mirror of
https://github.com/SK-la/Ez2Lazer.git
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168 lines
7.5 KiB
C#
168 lines
7.5 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.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using Newtonsoft.Json;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public class OsuDifficultyAttributes : DifficultyAttributes
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{
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/// <summary>
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/// The difficulty corresponding to the aim skill.
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/// </summary>
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[JsonProperty("aim_difficulty")]
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public double AimDifficulty { get; set; }
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/// <summary>
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/// The number of <see cref="Slider"/>s weighted by difficulty.
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/// </summary>
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[JsonProperty("aim_difficult_slider_count")]
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public double AimDifficultSliderCount { get; set; }
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/// <summary>
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/// The difficulty corresponding to the speed skill.
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/// </summary>
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[JsonProperty("speed_difficulty")]
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public double SpeedDifficulty { get; set; }
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/// <summary>
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/// The number of clickable objects weighted by difficulty.
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/// Related to <see cref="SpeedDifficulty"/>
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/// </summary>
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[JsonProperty("speed_note_count")]
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public double SpeedNoteCount { get; set; }
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/// <summary>
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/// The difficulty corresponding to the flashlight skill.
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/// </summary>
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[JsonProperty("flashlight_difficulty")]
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public double FlashlightDifficulty { get; set; }
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/// <summary>
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/// Describes how much of <see cref="AimDifficulty"/> is contributed to by hitcircles or sliders.
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/// A value closer to 1.0 indicates most of <see cref="AimDifficulty"/> is contributed by hitcircles.
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/// A value closer to 0.0 indicates most of <see cref="AimDifficulty"/> is contributed by sliders.
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/// </summary>
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[JsonProperty("slider_factor")]
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public double SliderFactor { get; set; }
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/// <summary>
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/// Describes how much of <see cref="AimDifficultStrainCount"/> is contributed to by hitcircles or sliders
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/// A value closer to 0.0 indicates most of <see cref="AimDifficultStrainCount"/> is contributed by hitcircles
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/// A value closer to Infinity indicates most of <see cref="AimDifficultStrainCount"/> is contributed by sliders
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/// </summary>
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[JsonProperty("aim_top_weighted_slider_factor")]
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public double AimTopWeightedSliderFactor { get; set; }
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/// <summary>
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/// Describes how much of <see cref="SpeedDifficultStrainCount"/> is contributed to by hitcircles or sliders
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/// A value closer to 0.0 indicates most of <see cref="SpeedDifficultStrainCount"/> is contributed by hitcircles
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/// A value closer to Infinity indicates most of <see cref="SpeedDifficultStrainCount"/> is contributed by sliders
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/// </summary>
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[JsonProperty("speed_top_weighted_slider_factor")]
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public double SpeedTopWeightedSliderFactor { get; set; }
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[JsonProperty("aim_difficult_strain_count")]
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public double AimDifficultStrainCount { get; set; }
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[JsonProperty("speed_difficult_strain_count")]
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public double SpeedDifficultStrainCount { get; set; }
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[JsonProperty("nested_score_per_object")]
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public double NestedScorePerObject { get; set; }
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[JsonProperty("legacy_score_base_multiplier")]
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public double LegacyScoreBaseMultiplier { get; set; }
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[JsonProperty("maximum_legacy_combo_score")]
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public double MaximumLegacyComboScore { get; set; }
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/// <summary>
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/// The beatmap's drain rate. This doesn't scale with rate-adjusting mods.
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/// </summary>
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public double DrainRate { get; set; }
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/// <summary>
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/// The number of hitcircles in the beatmap.
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/// </summary>
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public int HitCircleCount { get; set; }
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/// <summary>
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/// The number of sliders in the beatmap.
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/// </summary>
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public int SliderCount { get; set; }
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/// <summary>
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/// The number of spinners in the beatmap.
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/// </summary>
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public int SpinnerCount { get; set; }
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public override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
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{
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foreach (var v in base.ToDatabaseAttributes())
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yield return v;
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yield return (ATTRIB_ID_AIM, AimDifficulty);
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yield return (ATTRIB_ID_SPEED, SpeedDifficulty);
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yield return (ATTRIB_ID_DIFFICULTY, StarRating);
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if (ShouldSerializeFlashlightDifficulty())
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yield return (ATTRIB_ID_FLASHLIGHT, FlashlightDifficulty);
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yield return (ATTRIB_ID_SLIDER_FACTOR, SliderFactor);
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yield return (ATTRIB_ID_AIM_DIFFICULT_STRAIN_COUNT, AimDifficultStrainCount);
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yield return (ATTRIB_ID_SPEED_DIFFICULT_STRAIN_COUNT, SpeedDifficultStrainCount);
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yield return (ATTRIB_ID_SPEED_NOTE_COUNT, SpeedNoteCount);
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yield return (ATTRIB_ID_AIM_DIFFICULT_SLIDER_COUNT, AimDifficultSliderCount);
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yield return (ATTRIB_ID_AIM_TOP_WEIGHTED_SLIDER_FACTOR, AimTopWeightedSliderFactor);
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yield return (ATTRIB_ID_SPEED_TOP_WEIGHTED_SLIDER_FACTOR, SpeedTopWeightedSliderFactor);
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yield return (ATTRIB_ID_NESTED_SCORE_PER_OBJECT, NestedScorePerObject);
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yield return (ATTRIB_ID_LEGACY_SCORE_BASE_MULTIPLIER, LegacyScoreBaseMultiplier);
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yield return (ATTRIB_ID_MAXIMUM_LEGACY_COMBO_SCORE, MaximumLegacyComboScore);
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}
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public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
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{
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base.FromDatabaseAttributes(values, onlineInfo);
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AimDifficulty = values[ATTRIB_ID_AIM];
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SpeedDifficulty = values[ATTRIB_ID_SPEED];
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StarRating = values[ATTRIB_ID_DIFFICULTY];
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FlashlightDifficulty = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT);
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SliderFactor = values[ATTRIB_ID_SLIDER_FACTOR];
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AimDifficultStrainCount = values[ATTRIB_ID_AIM_DIFFICULT_STRAIN_COUNT];
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SpeedDifficultStrainCount = values[ATTRIB_ID_SPEED_DIFFICULT_STRAIN_COUNT];
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SpeedNoteCount = values[ATTRIB_ID_SPEED_NOTE_COUNT];
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AimDifficultSliderCount = values[ATTRIB_ID_AIM_DIFFICULT_SLIDER_COUNT];
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AimTopWeightedSliderFactor = values[ATTRIB_ID_AIM_TOP_WEIGHTED_SLIDER_FACTOR];
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SpeedTopWeightedSliderFactor = values[ATTRIB_ID_SPEED_TOP_WEIGHTED_SLIDER_FACTOR];
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NestedScorePerObject = values[ATTRIB_ID_NESTED_SCORE_PER_OBJECT];
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LegacyScoreBaseMultiplier = values[ATTRIB_ID_LEGACY_SCORE_BASE_MULTIPLIER];
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MaximumLegacyComboScore = values[ATTRIB_ID_MAXIMUM_LEGACY_COMBO_SCORE];
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DrainRate = onlineInfo.DrainRate;
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HitCircleCount = onlineInfo.CircleCount;
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SliderCount = onlineInfo.SliderCount;
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SpinnerCount = onlineInfo.SpinnerCount;
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}
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#region Newtonsoft.Json implicit ShouldSerialize() methods
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// The properties in this region are used implicitly by Newtonsoft.Json to not serialise certain fields in some cases.
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// They rely on being named exactly the same as the corresponding fields (casing included) and as such should NOT be renamed
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// unless the fields are also renamed.
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[UsedImplicitly]
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public bool ShouldSerializeFlashlightDifficulty() => Mods.Any(m => m is ModFlashlight);
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#endregion
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}
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}
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