mirror of
https://github.com/SK-la/Ez2Lazer.git
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467 lines
20 KiB
C#
467 lines
20 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.Extensions;
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using osu.Framework.Extensions.LocalisationExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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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.Configuration;
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using osu.Game.Graphics;
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using osu.Game.LAsEzExtensions.Mods;
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using osu.Game.Localisation;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Configuration;
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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.Objects.Legacy;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Configuration;
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using osu.Game.Rulesets.Osu.Difficulty;
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using osu.Game.Rulesets.Osu.Edit;
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using osu.Game.Rulesets.Osu.Edit.Setup;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Osu.Skinning.Argon;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Rulesets.Osu.Skinning.Legacy;
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using osu.Game.Rulesets.Osu.Statistics;
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using osu.Game.Rulesets.Osu.UI;
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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.Scoring.Legacy;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osu.Game.Screens.Edit.Setup;
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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.Utils;
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using osuTK;
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namespace osu.Game.Rulesets.Osu
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{
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public class OsuRuleset : Ruleset, ILegacyRuleset
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{
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public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod>? mods = null) => new DrawableOsuRuleset(this, beatmap, mods);
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public override ScoreProcessor CreateScoreProcessor() => new OsuScoreProcessor();
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public override HealthProcessor CreateHealthProcessor(double drainStartTime) => new OsuHealthProcessor(drainStartTime);
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new OsuBeatmapConverter(beatmap, this);
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public override IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => new OsuBeatmapProcessor(beatmap);
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public const string SHORT_NAME = "osu";
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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.Z, OsuAction.LeftButton),
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new KeyBinding(InputKey.X, OsuAction.RightButton),
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new KeyBinding(InputKey.C, OsuAction.Smoke),
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new KeyBinding(InputKey.MouseLeft, OsuAction.LeftButton),
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new KeyBinding(InputKey.MouseRight, OsuAction.RightButton),
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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 OsuModNightcore();
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else if (mods.HasFlag(LegacyMods.DoubleTime))
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yield return new OsuModDoubleTime();
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if (mods.HasFlag(LegacyMods.Perfect))
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yield return new OsuModPerfect();
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else if (mods.HasFlag(LegacyMods.SuddenDeath))
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yield return new OsuModSuddenDeath();
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if (mods.HasFlag(LegacyMods.Autopilot))
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yield return new OsuModAutopilot();
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if (mods.HasFlag(LegacyMods.Cinema))
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yield return new OsuModCinema();
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else if (mods.HasFlag(LegacyMods.Autoplay))
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yield return new OsuModAutoplay();
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if (mods.HasFlag(LegacyMods.Easy))
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yield return new OsuModEasy();
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if (mods.HasFlag(LegacyMods.Flashlight))
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yield return new OsuModFlashlight();
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if (mods.HasFlag(LegacyMods.HalfTime))
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yield return new OsuModHalfTime();
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if (mods.HasFlag(LegacyMods.HardRock))
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yield return new OsuModHardRock();
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if (mods.HasFlag(LegacyMods.Hidden))
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yield return new OsuModHidden();
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if (mods.HasFlag(LegacyMods.NoFail))
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yield return new OsuModNoFail();
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if (mods.HasFlag(LegacyMods.Relax))
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yield return new OsuModRelax();
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if (mods.HasFlag(LegacyMods.SpunOut))
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yield return new OsuModSpunOut();
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if (mods.HasFlag(LegacyMods.Target))
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yield return new OsuModTargetPractice();
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if (mods.HasFlag(LegacyMods.TouchDevice))
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yield return new OsuModTouchDevice();
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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 LegacyMods ConvertToLegacyMods(Mod[] mods)
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{
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var value = base.ConvertToLegacyMods(mods);
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foreach (var mod in mods)
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{
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switch (mod)
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{
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case OsuModAutopilot:
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value |= LegacyMods.Autopilot;
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break;
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case OsuModSpunOut:
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value |= LegacyMods.SpunOut;
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break;
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case OsuModTargetPractice:
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value |= LegacyMods.Target;
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break;
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case OsuModTouchDevice:
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value |= LegacyMods.TouchDevice;
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break;
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}
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}
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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.LA_Mod:
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return new Mod[]
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{
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new ModNiceBPM(),
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new ModReconcile(),
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new UniversalLoopPlayClip(),
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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 OsuModEasy(),
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new OsuModNoFail(),
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new MultiMod(new OsuModHalfTime(), new OsuModDaycore()),
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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 OsuModHardRock(),
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new MultiMod(new OsuModSuddenDeath(), new OsuModPerfect()),
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new MultiMod(new OsuModDoubleTime(), new OsuModNightcore()),
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new MultiMod(new OsuModHidden(), new OsuModTraceable()),
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new MultiMod(new OsuModFlashlight(), new OsuModBlinds()),
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new OsuModStrictTracking(),
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new OsuModAccuracyChallenge(),
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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 OsuModTargetPractice(),
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new OsuModDifficultyAdjust(),
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new OsuModClassic(),
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new OsuModRandom(),
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new OsuModMirror(),
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new MultiMod(new OsuModAlternate(), new OsuModSingleTap())
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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 OsuModAutoplay(), new OsuModCinema()),
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new OsuModRelax(),
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new OsuModAutopilot(),
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new OsuModSpunOut(),
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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 OsuModTransform(),
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new OsuModWiggle(),
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new OsuModSpinIn(),
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new MultiMod(new OsuModGrow(), new OsuModDeflate()),
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new MultiMod(new ModWindUp(), new ModWindDown()),
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new OsuModBarrelRoll(),
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new OsuModApproachDifferent(),
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new OsuModMuted(),
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new OsuModNoScope(),
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new MultiMod(new OsuModMagnetised(), new OsuModRepel()),
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new ModAdaptiveSpeed(),
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new OsuModFreezeFrame(),
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new OsuModBubbles(),
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new OsuModSynesthesia(),
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new OsuModDepth(),
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new OsuModBloom()
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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 OsuModTouchDevice(),
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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 Drawable CreateIcon() => new SpriteIcon { Icon = OsuIcon.RulesetOsu };
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public override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => new OsuDifficultyCalculator(RulesetInfo, beatmap);
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public override PerformanceCalculator CreatePerformanceCalculator() => new OsuPerformanceCalculator();
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public override HitObjectComposer CreateHitObjectComposer() => new OsuHitObjectComposer(this);
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public override IBeatmapVerifier CreateBeatmapVerifier() => new OsuBeatmapVerifier();
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public override string Description => "osu!";
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public override string ShortName => SHORT_NAME;
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public override string PlayingVerb => "Clicking circles";
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public override RulesetSettingsSubsection CreateSettings() => new OsuSettingsSubsection(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 LegacySkin:
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return new OsuLegacySkinTransformer(skin);
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case ArgonSkin:
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return new OsuArgonSkinTransformer(skin);
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case TrianglesSkin:
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return new OsuTrianglesSkinTransformer(skin);
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}
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return null;
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}
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public int LegacyID => 0;
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public ILegacyScoreSimulator CreateLegacyScoreSimulator() => new OsuLegacyScoreSimulator();
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public override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new OsuReplayFrame();
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public override IRulesetConfigManager CreateConfig(SettingsStore? settings) => new OsuRulesetConfigManager(settings, RulesetInfo);
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public 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.Meh,
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HitResult.Miss,
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HitResult.LargeTickHit,
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HitResult.LargeTickMiss,
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HitResult.SmallTickHit,
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HitResult.SmallTickMiss,
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HitResult.SliderTailHit,
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HitResult.SmallBonus,
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HitResult.LargeBonus,
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HitResult.IgnoreHit,
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HitResult.IgnoreMiss,
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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.LargeTickHit:
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return "slider tick";
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case HitResult.SliderTailHit:
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case HitResult.SmallTickHit:
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return "slider end";
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case HitResult.SmallBonus:
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return "spinner spin";
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case HitResult.LargeBonus:
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return "spinner 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 HitCircle && !(e.HitObject is SliderTailCircle)).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("Accuracy Heatmap", () => new AccuracyHeatmap(score, playableBeatmap)
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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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public override IEnumerable<Drawable> CreateEditorSetupSections() =>
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[
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new MetadataSection(),
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new OsuDifficultySection(),
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new FillFlowContainer
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{
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(SetupScreen.SPACING),
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Children = new Drawable[]
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{
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new ResourcesSection
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{
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RelativeSizeAxes = Axes.X,
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},
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new ColoursSection
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{
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RelativeSizeAxes = Axes.X,
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}
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}
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},
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new DesignSection(),
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];
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/// <seealso cref="OsuHitObject.ApplyDefaultsToSelf"/>
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/// <seealso cref="OsuHitWindows"/>
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public override BeatmapDifficulty GetAdjustedDisplayDifficulty(IBeatmapInfo difficulty, IReadOnlyCollection<Mod> mods)
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{
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BeatmapDifficulty adjustedDifficulty = base.GetAdjustedDisplayDifficulty(difficulty, mods);
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double rate = ModUtils.CalculateRateWithMods(mods);
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double preempt = IBeatmapDifficultyInfo.DifficultyRange(adjustedDifficulty.ApproachRate, OsuHitObject.PREEMPT_MAX, OsuHitObject.PREEMPT_MID, OsuHitObject.PREEMPT_MIN);
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preempt /= rate;
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adjustedDifficulty.ApproachRate = (float)IBeatmapDifficultyInfo.InverseDifficultyRange(preempt, OsuHitObject.PREEMPT_MAX, OsuHitObject.PREEMPT_MID, OsuHitObject.PREEMPT_MIN);
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double greatHitWindow = IBeatmapDifficultyInfo.DifficultyRange(adjustedDifficulty.OverallDifficulty, OsuHitWindows.GREAT_WINDOW_RANGE);
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greatHitWindow /= rate;
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adjustedDifficulty.OverallDifficulty = (float)IBeatmapDifficultyInfo.InverseDifficultyRange(greatHitWindow, OsuHitWindows.GREAT_WINDOW_RANGE);
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return adjustedDifficulty;
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}
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public override IEnumerable<RulesetBeatmapAttribute> GetBeatmapAttributesForDisplay(IBeatmapInfo beatmapInfo, IReadOnlyCollection<Mod> mods)
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{
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var originalDifficulty = beatmapInfo.Difficulty;
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// `modAdjustedDifficulty` contains only the direct effect of mods.
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// `effectiveDifficulty` contains the "perceived" effect of rate-adjusting mods on OD and AR.
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// we make a distinction here, because some of the calculations below will require very careful maneuvering between the two for correct results.
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var modAdjustedDifficulty = base.GetAdjustedDisplayDifficulty(beatmapInfo, mods);
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var effectiveDifficulty = GetAdjustedDisplayDifficulty(beatmapInfo, mods);
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var colours = new OsuColour();
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// for circle size, we can use `effectiveDifficulty` directly
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yield return new RulesetBeatmapAttribute(SongSelectStrings.CircleSize, @"CS", originalDifficulty.CircleSize, effectiveDifficulty.CircleSize, 10)
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{
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Description = "Affects the size of hit circles and sliders.",
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AdditionalMetrics =
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[
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new RulesetBeatmapAttribute.AdditionalMetric("Hit circle radius", (OsuHitObject.OBJECT_RADIUS * LegacyRulesetExtensions.CalculateScaleFromCircleSize(effectiveDifficulty.CircleSize, applyFudge: true)).ToLocalisableString("0.#"))
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]
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};
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// for approach rate, we can use `effectiveDifficulty` directly, and it is even convenient to do so (it correctly handles rate-changing mods like DT/HT)
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yield return new RulesetBeatmapAttribute(SongSelectStrings.ApproachRate, @"AR", originalDifficulty.ApproachRate, effectiveDifficulty.ApproachRate, 10)
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{
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Description = "Affects how early objects appear on screen relative to their hit time.",
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AdditionalMetrics =
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[
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new RulesetBeatmapAttribute.AdditionalMetric("Approach time",
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LocalisableString.Interpolate($@"{IBeatmapDifficultyInfo.DifficultyRangeInt(effectiveDifficulty.ApproachRate, OsuHitObject.PREEMPT_RANGE):#,0.##} ms"))
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]
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};
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// for OD is where it gets difficult.
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// when displaying hit window ranges with rate-changing mods active, we will want to adjust for rate ourselves, as `effectiveDifficulty` may not be accurate
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// because `OsuHitWindows` applies a floor-and-round operation that will result in inaccurate results
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// (the floor-and-round needs to happen *before* rate is taken into account, not after).
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// for spinner RPM requirements, we do not want to involve rate-changing mods *at all*,
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// because rate-adjusting mods do not change the spin requirement (see `SpinnerRotationTracker.AddRotation()`).
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var hitWindows = new OsuHitWindows();
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hitWindows.SetDifficulty(modAdjustedDifficulty.OverallDifficulty);
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double rate = ModUtils.CalculateRateWithMods(mods);
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yield return new RulesetBeatmapAttribute(SongSelectStrings.Accuracy, @"OD", originalDifficulty.OverallDifficulty, effectiveDifficulty.OverallDifficulty, 10)
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{
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Description = "Affects timing requirements for hit circles and spin speed requirements for spinners.",
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AdditionalMetrics = hitWindows.GetAllAvailableWindows()
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.Reverse()
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.Select(window => new RulesetBeatmapAttribute.AdditionalMetric(
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$"{window.result.GetDescription().ToUpperInvariant()} hit window",
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LocalisableString.Interpolate($@"±{hitWindows.WindowFor(window.result) / rate:0.##} ms"),
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colours.ForHitResult(window.result)
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)).Concat([
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new RulesetBeatmapAttribute.AdditionalMetric("RPM required to clear spinners", LocalisableString.Interpolate($@"{IBeatmapDifficultyInfo.DifficultyRange(modAdjustedDifficulty.OverallDifficulty, Spinner.CLEAR_RPM_RANGE):N0} RPM")),
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new RulesetBeatmapAttribute.AdditionalMetric("RPM required to get full spinner bonus", LocalisableString.Interpolate($@"{IBeatmapDifficultyInfo.DifficultyRange(modAdjustedDifficulty.OverallDifficulty, Spinner.COMPLETE_RPM_RANGE):N0} RPM")),
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]).ToArray()
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};
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// HP drain is thankfully simple enough.
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yield return new RulesetBeatmapAttribute(SongSelectStrings.HPDrain, @"HP", originalDifficulty.DrainRate, effectiveDifficulty.DrainRate, 10)
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{
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Description = "Affects the harshness of health drain and the health penalties for missing."
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};
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}
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public override bool EditorShowScrollSpeed => false;
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}
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}
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