultyRange(greatHitWindow, greatHitWindowRange.Min, greatHitWindowRange.Average, greatHitWindowRange.Max);
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return adjustedDifficulty;
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}
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}
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}
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