mirror of https://github.com/ppy/osu
108 lines
3.9 KiB
C#
108 lines
3.9 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.Framework.Bindables;
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using osu.Framework.Graphics.Sprites;
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using System;
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using System.Collections.Generic;
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using osu.Game.Configuration;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModDifficultyAdjust : Mod, IApplicableToDifficulty
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{
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public override string Name => @"Difficulty Adjust";
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public override string Description => @"Override a beatmap's difficulty settings.";
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public override string Acronym => "DA";
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public override ModType Type => ModType.Conversion;
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public override IconUsage? Icon => FontAwesome.Solid.Hammer;
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public override double ScoreMultiplier => 1.0;
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public override bool RequiresConfiguration => true;
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public override Type[] IncompatibleMods => new[] { typeof(ModEasy), typeof(ModHardRock) };
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[SettingSource("Drain Rate", "Override a beatmap's set HP.")]
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public BindableNumber<float> DrainRate { get; } = new BindableFloat
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{
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Precision = 0.1f,
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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};
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[SettingSource("Overall Difficulty", "Override a beatmap's set OD.")]
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public BindableNumber<float> OverallDifficulty { get; } = new BindableFloat
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{
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Precision = 0.1f,
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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};
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private BeatmapDifficulty difficulty;
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public void ReadFromDifficulty(BeatmapDifficulty difficulty)
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{
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if (this.difficulty == null || this.difficulty.ID != difficulty.ID)
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{
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TransferSettings(difficulty);
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this.difficulty = difficulty;
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}
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}
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public void ApplyToDifficulty(BeatmapDifficulty difficulty) => ApplySettings(difficulty);
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/// <summary>
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/// Transfer initial settings from the beatmap to settings.
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/// </summary>
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/// <param name="difficulty">The beatmap's initial values.</param>
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protected virtual void TransferSettings(BeatmapDifficulty difficulty)
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{
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TransferSetting(DrainRate, difficulty.DrainRate);
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TransferSetting(OverallDifficulty, difficulty.OverallDifficulty);
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}
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private readonly Dictionary<IBindable, bool> userChangedSettings = new Dictionary<IBindable, bool>();
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/// <summary>
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/// Transfer a setting from <see cref="BeatmapDifficulty"/> to a configuration bindable.
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/// Only performs the transfer if the user it not currently overriding..
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/// </summary>
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protected void TransferSetting<T>(BindableNumber<T> bindable, T beatmapDefault)
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where T : struct, IComparable<T>, IConvertible, IEquatable<T>
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{
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bindable.UnbindEvents();
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userChangedSettings.TryAdd(bindable, false);
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bindable.Default = beatmapDefault;
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// users generally choose a difficulty setting and want it to stick across multiple beatmap changes.
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// we only want to value transfer if the user hasn't changed the value previously.
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if (!userChangedSettings[bindable])
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bindable.Value = beatmapDefault;
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bindable.ValueChanged += _ => userChangedSettings[bindable] = !bindable.IsDefault;
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}
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/// <summary>
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/// Apply all custom settings to the provided beatmap.
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/// </summary>
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/// <param name="difficulty">The beatmap to have settings applied.</param>
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protected virtual void ApplySettings(BeatmapDifficulty difficulty)
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{
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difficulty.DrainRate = DrainRate.Value;
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difficulty.OverallDifficulty = OverallDifficulty.Value;
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}
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}
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}
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