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osu-lazer/osu.Game.Rulesets.Taiko/TaikoRuleset.cs

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// 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.
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using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Mods;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Rulesets.UI;
using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Bindings;
using osu.Game.Rulesets.Replays.Types;
using osu.Game.Rulesets.Taiko.Replays;
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using osu.Game.Beatmaps.Legacy;
using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Rulesets.Taiko.Difficulty;
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using osu.Game.Rulesets.Taiko.Scoring;
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using osu.Game.Scoring;
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using System;
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using System.Linq;
using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Taiko.Edit;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Skinning.Legacy;
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using osu.Game.Screens.Ranking.Statistics;
using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko
{
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public class TaikoRuleset : Ruleset, ILegacyRuleset
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{
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new DrawableTaikoRuleset(this, beatmap, mods);
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public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor();
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public override HealthProcessor CreateHealthProcessor(double drainStartTime) => new TaikoHealthProcessor();
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TaikoBeatmapConverter(beatmap, this);
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public override ISkin CreateLegacySkinProvider(ISkinSource source, IBeatmap beatmap) => new TaikoLegacySkinTransformer(source);
public const string SHORT_NAME = "taiko";
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public override IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0) => new[]
{
new KeyBinding(InputKey.MouseLeft, TaikoAction.LeftCentre),
new KeyBinding(InputKey.MouseRight, TaikoAction.LeftRim),
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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)
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{
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if (mods.HasFlag(LegacyMods.Nightcore))
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yield return new TaikoModNightcore();
else if (mods.HasFlag(LegacyMods.DoubleTime))
yield return new TaikoModDoubleTime();
if (mods.HasFlag(LegacyMods.Perfect))
yield return new TaikoModPerfect();
else if (mods.HasFlag(LegacyMods.SuddenDeath))
yield return new TaikoModSuddenDeath();
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if (mods.HasFlag(LegacyMods.Cinema))
yield return new TaikoModCinema();
else if (mods.HasFlag(LegacyMods.Autoplay))
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yield return new TaikoModAutoplay();
if (mods.HasFlag(LegacyMods.Easy))
yield return new TaikoModEasy();
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if (mods.HasFlag(LegacyMods.Flashlight))
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yield return new TaikoModFlashlight();
if (mods.HasFlag(LegacyMods.HalfTime))
yield return new TaikoModHalfTime();
if (mods.HasFlag(LegacyMods.HardRock))
yield return new TaikoModHardRock();
if (mods.HasFlag(LegacyMods.Hidden))
yield return new TaikoModHidden();
if (mods.HasFlag(LegacyMods.NoFail))
yield return new TaikoModNoFail();
if (mods.HasFlag(LegacyMods.Relax))
yield return new TaikoModRelax();
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if (mods.HasFlag(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;
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}
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public override IEnumerable<Mod> GetModsFor(ModType type)
{
switch (type)
{
case ModType.DifficultyReduction:
return new Mod[]
{
new TaikoModEasy(),
new TaikoModNoFail(),
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new MultiMod(new TaikoModHalfTime(), new TaikoModDaycore()),
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};
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case ModType.DifficultyIncrease:
return new Mod[]
{
new TaikoModHardRock(),
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new MultiMod(new TaikoModSuddenDeath(), new TaikoModPerfect()),
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new MultiMod(new TaikoModDoubleTime(), new TaikoModNightcore()),
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new TaikoModHidden(),
new TaikoModFlashlight(),
};
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case ModType.Conversion:
return new Mod[]
{
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new TaikoModRandom(),
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new TaikoModDifficultyAdjust(),
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};
case ModType.Automation:
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return new Mod[]
{
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new MultiMod(new TaikoModAutoplay(), new TaikoModCinema()),
new TaikoModRelax(),
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};
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case ModType.Fun:
return new Mod[]
{
new MultiMod(new ModWindUp(), new ModWindDown())
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};
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default:
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return Array.Empty<Mod>();
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}
}
public override string Description => "osu!taiko";
public override string ShortName => SHORT_NAME;
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public override string PlayingVerb => "Bashing drums";
public override Drawable CreateIcon() => new SpriteIcon { Icon = OsuIcon.RulesetTaiko };
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public override HitObjectComposer CreateHitObjectComposer() => new TaikoHitObjectComposer(this);
public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(this, beatmap);
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public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new TaikoPerformanceCalculator(this, attributes, score);
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public int LegacyID => 1;
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public override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new TaikoReplayFrame();
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protected override IEnumerable<HitResult> GetValidHitResults()
{
return new[]
{
HitResult.Great,
HitResult.Ok,
HitResult.SmallTickHit,
HitResult.SmallBonus,
};
}
public override string GetDisplayNameForHitResult(HitResult result)
{
switch (result)
{
case HitResult.SmallTickHit:
return "drum tick";
case HitResult.SmallBonus:
return "strong bonus";
}
return base.GetDisplayNameForHitResult(result);
}
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public override StatisticRow[] CreateStatisticsForScore(ScoreInfo score, IBeatmap playableBeatmap)
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{
var timedHitEvents = score.HitEvents.Where(e => e.HitObject is Hit).ToList();
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return new[]
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{
new StatisticRow
{
Columns = new[]
{
new StatisticItem("Timing Distribution", new HitEventTimingDistributionGraph(timedHitEvents)
{
RelativeSizeAxes = Axes.X,
Height = 250
}),
}
},
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new StatisticRow
{
Columns = new[]
{
new StatisticItem(string.Empty, new SimpleStatisticTable(3, new SimpleStatisticItem[]
{
new UnstableRate(timedHitEvents)
}))
}
}
};
}
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}
}