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osu-lazer/osu.Game.Rulesets.Mania/ManiaRuleset.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.UI;
using System.Collections.Generic;
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using System.Linq;
using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
using osu.Game.Graphics;
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namespace osu.Game.Rulesets.Mania
{
public class ManiaRuleset : Ruleset
{
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public override RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap, bool isForCurrentRuleset) => new ManiaRulesetContainer(this, beatmap, isForCurrentRuleset);
public override IEnumerable<Mod> GetModsFor(ModType type)
{
switch (type)
{
case ModType.DifficultyReduction:
return new Mod[]
{
new ManiaModEasy(),
new ManiaModNoFail(),
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new MultiMod
{
Mods = new Mod[]
{
new ManiaModHalfTime(),
new ManiaModDaycore(),
},
},
};
case ModType.DifficultyIncrease:
return new Mod[]
{
new ManiaModHardRock(),
new MultiMod
{
Mods = new Mod[]
{
new ManiaModSuddenDeath(),
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new ManiaModPerfect(),
},
},
new MultiMod
{
Mods = new Mod[]
{
new ManiaModDoubleTime(),
new ManiaModNightcore(),
},
},
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new MultiMod
{
Mods = new Mod[]
{
new ManiaModFadeIn(),
new ManiaModHidden(),
}
},
new ManiaModFlashlight(),
};
case ModType.Special:
return new Mod[]
{
new MultiMod
{
Mods = new Mod[]
{
new ManiaModKey4(),
new ManiaModKey5(),
new ManiaModKey6(),
new ManiaModKey7(),
new ManiaModKey8(),
new ManiaModKey9(),
new ManiaModKey1(),
new ManiaModKey2(),
new ManiaModKey3(),
},
},
new ManiaModRandom(),
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new ManiaModDualStages(),
new MultiMod
{
Mods = new Mod[]
{
new ManiaModAutoplay(),
new ModCinema(),
},
},
};
default:
return new Mod[] { };
}
}
public override string Description => "osu!mania";
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public override string ShortName => "mania";
public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_mania_o };
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public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap, Mod[] mods = null) => new ManiaDifficultyCalculator(beatmap);
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public override int LegacyID => 3;
public ManiaRuleset(RulesetInfo rulesetInfo = null)
: base(rulesetInfo)
{
}
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public override IEnumerable<int> AvailableVariants
{
get
{
for (int i = 1; i <= 9; i++)
yield return (int)PlayfieldType.Single + i;
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for (int i = 2; i <= 18; i += 2)
yield return (int)PlayfieldType.Dual + i;
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}
}
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public override IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0)
{
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switch (getPlayfieldType(variant))
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{
case PlayfieldType.Single:
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return new VariantMappingGenerator
{
LeftKeys = new[]
{
InputKey.A,
InputKey.S,
InputKey.D,
InputKey.F
},
RightKeys = new[]
{
InputKey.J,
InputKey.K,
InputKey.L,
InputKey.Semicolon
},
SpecialKey = InputKey.Space,
SpecialAction = ManiaAction.Special1,
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NormalActionStart = ManiaAction.Key1,
}.GenerateKeyBindingsFor(variant, out _);
case PlayfieldType.Dual:
int keys = getDualStageKeyCount(variant);
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var stage1Bindings = new VariantMappingGenerator
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{
LeftKeys = new[]
{
InputKey.Number1,
InputKey.Number2,
InputKey.Number3,
InputKey.Number4,
},
RightKeys = new[]
{
InputKey.Z,
InputKey.X,
InputKey.C,
InputKey.V
},
SpecialKey = InputKey.Tilde,
SpecialAction = ManiaAction.Special1,
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NormalActionStart = ManiaAction.Key1
}.GenerateKeyBindingsFor(keys, out var nextNormal);
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var stage2Bindings = new VariantMappingGenerator
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{
LeftKeys = new[]
{
InputKey.Number7,
InputKey.Number8,
InputKey.Number9,
InputKey.Number0
},
RightKeys = new[]
{
InputKey.O,
InputKey.P,
InputKey.BracketLeft,
InputKey.BracketRight
},
SpecialKey = InputKey.BackSlash,
SpecialAction = ManiaAction.Special2,
NormalActionStart = nextNormal
}.GenerateKeyBindingsFor(keys, out _);
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return stage1Bindings.Concat(stage2Bindings);
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}
return new KeyBinding[0];
}
public override string GetVariantName(int variant)
{
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switch (getPlayfieldType(variant))
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{
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default:
return $"{variant}K";
case PlayfieldType.Dual:
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{
var keys = getDualStageKeyCount(variant);
return $"{keys}K + {keys}K";
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}
}
}
/// <summary>
/// Finds the number of keys for each stage in a <see cref="PlayfieldType.Dual"/> variant.
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/// </summary>
/// <param name="variant">The variant.</param>
private int getDualStageKeyCount(int variant) => (variant - (int)PlayfieldType.Dual) / 2;
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/// <summary>
/// Finds the <see cref="PlayfieldType"/> that corresponds to a variant value.
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/// </summary>
/// <param name="variant">The variant value.</param>
/// <returns>The <see cref="PlayfieldType"/> that corresponds to <paramref name="variant"/>.</returns>
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private PlayfieldType getPlayfieldType(int variant)
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{
return (PlayfieldType)Enum.GetValues(typeof(PlayfieldType)).Cast<int>().OrderByDescending(i => i).First(v => variant >= v);
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}
private class VariantMappingGenerator
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{
/// <summary>
/// All the <see cref="InputKey"/>s available to the left hand.
/// </summary>
public InputKey[] LeftKeys;
/// <summary>
/// All the <see cref="InputKey"/>s available to the right hand.
/// </summary>
public InputKey[] RightKeys;
/// <summary>
/// The <see cref="InputKey"/> for the special key.
/// </summary>
public InputKey SpecialKey;
/// <summary>
/// The <see cref="ManiaAction"/> at which the normal columns should begin.
/// </summary>
public ManiaAction NormalActionStart;
/// <summary>
/// The <see cref="ManiaAction"/> for the special column.
/// </summary>
public ManiaAction SpecialAction;
/// <summary>
/// Generates a list of <see cref="KeyBinding"/>s for a specific number of columns.
/// </summary>
/// <param name="columns">The number of columns that need to be bound.</param>
/// <param name="nextNormalAction">The next <see cref="ManiaAction"/> to use for normal columns.</param>
/// <returns>The keybindings.</returns>
public IEnumerable<KeyBinding> GenerateKeyBindingsFor(int columns, out ManiaAction nextNormalAction)
{
ManiaAction currentNormalAction = NormalActionStart;
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var bindings = new List<KeyBinding>();
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for (int i = LeftKeys.Length - columns / 2; i < LeftKeys.Length; i++)
bindings.Add(new KeyBinding(LeftKeys[i], currentNormalAction++));
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for (int i = 0; i < columns / 2; i++)
bindings.Add(new KeyBinding(RightKeys[i], currentNormalAction++));
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if (columns % 2 == 1)
bindings.Add(new KeyBinding(SpecialKey, SpecialAction));
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nextNormalAction = currentNormalAction;
return bindings;
}
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}
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}
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public enum PlayfieldType
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{
/// <summary>
/// Columns are grouped into a single stage.
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/// Number of columns in this stage lies at (item - Single).
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/// </summary>
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Single = 0,
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/// <summary>
/// Columns are grouped into two stages.
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/// Overall number of columns lies at (item - Dual), further computation is required for
/// number of columns in each individual stage.
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/// </summary>
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Dual = 1000,
}
}