mirror of
https://github.com/ppy/osu
synced 2024-12-24 07:42:55 +00:00
985604fab5
There were no usages of more than one column being provided per row, so it seemed like unnecessarily complexity. I'm currently trying to reduce complexity so we can improve the layout of the results screen, which currently has up to three levels of nested `GridContainer`s. Of note, I can't add backwards compatibility because the method signature has not changed in `Ruleset` (only the return type). If we do want to keep compatibility with other rulesets, we could designate a new name for the updated method.
257 lines
9.3 KiB
C#
257 lines
9.3 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 System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Framework.Extensions.EnumExtensions;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Sprites;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Framework.Localisation;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Beatmaps.Legacy;
|
|
using osu.Game.Graphics;
|
|
using osu.Game.Rulesets.Difficulty;
|
|
using osu.Game.Rulesets.Edit;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Replays.Types;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osu.Game.Rulesets.Taiko.Beatmaps;
|
|
using osu.Game.Rulesets.Taiko.Difficulty;
|
|
using osu.Game.Rulesets.Taiko.Edit;
|
|
using osu.Game.Rulesets.Taiko.Mods;
|
|
using osu.Game.Rulesets.Taiko.Objects;
|
|
using osu.Game.Rulesets.Taiko.Replays;
|
|
using osu.Game.Rulesets.Taiko.Scoring;
|
|
using osu.Game.Rulesets.Taiko.Skinning.Argon;
|
|
using osu.Game.Rulesets.Taiko.Skinning.Legacy;
|
|
using osu.Game.Rulesets.Taiko.UI;
|
|
using osu.Game.Rulesets.UI;
|
|
using osu.Game.Overlays.Settings;
|
|
using osu.Game.Scoring;
|
|
using osu.Game.Screens.Ranking.Statistics;
|
|
using osu.Game.Skinning;
|
|
using osu.Game.Rulesets.Configuration;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Rulesets.Taiko.Configuration;
|
|
|
|
namespace osu.Game.Rulesets.Taiko
|
|
{
|
|
public class TaikoRuleset : Ruleset, ILegacyRuleset
|
|
{
|
|
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod>? 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? CreateSkinTransformer(ISkin skin, IBeatmap beatmap)
|
|
{
|
|
switch (skin)
|
|
{
|
|
case ArgonSkin:
|
|
return new TaikoArgonSkinTransformer(skin);
|
|
|
|
case LegacySkin:
|
|
return new TaikoLegacySkinTransformer(skin);
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public const string SHORT_NAME = "taiko";
|
|
|
|
public override string RulesetAPIVersionSupported => CURRENT_RULESET_API_VERSION;
|
|
|
|
public override IEnumerable<KeyBinding> 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<Mod> 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<TaikoModRandom>().Any())
|
|
value |= LegacyMods.Random;
|
|
|
|
return value;
|
|
}
|
|
|
|
public override IEnumerable<Mod> 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(),
|
|
new ModAccuracyChallenge(),
|
|
};
|
|
|
|
case ModType.Conversion:
|
|
return new Mod[]
|
|
{
|
|
new TaikoModRandom(),
|
|
new TaikoModDifficultyAdjust(),
|
|
new TaikoModClassic(),
|
|
new TaikoModSwap(),
|
|
new TaikoModSingleTap(),
|
|
};
|
|
|
|
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<Mod>();
|
|
}
|
|
}
|
|
|
|
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();
|
|
|
|
public override IRulesetConfigManager CreateConfig(SettingsStore? settings) => new TaikoRulesetConfigManager(settings, RulesetInfo);
|
|
|
|
public override RulesetSettingsSubsection CreateSettings() => new TaikoSettingsSubsection(this);
|
|
|
|
protected override IEnumerable<HitResult> GetValidHitResults()
|
|
{
|
|
return new[]
|
|
{
|
|
HitResult.Great,
|
|
HitResult.Ok,
|
|
|
|
HitResult.SmallBonus,
|
|
HitResult.LargeBonus,
|
|
};
|
|
}
|
|
|
|
public override LocalisableString GetDisplayNameForHitResult(HitResult result)
|
|
{
|
|
switch (result)
|
|
{
|
|
case HitResult.SmallBonus:
|
|
return "drum tick";
|
|
|
|
case HitResult.LargeBonus:
|
|
return "bonus";
|
|
}
|
|
|
|
return base.GetDisplayNameForHitResult(result);
|
|
}
|
|
|
|
public override StatisticItem[] CreateStatisticsForScore(ScoreInfo score, IBeatmap playableBeatmap)
|
|
{
|
|
var timedHitEvents = score.HitEvents.Where(e => e.HitObject is Hit).ToList();
|
|
|
|
return new[]
|
|
{
|
|
new StatisticItem("Performance Breakdown", () => new PerformanceBreakdownChart(score, playableBeatmap)
|
|
{
|
|
RelativeSizeAxes = Axes.X,
|
|
AutoSizeAxes = Axes.Y
|
|
}),
|
|
new StatisticItem("Timing Distribution", () => new HitEventTimingDistributionGraph(timedHitEvents)
|
|
{
|
|
RelativeSizeAxes = Axes.X,
|
|
Height = 250
|
|
}, true),
|
|
new StatisticItem(string.Empty, () => new SimpleStatisticTable(3, new SimpleStatisticItem[]
|
|
{
|
|
new AverageHitError(timedHitEvents),
|
|
new UnstableRate(timedHitEvents)
|
|
}), true)
|
|
};
|
|
}
|
|
}
|
|
}
|