2019-02-13 14:49:30 +08:00
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// 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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2020-10-09 20:50:11 +08:00
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using System;
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2019-02-13 14:49:30 +08:00
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using System.Collections.Generic;
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using System.Linq;
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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.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mania.Difficulty.Skills;
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using osu.Game.Rulesets.Mania.MathUtils;
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2019-02-13 14:49:30 +08:00
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using osu.Game.Rulesets.Mania.Mods;
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using osu.Game.Rulesets.Mania.Objects;
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2019-09-06 14:24:00 +08:00
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using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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2019-09-06 14:24:00 +08:00
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using osu.Game.Rulesets.Scoring;
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2019-02-13 14:49:30 +08:00
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namespace osu.Game.Rulesets.Mania.Difficulty
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{
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public class ManiaDifficultyCalculator : DifficultyCalculator
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{
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private const double star_scaling_factor = 0.018;
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private readonly bool isForCurrentRuleset;
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public ManiaDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.Equals(ruleset.RulesetInfo);
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}
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new ManiaDifficultyAttributes { Mods = mods, Skills = skills };
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2019-09-02 16:38:52 +08:00
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HitWindows hitWindows = new ManiaHitWindows();
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hitWindows.SetDifficulty(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
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return new ManiaDifficultyAttributes
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{
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StarRating = skills[0].DifficultyValue() * star_scaling_factor,
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Mods = mods,
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// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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GreatHitWindow = (int)(hitWindows.WindowFor(HitResult.Great)) / clockRate,
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MaxCombo = beatmap.HitObjects.Sum(h => h is HoldNote ? 2 : 1),
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Skills = skills
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};
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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var sortedObjects = beatmap.HitObjects.ToArray();
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LegacySortHelper<HitObject>.Sort(sortedObjects, Comparer<HitObject>.Create((a, b) => (int)Math.Round(a.StartTime) - (int)Math.Round(b.StartTime)));
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for (int i = 1; i < sortedObjects.Length; i++)
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yield return new ManiaDifficultyHitObject(sortedObjects[i], sortedObjects[i - 1], clockRate);
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}
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// Sorting is done in CreateDifficultyHitObjects, since the full list of hitobjects is required.
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protected override IEnumerable<DifficultyHitObject> SortObjects(IEnumerable<DifficultyHitObject> input) => input;
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protected override Skill[] CreateSkills(IBeatmap beatmap) => new Skill[]
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{
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new Strain(((ManiaBeatmap)beatmap).TotalColumns)
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};
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protected override Mod[] DifficultyAdjustmentMods
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{
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get
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{
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var mods = new Mod[]
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{
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new ManiaModDoubleTime(),
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new ManiaModHalfTime(),
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new ManiaModEasy(),
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new ManiaModHardRock(),
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};
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if (isForCurrentRuleset)
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return mods;
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// if we are a convert, we can be played in any key mod.
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return mods.Concat(new Mod[]
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{
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new ManiaModKey1(),
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new ManiaModKey2(),
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new ManiaModKey3(),
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new ManiaModKey4(),
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new ManiaModKey5(),
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new ManiaModKey6(),
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new ManiaModKey7(),
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new ManiaModKey8(),
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new ManiaModKey9(),
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}).ToArray();
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}
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}
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}
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}
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