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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 System;
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using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Bindings;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
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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;
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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.Edit;
using osu.Game.Rulesets.Taiko.Mods;
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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;
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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;
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using osu.Game.Screens.Ranking.Statistics;
using osu.Game.Skinning;
using osu.Game.Rulesets.Configuration;
using osu.Game.Configuration;
using osu.Game.Rulesets.Scoring.Legacy;
using osu.Game.Rulesets.Taiko.Configuration;
using osu.Game.Rulesets.Taiko.Edit.Setup;
using osu.Game.Screens.Edit.Setup;
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namespace osu.Game.Rulesets.Taiko
{
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public class TaikoRuleset : Ruleset, ILegacyRuleset
{
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? 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;
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public override IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0) => new[]
{
new KeyBinding(InputKey.MouseRight, TaikoAction.LeftRim),
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new KeyBinding(InputKey.D, TaikoAction.LeftRim),
new KeyBinding(InputKey.MouseLeft, TaikoAction.LeftCentre),
new KeyBinding(InputKey.F, TaikoAction.LeftCentre),
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new KeyBinding(InputKey.J, TaikoAction.RightCentre),
new KeyBinding(InputKey.K, TaikoAction.RightRim),
};
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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 TaikoModNightcore();
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else if (mods.HasFlag(LegacyMods.DoubleTime))
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yield return new TaikoModDoubleTime();
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if (mods.HasFlag(LegacyMods.Perfect))
yield return new TaikoModPerfect();
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else if (mods.HasFlag(LegacyMods.SuddenDeath))
yield return new TaikoModSuddenDeath();
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if (mods.HasFlag(LegacyMods.Cinema))
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yield return new TaikoModCinema();
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else if (mods.HasFlag(LegacyMods.Autoplay))
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yield return new TaikoModAutoplay();
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if (mods.HasFlag(LegacyMods.Easy))
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yield return new TaikoModEasy();
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if (mods.HasFlag(LegacyMods.Flashlight))
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yield return new TaikoModFlashlight();
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if (mods.HasFlag(LegacyMods.HalfTime))
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yield return new TaikoModHalfTime();
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if (mods.HasFlag(LegacyMods.HardRock))
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yield return new TaikoModHardRock();
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if (mods.HasFlag(LegacyMods.Hidden))
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yield return new TaikoModHidden();
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if (mods.HasFlag(LegacyMods.NoFail))
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yield return new TaikoModNoFail();
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if (mods.HasFlag(LegacyMods.Relax))
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yield return new TaikoModRelax();
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if (mods.HasFlag(LegacyMods.ScoreV2))
yield return new ModScoreV2();
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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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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()),
new TaikoModHidden(),
new TaikoModFlashlight(),
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new ModAccuracyChallenge(),
};
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case ModType.Conversion:
return new Mod[]
{
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new TaikoModRandom(),
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new TaikoModDifficultyAdjust(),
new TaikoModClassic(),
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new TaikoModSwap(),
new TaikoModSingleTap(),
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new TaikoModConstantSpeed(),
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};
case ModType.Automation:
return new Mod[]
{
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new MultiMod(new TaikoModAutoplay(), new TaikoModCinema()),
new TaikoModRelax(),
};
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case ModType.Fun:
return new Mod[]
{
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new MultiMod(new ModWindUp(), new ModWindDown()),
new TaikoModMuted(),
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new ModAdaptiveSpeed()
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};
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case ModType.System:
return new Mod[]
{
new ModScoreV2(),
};
default:
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return Array.Empty<Mod>();
}
}
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public override string Description => "osu!taiko";
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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 IEnumerable<SetupSection> CreateEditorSetupSections() =>
[
new TaikoDifficultySection(),
];
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public override IBeatmapVerifier CreateBeatmapVerifier() => new TaikoBeatmapVerifier();
public override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => new TaikoDifficultyCalculator(RulesetInfo, beatmap);
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public override PerformanceCalculator CreatePerformanceCalculator() => new TaikoPerformanceCalculator();
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public int LegacyID => 1;
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public ILegacyScoreSimulator CreateLegacyScoreSimulator() => new TaikoLegacyScoreSimulator();
public override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new TaikoReplayFrame();
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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,
};
}
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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)
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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 StatisticItem("Performance Breakdown", () => new PerformanceBreakdownChart(score, playableBeatmap)
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y
}),
new StatisticItem("Timing Distribution", () => new HitEventTimingDistributionGraph(timedHitEvents)
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{
RelativeSizeAxes = Axes.X,
Height = 250
}, true),
new StatisticItem("Statistics", () => new SimpleStatisticTable(2, new SimpleStatisticItem[]
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{
new AverageHitError(timedHitEvents),
new UnstableRate(timedHitEvents)
}), true)
};
}
/// <seealso cref="TaikoHitWindows"/>
public override BeatmapDifficulty GetRateAdjustedDisplayDifficulty(IBeatmapDifficultyInfo difficulty, double rate)
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{
BeatmapDifficulty adjustedDifficulty = new BeatmapDifficulty(difficulty);
var greatHitWindowRange = TaikoHitWindows.TAIKO_RANGES.Single(range => range.Result == HitResult.Great);
double greatHitWindow = IBeatmapDifficultyInfo.DifficultyRange(adjustedDifficulty.OverallDifficulty, greatHitWindowRange.Min, greatHitWindowRange.Average, greatHitWindowRange.Max);
greatHitWindow /= rate;
adjustedDifficulty.OverallDifficulty = (float)IBeatmapDifficultyInfo.InverseDifficultyRange(greatHitWindow, greatHitWindowRange.Min, greatHitWindowRange.Average, greatHitWindowRange.Max);
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return adjustedDifficulty;
}
}
}