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Merge branch 'master' into slider-splitter

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Dean Herbert 2022-08-26 19:10:33 +09:00 committed by GitHub
commit 03dcfed384
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193 changed files with 2408 additions and 1475 deletions

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@ -21,7 +21,7 @@
] ]
}, },
"ppy.localisationanalyser.tools": { "ppy.localisationanalyser.tools": {
"version": "2022.607.0", "version": "2022.809.0",
"commands": [ "commands": [
"localisation" "localisation"
] ]

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@ -53,3 +53,7 @@ dotnet_diagnostic.CA2225.severity = none
# Banned APIs # Banned APIs
dotnet_diagnostic.RS0030.severity = error dotnet_diagnostic.RS0030.severity = error
# Temporarily disable analysing CanBeNull = true in NRT contexts due to mobile issues.
# See: https://github.com/ppy/osu/pull/19677
dotnet_diagnostic.OSUF001.severity = none

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@ -21,8 +21,11 @@ namespace osu.Game.Rulesets.Pippidon.Beatmaps
public PippidonBeatmapConverter(IBeatmap beatmap, Ruleset ruleset) public PippidonBeatmapConverter(IBeatmap beatmap, Ruleset ruleset)
: base(beatmap, ruleset) : base(beatmap, ruleset)
{ {
minPosition = beatmap.HitObjects.Min(getUsablePosition); if (beatmap.HitObjects.Any())
maxPosition = beatmap.HitObjects.Max(getUsablePosition); {
minPosition = beatmap.HitObjects.Min(getUsablePosition);
maxPosition = beatmap.HitObjects.Max(getUsablePosition);
}
} }
public override bool CanConvert() => Beatmap.HitObjects.All(h => h is IHasXPosition && h is IHasYPosition); public override bool CanConvert() => Beatmap.HitObjects.All(h => h is IHasXPosition && h is IHasYPosition);

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@ -51,8 +51,8 @@
<Reference Include="Java.Interop" /> <Reference Include="Java.Interop" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<PackageReference Include="ppy.osu.Game.Resources" Version="2022.810.0" /> <PackageReference Include="ppy.osu.Game.Resources" Version="2022.819.0" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2022.816.0" /> <PackageReference Include="ppy.osu.Framework.Android" Version="2022.819.0" />
</ItemGroup> </ItemGroup>
<ItemGroup Label="Transitive Dependencies"> <ItemGroup Label="Transitive Dependencies">
<!-- Realm needs to be directly referenced in all Xamarin projects, as it will not pull in its transitive dependencies otherwise. --> <!-- Realm needs to be directly referenced in all Xamarin projects, as it will not pull in its transitive dependencies otherwise. -->

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@ -23,6 +23,7 @@ using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
using System; using System;
using osu.Framework.Extensions.EnumExtensions; using osu.Framework.Extensions.EnumExtensions;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Catch.Edit; using osu.Game.Rulesets.Catch.Edit;
using osu.Game.Rulesets.Catch.Skinning.Legacy; using osu.Game.Rulesets.Catch.Skinning.Legacy;
using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Edit;
@ -162,7 +163,7 @@ namespace osu.Game.Rulesets.Catch
}; };
} }
public override string GetDisplayNameForHitResult(HitResult result) public override LocalisableString GetDisplayNameForHitResult(HitResult result)
{ {
switch (result) switch (result)
{ {

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@ -1,12 +1,13 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Catch.Mods namespace osu.Game.Rulesets.Catch.Mods
{ {
public class CatchModEasy : ModEasyWithExtraLives public class CatchModEasy : ModEasyWithExtraLives
{ {
public override string Description => @"Larger fruits, more forgiving HP drain, less accuracy required, and three lives!"; public override LocalisableString Description => @"Larger fruits, more forgiving HP drain, less accuracy required, and three lives!";
} }
} }

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@ -3,6 +3,7 @@
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Catch.Objects; using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.UI; using osu.Game.Rulesets.UI;
@ -14,7 +15,7 @@ namespace osu.Game.Rulesets.Catch.Mods
{ {
public override string Name => "Floating Fruits"; public override string Name => "Floating Fruits";
public override string Acronym => "FF"; public override string Acronym => "FF";
public override string Description => "The fruits are... floating?"; public override LocalisableString Description => "The fruits are... floating?";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override IconUsage? Icon => FontAwesome.Solid.Cloud; public override IconUsage? Icon => FontAwesome.Solid.Cloud;

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@ -3,6 +3,7 @@
using System.Linq; using System.Linq;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Catch.Objects; using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.Objects.Drawables; using osu.Game.Rulesets.Catch.Objects.Drawables;
using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Catch.UI;
@ -14,7 +15,7 @@ namespace osu.Game.Rulesets.Catch.Mods
{ {
public class CatchModHidden : ModHidden, IApplicableToDrawableRuleset<CatchHitObject> public class CatchModHidden : ModHidden, IApplicableToDrawableRuleset<CatchHitObject>
{ {
public override string Description => @"Play with fading fruits."; public override LocalisableString Description => @"Play with fading fruits.";
public override double ScoreMultiplier => UsesDefaultConfiguration ? 1.06 : 1; public override double ScoreMultiplier => UsesDefaultConfiguration ? 1.06 : 1;
private const double fade_out_offset_multiplier = 0.6; private const double fade_out_offset_multiplier = 0.6;

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using System.Linq; using System.Linq;
using osu.Framework.Localisation;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Catch.Beatmaps; using osu.Game.Rulesets.Catch.Beatmaps;
using osu.Game.Rulesets.Catch.Objects; using osu.Game.Rulesets.Catch.Objects;
@ -14,7 +15,7 @@ namespace osu.Game.Rulesets.Catch.Mods
{ {
public class CatchModMirror : ModMirror, IApplicableToBeatmap public class CatchModMirror : ModMirror, IApplicableToBeatmap
{ {
public override string Description => "Fruits are flipped horizontally."; public override LocalisableString Description => "Fruits are flipped horizontally.";
/// <remarks> /// <remarks>
/// <see cref="IApplicableToBeatmap"/> is used instead of <see cref="IApplicableToHitObject"/>, /// <see cref="IApplicableToBeatmap"/> is used instead of <see cref="IApplicableToHitObject"/>,

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@ -3,6 +3,7 @@
using System; using System;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Configuration; using osu.Game.Configuration;
@ -14,7 +15,7 @@ namespace osu.Game.Rulesets.Catch.Mods
{ {
public class CatchModNoScope : ModNoScope, IUpdatableByPlayfield public class CatchModNoScope : ModNoScope, IUpdatableByPlayfield
{ {
public override string Description => "Where's the catcher?"; public override LocalisableString Description => "Where's the catcher?";
[SettingSource( [SettingSource(
"Hidden at combo", "Hidden at combo",

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@ -5,6 +5,7 @@ using osu.Framework.Graphics;
using osu.Framework.Input; using osu.Framework.Input;
using osu.Framework.Input.Bindings; using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events; using osu.Framework.Input.Events;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Catch.Objects; using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
@ -16,7 +17,7 @@ namespace osu.Game.Rulesets.Catch.Mods
{ {
public class CatchModRelax : ModRelax, IApplicableToDrawableRuleset<CatchHitObject>, IApplicableToPlayer public class CatchModRelax : ModRelax, IApplicableToDrawableRuleset<CatchHitObject>, IApplicableToPlayer
{ {
public override string Description => @"Use the mouse to control the catcher."; public override LocalisableString Description => @"Use the mouse to control the catcher.";
private DrawableRuleset<CatchHitObject> drawableRuleset = null!; private DrawableRuleset<CatchHitObject> drawableRuleset = null!;

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@ -15,6 +15,7 @@ using osu.Framework.Extensions.EnumExtensions;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Bindings; using osu.Framework.Input.Bindings;
using osu.Framework.Localisation;
using osu.Game.Graphics; using osu.Game.Graphics;
using osu.Game.Rulesets.Mania.Replays; using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Replays.Types; using osu.Game.Rulesets.Replays.Types;
@ -311,7 +312,7 @@ namespace osu.Game.Rulesets.Mania
return Array.Empty<KeyBinding>(); return Array.Empty<KeyBinding>();
} }
public override string GetVariantName(int variant) public override LocalisableString GetVariantName(int variant)
{ {
switch (getPlayfieldType(variant)) switch (getPlayfieldType(variant))
{ {
@ -356,7 +357,7 @@ namespace osu.Game.Rulesets.Mania
}; };
} }
public override string GetDisplayNameForHitResult(HitResult result) public override LocalisableString GetDisplayNameForHitResult(HitResult result)
{ {
switch (result) switch (result)
{ {

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.UI; using osu.Game.Rulesets.Mania.UI;
@ -18,7 +19,7 @@ namespace osu.Game.Rulesets.Mania.Mods
public override double ScoreMultiplier => 0.9; public override double ScoreMultiplier => 0.9;
public override string Description => "No more tricky speed changes!"; public override LocalisableString Description => "No more tricky speed changes!";
public override IconUsage? Icon => FontAwesome.Solid.Equals; public override IconUsage? Icon => FontAwesome.Solid.Equals;

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@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Beatmaps; using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
@ -11,7 +12,7 @@ namespace osu.Game.Rulesets.Mania.Mods
{ {
public override string Name => "Dual Stages"; public override string Name => "Dual Stages";
public override string Acronym => "DS"; public override string Acronym => "DS";
public override string Description => @"Double the stages, double the fun!"; public override LocalisableString Description => @"Double the stages, double the fun!";
public override ModType Type => ModType.Conversion; public override ModType Type => ModType.Conversion;
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;

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@ -1,12 +1,13 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Mania.Mods namespace osu.Game.Rulesets.Mania.Mods
{ {
public class ManiaModEasy : ModEasyWithExtraLives public class ManiaModEasy : ModEasyWithExtraLives
{ {
public override string Description => @"More forgiving HP drain, less accuracy required, and three lives!"; public override LocalisableString Description => @"More forgiving HP drain, less accuracy required, and three lives!";
} }
} }

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@ -3,6 +3,7 @@
using System; using System;
using System.Linq; using System.Linq;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mania.UI; using osu.Game.Rulesets.Mania.UI;
namespace osu.Game.Rulesets.Mania.Mods namespace osu.Game.Rulesets.Mania.Mods
@ -11,7 +12,7 @@ namespace osu.Game.Rulesets.Mania.Mods
{ {
public override string Name => "Fade In"; public override string Name => "Fade In";
public override string Acronym => "FI"; public override string Acronym => "FI";
public override string Description => @"Keys appear out of nowhere!"; public override LocalisableString Description => @"Keys appear out of nowhere!";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(ManiaModHidden)).ToArray(); public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(ManiaModHidden)).ToArray();

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@ -3,13 +3,14 @@
using System; using System;
using System.Linq; using System.Linq;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mania.UI; using osu.Game.Rulesets.Mania.UI;
namespace osu.Game.Rulesets.Mania.Mods namespace osu.Game.Rulesets.Mania.Mods
{ {
public class ManiaModHidden : ManiaModPlayfieldCover public class ManiaModHidden : ManiaModPlayfieldCover
{ {
public override string Description => @"Keys fade out before you hit them!"; public override LocalisableString Description => @"Keys fade out before you hit them!";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(ManiaModFadeIn)).ToArray(); public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(ManiaModFadeIn)).ToArray();

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@ -8,6 +8,7 @@ using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using System.Collections.Generic; using System.Collections.Generic;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mania.Beatmaps; using osu.Game.Rulesets.Mania.Beatmaps;
namespace osu.Game.Rulesets.Mania.Mods namespace osu.Game.Rulesets.Mania.Mods
@ -20,7 +21,7 @@ namespace osu.Game.Rulesets.Mania.Mods
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override string Description => @"Replaces all hold notes with normal notes."; public override LocalisableString Description => @"Replaces all hold notes with normal notes.";
public override IconUsage? Icon => FontAwesome.Solid.DotCircle; public override IconUsage? Icon => FontAwesome.Solid.DotCircle;

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@ -5,6 +5,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Audio; using osu.Game.Audio;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Beatmaps; using osu.Game.Rulesets.Mania.Beatmaps;
@ -20,7 +21,7 @@ namespace osu.Game.Rulesets.Mania.Mods
public override string Acronym => "IN"; public override string Acronym => "IN";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override string Description => "Hold the keys. To the beat."; public override LocalisableString Description => "Hold the keys. To the beat.";
public override IconUsage? Icon => FontAwesome.Solid.YinYang; public override IconUsage? Icon => FontAwesome.Solid.YinYang;

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@ -1,6 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
namespace osu.Game.Rulesets.Mania.Mods namespace osu.Game.Rulesets.Mania.Mods
{ {
public class ManiaModKey1 : ManiaKeyMod public class ManiaModKey1 : ManiaKeyMod
@ -8,6 +10,6 @@ namespace osu.Game.Rulesets.Mania.Mods
public override int KeyCount => 1; public override int KeyCount => 1;
public override string Name => "One Key"; public override string Name => "One Key";
public override string Acronym => "1K"; public override string Acronym => "1K";
public override string Description => @"Play with one key."; public override LocalisableString Description => @"Play with one key.";
} }
} }

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@ -1,6 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
namespace osu.Game.Rulesets.Mania.Mods namespace osu.Game.Rulesets.Mania.Mods
{ {
public class ManiaModKey10 : ManiaKeyMod public class ManiaModKey10 : ManiaKeyMod
@ -8,6 +10,6 @@ namespace osu.Game.Rulesets.Mania.Mods
public override int KeyCount => 10; public override int KeyCount => 10;
public override string Name => "Ten Keys"; public override string Name => "Ten Keys";
public override string Acronym => "10K"; public override string Acronym => "10K";
public override string Description => @"Play with ten keys."; public override LocalisableString Description => @"Play with ten keys.";
} }
} }

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@ -1,6 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
namespace osu.Game.Rulesets.Mania.Mods namespace osu.Game.Rulesets.Mania.Mods
{ {
public class ManiaModKey2 : ManiaKeyMod public class ManiaModKey2 : ManiaKeyMod
@ -8,6 +10,6 @@ namespace osu.Game.Rulesets.Mania.Mods
public override int KeyCount => 2; public override int KeyCount => 2;
public override string Name => "Two Keys"; public override string Name => "Two Keys";
public override string Acronym => "2K"; public override string Acronym => "2K";
public override string Description => @"Play with two keys."; public override LocalisableString Description => @"Play with two keys.";
} }
} }

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@ -1,6 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
namespace osu.Game.Rulesets.Mania.Mods namespace osu.Game.Rulesets.Mania.Mods
{ {
public class ManiaModKey3 : ManiaKeyMod public class ManiaModKey3 : ManiaKeyMod
@ -8,6 +10,6 @@ namespace osu.Game.Rulesets.Mania.Mods
public override int KeyCount => 3; public override int KeyCount => 3;
public override string Name => "Three Keys"; public override string Name => "Three Keys";
public override string Acronym => "3K"; public override string Acronym => "3K";
public override string Description => @"Play with three keys."; public override LocalisableString Description => @"Play with three keys.";
} }
} }

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@ -1,6 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
namespace osu.Game.Rulesets.Mania.Mods namespace osu.Game.Rulesets.Mania.Mods
{ {
public class ManiaModKey4 : ManiaKeyMod public class ManiaModKey4 : ManiaKeyMod
@ -8,6 +10,6 @@ namespace osu.Game.Rulesets.Mania.Mods
public override int KeyCount => 4; public override int KeyCount => 4;
public override string Name => "Four Keys"; public override string Name => "Four Keys";
public override string Acronym => "4K"; public override string Acronym => "4K";
public override string Description => @"Play with four keys."; public override LocalisableString Description => @"Play with four keys.";
} }
} }

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@ -1,6 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
namespace osu.Game.Rulesets.Mania.Mods namespace osu.Game.Rulesets.Mania.Mods
{ {
public class ManiaModKey5 : ManiaKeyMod public class ManiaModKey5 : ManiaKeyMod
@ -8,6 +10,6 @@ namespace osu.Game.Rulesets.Mania.Mods
public override int KeyCount => 5; public override int KeyCount => 5;
public override string Name => "Five Keys"; public override string Name => "Five Keys";
public override string Acronym => "5K"; public override string Acronym => "5K";
public override string Description => @"Play with five keys."; public override LocalisableString Description => @"Play with five keys.";
} }
} }

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@ -1,6 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
namespace osu.Game.Rulesets.Mania.Mods namespace osu.Game.Rulesets.Mania.Mods
{ {
public class ManiaModKey6 : ManiaKeyMod public class ManiaModKey6 : ManiaKeyMod
@ -8,6 +10,6 @@ namespace osu.Game.Rulesets.Mania.Mods
public override int KeyCount => 6; public override int KeyCount => 6;
public override string Name => "Six Keys"; public override string Name => "Six Keys";
public override string Acronym => "6K"; public override string Acronym => "6K";
public override string Description => @"Play with six keys."; public override LocalisableString Description => @"Play with six keys.";
} }
} }

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@ -1,6 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
namespace osu.Game.Rulesets.Mania.Mods namespace osu.Game.Rulesets.Mania.Mods
{ {
public class ManiaModKey7 : ManiaKeyMod public class ManiaModKey7 : ManiaKeyMod
@ -8,6 +10,6 @@ namespace osu.Game.Rulesets.Mania.Mods
public override int KeyCount => 7; public override int KeyCount => 7;
public override string Name => "Seven Keys"; public override string Name => "Seven Keys";
public override string Acronym => "7K"; public override string Acronym => "7K";
public override string Description => @"Play with seven keys."; public override LocalisableString Description => @"Play with seven keys.";
} }
} }

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@ -1,6 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
namespace osu.Game.Rulesets.Mania.Mods namespace osu.Game.Rulesets.Mania.Mods
{ {
public class ManiaModKey8 : ManiaKeyMod public class ManiaModKey8 : ManiaKeyMod
@ -8,6 +10,6 @@ namespace osu.Game.Rulesets.Mania.Mods
public override int KeyCount => 8; public override int KeyCount => 8;
public override string Name => "Eight Keys"; public override string Name => "Eight Keys";
public override string Acronym => "8K"; public override string Acronym => "8K";
public override string Description => @"Play with eight keys."; public override LocalisableString Description => @"Play with eight keys.";
} }
} }

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@ -1,6 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
namespace osu.Game.Rulesets.Mania.Mods namespace osu.Game.Rulesets.Mania.Mods
{ {
public class ManiaModKey9 : ManiaKeyMod public class ManiaModKey9 : ManiaKeyMod
@ -8,6 +10,6 @@ namespace osu.Game.Rulesets.Mania.Mods
public override int KeyCount => 9; public override int KeyCount => 9;
public override string Name => "Nine Keys"; public override string Name => "Nine Keys";
public override string Acronym => "9K"; public override string Acronym => "9K";
public override string Description => @"Play with nine keys."; public override LocalisableString Description => @"Play with nine keys.";
} }
} }

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@ -5,6 +5,7 @@ using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using System.Linq; using System.Linq;
using osu.Framework.Localisation;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Beatmaps; using osu.Game.Rulesets.Mania.Beatmaps;
@ -12,7 +13,7 @@ namespace osu.Game.Rulesets.Mania.Mods
{ {
public class ManiaModMirror : ModMirror, IApplicableToBeatmap public class ManiaModMirror : ModMirror, IApplicableToBeatmap
{ {
public override string Description => "Notes are flipped horizontally."; public override LocalisableString Description => "Notes are flipped horizontally.";
public void ApplyToBeatmap(IBeatmap beatmap) public void ApplyToBeatmap(IBeatmap beatmap)
{ {

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@ -4,6 +4,7 @@
using System; using System;
using System.Linq; using System.Linq;
using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Localisation;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Beatmaps; using osu.Game.Rulesets.Mania.Beatmaps;
@ -14,7 +15,7 @@ namespace osu.Game.Rulesets.Mania.Mods
{ {
public class ManiaModRandom : ModRandom, IApplicableToBeatmap public class ManiaModRandom : ModRandom, IApplicableToBeatmap
{ {
public override string Description => @"Shuffle around the keys!"; public override LocalisableString Description => @"Shuffle around the keys!";
public void ApplyToBeatmap(IBeatmap beatmap) public void ApplyToBeatmap(IBeatmap beatmap)
{ {

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@ -12,6 +12,7 @@ using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Input.Bindings; using osu.Game.Input.Bindings;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Edit; using osu.Game.Rulesets.Osu.Edit;
using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components; using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects;
@ -55,9 +56,9 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
{ {
ControlPoints = ControlPoints =
{ {
new PathControlPoint(Vector2.Zero), new PathControlPoint(Vector2.Zero, PathType.PerfectCurve),
new PathControlPoint(OsuPlayfield.BASE_SIZE * 2 / 5), new PathControlPoint(new Vector2(136, 205)),
new PathControlPoint(OsuPlayfield.BASE_SIZE * 3 / 5) new PathControlPoint(new Vector2(-4, 226))
} }
} }
})); }));
@ -99,8 +100,8 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
AddStep("move mouse to new point location", () => AddStep("move mouse to new point location", () =>
{ {
var firstPiece = this.ChildrenOfType<PathControlPointPiece>().Single(piece => piece.ControlPoint == slider.Path.ControlPoints[0]); var firstPiece = this.ChildrenOfType<PathControlPointPiece>().Single(piece => piece.ControlPoint == slider.Path.ControlPoints[0]);
var secondPiece = this.ChildrenOfType<PathControlPointPiece>().Single(piece => piece.ControlPoint == slider.Path.ControlPoints[1]); var pos = slider.Path.PositionAt(0.25d) + slider.Position;
InputManager.MoveMouseTo((firstPiece.ScreenSpaceDrawQuad.Centre + secondPiece.ScreenSpaceDrawQuad.Centre) / 2); InputManager.MoveMouseTo(firstPiece.Parent.ToScreenSpace(pos));
}); });
AddStep("move slider end", () => AddStep("move slider end", () =>
{ {
@ -175,6 +176,23 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
assertSliderSnapped(false); assertSliderSnapped(false);
} }
[Test]
public void TestRotatingSliderRetainsPerfectControlPointType()
{
OsuSelectionHandler selectionHandler;
AddAssert("first control point perfect", () => slider.Path.ControlPoints[0].Type == PathType.PerfectCurve);
AddStep("select slider", () => EditorBeatmap.SelectedHitObjects.Add(slider));
AddStep("rotate 90 degrees ccw", () =>
{
selectionHandler = this.ChildrenOfType<OsuSelectionHandler>().Single();
selectionHandler.HandleRotation(-90);
});
AddAssert("first control point still perfect", () => slider.Path.ControlPoints[0].Type == PathType.PerfectCurve);
}
[Test] [Test]
public void TestFlippingSliderDoesNotSnap() public void TestFlippingSliderDoesNotSnap()
{ {
@ -200,6 +218,23 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
assertSliderSnapped(false); assertSliderSnapped(false);
} }
[Test]
public void TestFlippingSliderRetainsPerfectControlPointType()
{
OsuSelectionHandler selectionHandler;
AddAssert("first control point perfect", () => slider.Path.ControlPoints[0].Type == PathType.PerfectCurve);
AddStep("select slider", () => EditorBeatmap.SelectedHitObjects.Add(slider));
AddStep("flip slider horizontally", () =>
{
selectionHandler = this.ChildrenOfType<OsuSelectionHandler>().Single();
selectionHandler.OnPressed(new KeyBindingPressEvent<GlobalAction>(InputManager.CurrentState, GlobalAction.EditorFlipVertically));
});
AddAssert("first control point still perfect", () => slider.Path.ControlPoints[0].Type == PathType.PerfectCurve);
}
[Test] [Test]
public void TestReversingSliderDoesNotSnap() public void TestReversingSliderDoesNotSnap()
{ {

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@ -199,14 +199,14 @@ namespace osu.Game.Rulesets.Osu.Tests
AddStep("adjust track rate", () => ((MasterGameplayClockContainer)Player.GameplayClockContainer).UserPlaybackRate.Value = rate); AddStep("adjust track rate", () => ((MasterGameplayClockContainer)Player.GameplayClockContainer).UserPlaybackRate.Value = rate);
addSeekStep(1000); addSeekStep(1000);
AddAssert("progress almost same", () => expectedProgress, () => Is.EqualTo(drawableSpinner.Progress).Within(0.05)); AddAssert("progress almost same", () => drawableSpinner.Progress, () => Is.EqualTo(expectedProgress).Within(0.05));
AddAssert("spm almost same", () => expectedSpm, () => Is.EqualTo(drawableSpinner.SpinsPerMinute.Value).Within(2.0)); AddAssert("spm almost same", () => drawableSpinner.SpinsPerMinute.Value, () => Is.EqualTo(expectedSpm).Within(2.0));
} }
private void addSeekStep(double time) private void addSeekStep(double time)
{ {
AddStep($"seek to {time}", () => Player.GameplayClockContainer.Seek(time)); AddStep($"seek to {time}", () => Player.GameplayClockContainer.Seek(time));
AddUntilStep("wait for seek to finish", () => time, () => Is.EqualTo(Player.DrawableRuleset.FrameStableClock.CurrentTime).Within(100)); AddUntilStep("wait for seek to finish", () => Player.DrawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(time).Within(100));
} }
private void transformReplay(Func<Replay, Replay> replayTransformation) => AddStep("set replay", () => private void transformReplay(Func<Replay, Replay> replayTransformation) => AddStep("set replay", () =>

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@ -166,8 +166,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
case NotifyCollectionChangedAction.Remove: case NotifyCollectionChangedAction.Remove:
foreach (var point in e.OldItems.Cast<PathControlPoint>()) foreach (var point in e.OldItems.Cast<PathControlPoint>())
{ {
Pieces.RemoveAll(p => p.ControlPoint == point); foreach (var piece in Pieces.Where(p => p.ControlPoint == point).ToArray())
Connections.RemoveAll(c => c.ControlPoint == point); piece.RemoveAndDisposeImmediately();
foreach (var connection in Connections.Where(c => c.ControlPoint == point).ToArray())
connection.RemoveAndDisposeImmediately();
} }
// If removing before the end of the path, // If removing before the end of the path,

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@ -127,13 +127,16 @@ namespace osu.Game.Rulesets.Osu.Edit
{ {
didFlip = true; didFlip = true;
foreach (var point in slider.Path.ControlPoints) var controlPoints = slider.Path.ControlPoints.Select(p =>
{ new PathControlPoint(new Vector2(
point.Position = new Vector2( (direction == Direction.Horizontal ? -1 : 1) * p.Position.X,
(direction == Direction.Horizontal ? -1 : 1) * point.Position.X, (direction == Direction.Vertical ? -1 : 1) * p.Position.Y
(direction == Direction.Vertical ? -1 : 1) * point.Position.Y ), p.Type)).ToArray();
);
} // Importantly, update as a single operation so automatic adjustment of control points to different
// curve types does not unexpectedly trigger and change the slider's shape.
slider.Path.ControlPoints.Clear();
slider.Path.ControlPoints.AddRange(controlPoints);
} }
} }
@ -183,8 +186,13 @@ namespace osu.Game.Rulesets.Osu.Edit
if (h is IHasPath path) if (h is IHasPath path)
{ {
foreach (var point in path.Path.ControlPoints) var controlPoints = path.Path.ControlPoints.Select(p =>
point.Position = RotatePointAroundOrigin(point.Position, Vector2.Zero, delta); new PathControlPoint(RotatePointAroundOrigin(p.Position, Vector2.Zero, delta), p.Type)).ToArray();
// Importantly, update as a single operation so automatic adjustment of control points to different
// curve types does not unexpectedly trigger and change the slider's shape.
path.Path.ControlPoints.Clear();
path.Path.ControlPoints.AddRange(controlPoints);
} }
} }

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@ -4,6 +4,7 @@
using System; using System;
using System.Linq; using System.Linq;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
namespace osu.Game.Rulesets.Osu.Mods namespace osu.Game.Rulesets.Osu.Mods
{ {
@ -11,7 +12,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{ {
public override string Name => @"Alternate"; public override string Name => @"Alternate";
public override string Acronym => @"AL"; public override string Acronym => @"AL";
public override string Description => @"Don't use the same key twice in a row!"; public override LocalisableString Description => @"Don't use the same key twice in a row!";
public override IconUsage? Icon => FontAwesome.Solid.Keyboard; public override IconUsage? Icon => FontAwesome.Solid.Keyboard;
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModSingleTap) }).ToArray(); public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModSingleTap) }).ToArray();

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@ -5,6 +5,7 @@ using System;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables;
@ -16,7 +17,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{ {
public override string Name => "Approach Different"; public override string Name => "Approach Different";
public override string Acronym => "AD"; public override string Acronym => "AD";
public override string Description => "Never trust the approach circles..."; public override LocalisableString Description => "Never trust the approach circles...";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override IconUsage? Icon { get; } = FontAwesome.Regular.Circle; public override IconUsage? Icon { get; } = FontAwesome.Regular.Circle;

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@ -6,6 +6,7 @@ using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.StateChanges; using osu.Framework.Input.StateChanges;
using osu.Framework.Localisation;
using osu.Game.Graphics; using osu.Game.Graphics;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects;
@ -20,7 +21,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override string Acronym => "AP"; public override string Acronym => "AP";
public override IconUsage? Icon => OsuIcon.ModAutopilot; public override IconUsage? Icon => OsuIcon.ModAutopilot;
public override ModType Type => ModType.Automation; public override ModType Type => ModType.Automation;
public override string Description => @"Automatic cursor movement - just follow the rhythm."; public override LocalisableString Description => @"Automatic cursor movement - just follow the rhythm.";
public override double ScoreMultiplier => 0.1; public override double ScoreMultiplier => 0.1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModFailCondition), typeof(ModNoFail), typeof(ModAutoplay), typeof(OsuModMagnetised), typeof(OsuModRepel) }; public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModFailCondition), typeof(ModNoFail), typeof(ModAutoplay), typeof(OsuModMagnetised), typeof(OsuModRepel) };
@ -30,8 +31,6 @@ namespace osu.Game.Rulesets.Osu.Mods
private OsuInputManager inputManager = null!; private OsuInputManager inputManager = null!;
private IFrameStableClock gameplayClock = null!;
private List<OsuReplayFrame> replayFrames = null!; private List<OsuReplayFrame> replayFrames = null!;
private int currentFrame; private int currentFrame;
@ -40,7 +39,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{ {
if (currentFrame == replayFrames.Count - 1) return; if (currentFrame == replayFrames.Count - 1) return;
double time = gameplayClock.CurrentTime; double time = playfield.Clock.CurrentTime;
// Very naive implementation of autopilot based on proximity to replay frames. // Very naive implementation of autopilot based on proximity to replay frames.
// TODO: this needs to be based on user interactions to better match stable (pausing until judgement is registered). // TODO: this needs to be based on user interactions to better match stable (pausing until judgement is registered).
@ -55,8 +54,6 @@ namespace osu.Game.Rulesets.Osu.Mods
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset) public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{ {
gameplayClock = drawableRuleset.FrameStableClock;
// Grab the input manager to disable the user's cursor, and for future use // Grab the input manager to disable the user's cursor, and for future use
inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager; inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
inputManager.AllowUserCursorMovement = false; inputManager.AllowUserCursorMovement = false;

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@ -8,6 +8,7 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures; using osu.Framework.Graphics.Textures;
using osu.Framework.Localisation;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
@ -22,7 +23,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public class OsuModBlinds : Mod, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToHealthProcessor public class OsuModBlinds : Mod, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToHealthProcessor
{ {
public override string Name => "Blinds"; public override string Name => "Blinds";
public override string Description => "Play with blinds on your screen."; public override LocalisableString Description => "Play with blinds on your screen.";
public override string Acronym => "BL"; public override string Acronym => "BL";
public override IconUsage? Icon => FontAwesome.Solid.Adjust; public override IconUsage? Icon => FontAwesome.Solid.Adjust;

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@ -3,6 +3,7 @@
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Configuration; using osu.Game.Configuration;
namespace osu.Game.Rulesets.Osu.Mods namespace osu.Game.Rulesets.Osu.Mods
@ -15,7 +16,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override IconUsage? Icon => FontAwesome.Solid.CompressArrowsAlt; public override IconUsage? Icon => FontAwesome.Solid.CompressArrowsAlt;
public override string Description => "Hit them at the right size!"; public override LocalisableString Description => "Hit them at the right size!";
[SettingSource("Starting Size", "The initial size multiplier applied to all objects.")] [SettingSource("Starting Size", "The initial size multiplier applied to all objects.")]
public override BindableNumber<float> StartScale { get; } = new BindableFloat public override BindableNumber<float> StartScale { get; } = new BindableFloat

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@ -1,12 +1,13 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Osu.Mods namespace osu.Game.Rulesets.Osu.Mods
{ {
public class OsuModEasy : ModEasyWithExtraLives public class OsuModEasy : ModEasyWithExtraLives
{ {
public override string Description => @"Larger circles, more forgiving HP drain, less accuracy required, and three lives!"; public override LocalisableString Description => @"Larger circles, more forgiving HP drain, less accuracy required, and three lives!";
} }
} }

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@ -3,6 +3,7 @@
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Configuration; using osu.Game.Configuration;
namespace osu.Game.Rulesets.Osu.Mods namespace osu.Game.Rulesets.Osu.Mods
@ -15,7 +16,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override IconUsage? Icon => FontAwesome.Solid.ArrowsAltV; public override IconUsage? Icon => FontAwesome.Solid.ArrowsAltV;
public override string Description => "Hit them at the right size!"; public override LocalisableString Description => "Hit them at the right size!";
[SettingSource("Starting Size", "The initial size multiplier applied to all objects.")] [SettingSource("Starting Size", "The initial size multiplier applied to all objects.")]
public override BindableNumber<float> StartScale { get; } = new BindableFloat public override BindableNumber<float> StartScale { get; } = new BindableFloat

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@ -6,6 +6,7 @@ using System.Diagnostics;
using System.Linq; using System.Linq;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
@ -22,7 +23,7 @@ namespace osu.Game.Rulesets.Osu.Mods
[SettingSource("Only fade approach circles", "The main object body will not fade when enabled.")] [SettingSource("Only fade approach circles", "The main object body will not fade when enabled.")]
public Bindable<bool> OnlyFadeApproachCircles { get; } = new BindableBool(); public Bindable<bool> OnlyFadeApproachCircles { get; } = new BindableBool();
public override string Description => @"Play with no approach circles and fading circles/sliders."; public override LocalisableString Description => @"Play with no approach circles and fading circles/sliders.";
public override double ScoreMultiplier => UsesDefaultConfiguration ? 1.06 : 1; public override double ScoreMultiplier => UsesDefaultConfiguration ? 1.06 : 1;
public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn) }; public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn) };

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@ -4,6 +4,8 @@
using System; using System;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Framework.Timing;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
@ -22,12 +24,10 @@ namespace osu.Game.Rulesets.Osu.Mods
public override string Acronym => "MG"; public override string Acronym => "MG";
public override IconUsage? Icon => FontAwesome.Solid.Magnet; public override IconUsage? Icon => FontAwesome.Solid.Magnet;
public override ModType Type => ModType.Fun; public override ModType Type => ModType.Fun;
public override string Description => "No need to chase the circles your cursor is a magnet!"; public override LocalisableString Description => "No need to chase the circles your cursor is a magnet!";
public override double ScoreMultiplier => 0.5; public override double ScoreMultiplier => 0.5;
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModRelax), typeof(OsuModRepel) }; public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModRelax), typeof(OsuModRepel) };
private IFrameStableClock gameplayClock = null!;
[SettingSource("Attraction strength", "How strong the pull is.", 0)] [SettingSource("Attraction strength", "How strong the pull is.", 0)]
public BindableFloat AttractionStrength { get; } = new BindableFloat(0.5f) public BindableFloat AttractionStrength { get; } = new BindableFloat(0.5f)
{ {
@ -38,8 +38,6 @@ namespace osu.Game.Rulesets.Osu.Mods
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset) public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{ {
gameplayClock = drawableRuleset.FrameStableClock;
// Hide judgment displays and follow points as they won't make any sense. // Hide judgment displays and follow points as they won't make any sense.
// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart. // Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
drawableRuleset.Playfield.DisplayJudgements.Value = false; drawableRuleset.Playfield.DisplayJudgements.Value = false;
@ -55,27 +53,27 @@ namespace osu.Game.Rulesets.Osu.Mods
switch (drawable) switch (drawable)
{ {
case DrawableHitCircle circle: case DrawableHitCircle circle:
easeTo(circle, cursorPos); easeTo(playfield.Clock, circle, cursorPos);
break; break;
case DrawableSlider slider: case DrawableSlider slider:
if (!slider.HeadCircle.Result.HasResult) if (!slider.HeadCircle.Result.HasResult)
easeTo(slider, cursorPos); easeTo(playfield.Clock, slider, cursorPos);
else else
easeTo(slider, cursorPos - slider.Ball.DrawPosition); easeTo(playfield.Clock, slider, cursorPos - slider.Ball.DrawPosition);
break; break;
} }
} }
} }
private void easeTo(DrawableHitObject hitObject, Vector2 destination) private void easeTo(IFrameBasedClock clock, DrawableHitObject hitObject, Vector2 destination)
{ {
double dampLength = Interpolation.Lerp(3000, 40, AttractionStrength.Value); double dampLength = Interpolation.Lerp(3000, 40, AttractionStrength.Value);
float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, gameplayClock.ElapsedFrameTime); float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, clock.ElapsedFrameTime);
float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, gameplayClock.ElapsedFrameTime); float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, clock.ElapsedFrameTime);
hitObject.Position = new Vector2(x, y); hitObject.Position = new Vector2(x, y);
} }

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@ -3,6 +3,7 @@
using System; using System;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
@ -13,7 +14,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{ {
public class OsuModMirror : ModMirror, IApplicableToHitObject public class OsuModMirror : ModMirror, IApplicableToHitObject
{ {
public override string Description => "Flip objects on the chosen axes."; public override LocalisableString Description => "Flip objects on the chosen axes.";
public override Type[] IncompatibleMods => new[] { typeof(ModHardRock) }; public override Type[] IncompatibleMods => new[] { typeof(ModHardRock) };
[SettingSource("Mirrored axes", "Choose which axes objects are mirrored over.")] [SettingSource("Mirrored axes", "Choose which axes objects are mirrored over.")]

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@ -4,6 +4,7 @@
using System; using System;
using System.Linq; using System.Linq;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Configuration; using osu.Game.Configuration;
@ -17,7 +18,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{ {
public class OsuModNoScope : ModNoScope, IUpdatableByPlayfield, IApplicableToBeatmap public class OsuModNoScope : ModNoScope, IUpdatableByPlayfield, IApplicableToBeatmap
{ {
public override string Description => "Where's the cursor?"; public override LocalisableString Description => "Where's the cursor?";
private PeriodTracker spinnerPeriods = null!; private PeriodTracker spinnerPeriods = null!;

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@ -3,6 +3,7 @@
using System; using System;
using System.Linq; using System.Linq;
using osu.Framework.Localisation;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
@ -18,7 +19,7 @@ namespace osu.Game.Rulesets.Osu.Mods
/// </summary> /// </summary>
public class OsuModRandom : ModRandom, IApplicableToBeatmap public class OsuModRandom : ModRandom, IApplicableToBeatmap
{ {
public override string Description => "It never gets boring!"; public override LocalisableString Description => "It never gets boring!";
public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModTarget)).ToArray(); public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModTarget)).ToArray();

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@ -5,6 +5,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.Linq; using System.Linq;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects;
@ -18,7 +19,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{ {
public class OsuModRelax : ModRelax, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToPlayer public class OsuModRelax : ModRelax, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToPlayer
{ {
public override string Description => @"You don't need to click. Give your clicking/tapping fingers a break from the heat of things."; public override LocalisableString Description => @"You don't need to click. Give your clicking/tapping fingers a break from the heat of things.";
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModAutopilot), typeof(OsuModMagnetised), typeof(OsuModAlternate), typeof(OsuModSingleTap) }).ToArray(); public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModAutopilot), typeof(OsuModMagnetised), typeof(OsuModAlternate), typeof(OsuModSingleTap) }).ToArray();
/// <summary> /// <summary>

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@ -2,8 +2,9 @@
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using System; using System;
using System.Diagnostics;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Framework.Timing;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
@ -22,12 +23,10 @@ namespace osu.Game.Rulesets.Osu.Mods
public override string Name => "Repel"; public override string Name => "Repel";
public override string Acronym => "RP"; public override string Acronym => "RP";
public override ModType Type => ModType.Fun; public override ModType Type => ModType.Fun;
public override string Description => "Hit objects run away!"; public override LocalisableString Description => "Hit objects run away!";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModMagnetised) }; public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModMagnetised) };
private IFrameStableClock? gameplayClock;
[SettingSource("Repulsion strength", "How strong the repulsion is.", 0)] [SettingSource("Repulsion strength", "How strong the repulsion is.", 0)]
public BindableFloat RepulsionStrength { get; } = new BindableFloat(0.5f) public BindableFloat RepulsionStrength { get; } = new BindableFloat(0.5f)
{ {
@ -38,8 +37,6 @@ namespace osu.Game.Rulesets.Osu.Mods
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset) public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{ {
gameplayClock = drawableRuleset.FrameStableClock;
// Hide judgment displays and follow points as they won't make any sense. // Hide judgment displays and follow points as they won't make any sense.
// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart. // Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
drawableRuleset.Playfield.DisplayJudgements.Value = false; drawableRuleset.Playfield.DisplayJudgements.Value = false;
@ -68,29 +65,27 @@ namespace osu.Game.Rulesets.Osu.Mods
switch (drawable) switch (drawable)
{ {
case DrawableHitCircle circle: case DrawableHitCircle circle:
easeTo(circle, destination, cursorPos); easeTo(playfield.Clock, circle, destination, cursorPos);
break; break;
case DrawableSlider slider: case DrawableSlider slider:
if (!slider.HeadCircle.Result.HasResult) if (!slider.HeadCircle.Result.HasResult)
easeTo(slider, destination, cursorPos); easeTo(playfield.Clock, slider, destination, cursorPos);
else else
easeTo(slider, destination - slider.Ball.DrawPosition, cursorPos); easeTo(playfield.Clock, slider, destination - slider.Ball.DrawPosition, cursorPos);
break; break;
} }
} }
} }
private void easeTo(DrawableHitObject hitObject, Vector2 destination, Vector2 cursorPos) private void easeTo(IFrameBasedClock clock, DrawableHitObject hitObject, Vector2 destination, Vector2 cursorPos)
{ {
Debug.Assert(gameplayClock != null);
double dampLength = Vector2.Distance(hitObject.Position, cursorPos) / (0.04 * RepulsionStrength.Value + 0.04); double dampLength = Vector2.Distance(hitObject.Position, cursorPos) / (0.04 * RepulsionStrength.Value + 0.04);
float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, gameplayClock.ElapsedFrameTime); float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, clock.ElapsedFrameTime);
float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, gameplayClock.ElapsedFrameTime); float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, clock.ElapsedFrameTime);
hitObject.Position = new Vector2(x, y); hitObject.Position = new Vector2(x, y);
} }

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@ -3,6 +3,7 @@
using System; using System;
using System.Linq; using System.Linq;
using osu.Framework.Localisation;
namespace osu.Game.Rulesets.Osu.Mods namespace osu.Game.Rulesets.Osu.Mods
{ {
@ -10,7 +11,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{ {
public override string Name => @"Single Tap"; public override string Name => @"Single Tap";
public override string Acronym => @"SG"; public override string Acronym => @"SG";
public override string Description => @"You must only use one key!"; public override LocalisableString Description => @"You must only use one key!";
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModAlternate) }).ToArray(); public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModAlternate) }).ToArray();
protected override bool CheckValidNewAction(OsuAction action) => LastAcceptedAction == null || LastAcceptedAction == action; protected override bool CheckValidNewAction(OsuAction action) => LastAcceptedAction == null || LastAcceptedAction == action;

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@ -4,6 +4,7 @@
using System; using System;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects;
@ -18,7 +19,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override string Acronym => "SI"; public override string Acronym => "SI";
public override IconUsage? Icon => FontAwesome.Solid.Undo; public override IconUsage? Icon => FontAwesome.Solid.Undo;
public override ModType Type => ModType.Fun; public override ModType Type => ModType.Fun;
public override string Description => "Circles spin in. No approach circles."; public override LocalisableString Description => "Circles spin in. No approach circles.";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
// todo: this mod needs to be incompatible with "hidden" due to forcing the circle to remain opaque, // todo: this mod needs to be incompatible with "hidden" due to forcing the circle to remain opaque,

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@ -4,6 +4,7 @@
using System; using System;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Graphics; using osu.Game.Graphics;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
@ -18,7 +19,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override string Acronym => "SO"; public override string Acronym => "SO";
public override IconUsage? Icon => OsuIcon.ModSpunOut; public override IconUsage? Icon => OsuIcon.ModSpunOut;
public override ModType Type => ModType.Automation; public override ModType Type => ModType.Automation;
public override string Description => @"Spinners will be automatically completed."; public override LocalisableString Description => @"Spinners will be automatically completed.";
public override double ScoreMultiplier => 0.9; public override double ScoreMultiplier => 0.9;
public override Type[] IncompatibleMods => new[] { typeof(ModAutoplay), typeof(OsuModAutopilot), typeof(OsuModTarget) }; public override Type[] IncompatibleMods => new[] { typeof(ModAutoplay), typeof(OsuModAutopilot), typeof(OsuModTarget) };

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@ -4,6 +4,7 @@
using System; using System;
using System.Linq; using System.Linq;
using System.Threading; using System.Threading;
using osu.Framework.Localisation;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
@ -23,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override string Name => @"Strict Tracking"; public override string Name => @"Strict Tracking";
public override string Acronym => @"ST"; public override string Acronym => @"ST";
public override ModType Type => ModType.DifficultyIncrease; public override ModType Type => ModType.DifficultyIncrease;
public override string Description => @"Once you start a slider, follow precisely or get a miss."; public override LocalisableString Description => @"Once you start a slider, follow precisely or get a miss.";
public override double ScoreMultiplier => 1.0; public override double ScoreMultiplier => 1.0;
public override Type[] IncompatibleMods => new[] { typeof(ModClassic), typeof(OsuModTarget) }; public override Type[] IncompatibleMods => new[] { typeof(ModClassic), typeof(OsuModTarget) };

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@ -7,6 +7,7 @@ using System.Linq;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Audio; using osu.Game.Audio;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
@ -39,7 +40,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override string Acronym => "TP"; public override string Acronym => "TP";
public override ModType Type => ModType.Conversion; public override ModType Type => ModType.Conversion;
public override IconUsage? Icon => OsuIcon.ModTarget; public override IconUsage? Icon => OsuIcon.ModTarget;
public override string Description => @"Practice keeping up with the beat of the song."; public override LocalisableString Description => @"Practice keeping up with the beat of the song.";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[]

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@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Osu.Mods namespace osu.Game.Rulesets.Osu.Mods
@ -9,7 +10,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{ {
public override string Name => "Touch Device"; public override string Name => "Touch Device";
public override string Acronym => "TD"; public override string Acronym => "TD";
public override string Description => "Automatically applied to plays on devices with a touchscreen."; public override LocalisableString Description => "Automatically applied to plays on devices with a touchscreen.";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override ModType Type => ModType.System; public override ModType Type => ModType.System;

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@ -4,6 +4,7 @@
using System; using System;
using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables;
@ -16,7 +17,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override string Name => "Traceable"; public override string Name => "Traceable";
public override string Acronym => "TC"; public override string Acronym => "TC";
public override ModType Type => ModType.Fun; public override ModType Type => ModType.Fun;
public override string Description => "Put your faith in the approach circles..."; public override LocalisableString Description => "Put your faith in the approach circles...";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(IHidesApproachCircles) }; public override Type[] IncompatibleMods => new[] { typeof(IHidesApproachCircles) };

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@ -4,6 +4,7 @@
using System; using System;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects;
@ -18,7 +19,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override string Acronym => "TR"; public override string Acronym => "TR";
public override IconUsage? Icon => FontAwesome.Solid.ArrowsAlt; public override IconUsage? Icon => FontAwesome.Solid.ArrowsAlt;
public override ModType Type => ModType.Fun; public override ModType Type => ModType.Fun;
public override string Description => "Everything rotates. EVERYTHING."; public override LocalisableString Description => "Everything rotates. EVERYTHING.";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModWiggle), typeof(OsuModMagnetised), typeof(OsuModRepel) }; public override Type[] IncompatibleMods => new[] { typeof(OsuModWiggle), typeof(OsuModMagnetised), typeof(OsuModRepel) };

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@ -5,6 +5,7 @@ using System;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables;
@ -20,7 +21,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override string Acronym => "WG"; public override string Acronym => "WG";
public override IconUsage? Icon => FontAwesome.Solid.Certificate; public override IconUsage? Icon => FontAwesome.Solid.Certificate;
public override ModType Type => ModType.Fun; public override ModType Type => ModType.Fun;
public override string Description => "They just won't stay still..."; public override LocalisableString Description => "They just won't stay still...";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModTransform), typeof(OsuModMagnetised), typeof(OsuModRepel) }; public override Type[] IncompatibleMods => new[] { typeof(OsuModTransform), typeof(OsuModMagnetised), typeof(OsuModRepel) };

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@ -32,6 +32,7 @@ using osu.Game.Skinning;
using System; using System;
using System.Linq; using System.Linq;
using osu.Framework.Extensions.EnumExtensions; using osu.Framework.Extensions.EnumExtensions;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Osu.Edit.Setup; using osu.Game.Rulesets.Osu.Edit.Setup;
using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Skinning.Legacy; using osu.Game.Rulesets.Osu.Skinning.Legacy;
@ -253,7 +254,7 @@ namespace osu.Game.Rulesets.Osu
}; };
} }
public override string GetDisplayNameForHitResult(HitResult result) public override LocalisableString GetDisplayNameForHitResult(HitResult result)
{ {
switch (result) switch (result)
{ {

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@ -11,6 +11,7 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor; using osu.Framework.Graphics.Cursor;
using osu.Framework.Input.Bindings; using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events; using osu.Framework.Input.Events;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Osu.UI.Cursor; using osu.Game.Rulesets.Osu.UI.Cursor;
using osu.Game.Screens.Play; using osu.Game.Screens.Play;
using osuTK; using osuTK;
@ -28,7 +29,7 @@ namespace osu.Game.Rulesets.Osu.UI
public override CursorContainer LocalCursor => State.Value == Visibility.Visible ? localCursorContainer : null; public override CursorContainer LocalCursor => State.Value == Visibility.Visible ? localCursorContainer : null;
protected override string Message => "Click the orange cursor to resume"; protected override LocalisableString Message => "Click the orange cursor to resume";
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load() private void load()

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@ -1,8 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Humanizer; using Humanizer;
@ -36,7 +34,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
TimeRange = { Value = 5000 }, TimeRange = { Value = 5000 },
}; };
private TaikoScoreProcessor scoreProcessor; private TaikoScoreProcessor scoreProcessor = null!;
private IEnumerable<DrawableTaikoMascot> mascots => this.ChildrenOfType<DrawableTaikoMascot>(); private IEnumerable<DrawableTaikoMascot> mascots => this.ChildrenOfType<DrawableTaikoMascot>();
@ -65,6 +63,8 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[Test] [Test]
public void TestInitialState() public void TestInitialState()
{ {
AddStep("set beatmap", () => setBeatmap());
AddStep("create mascot", () => SetContents(_ => new DrawableTaikoMascot { RelativeSizeAxes = Axes.Both })); AddStep("create mascot", () => SetContents(_ => new DrawableTaikoMascot { RelativeSizeAxes = Axes.Both }));
AddAssert("mascot initially idle", () => allMascotsIn(TaikoMascotAnimationState.Idle)); AddAssert("mascot initially idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
@ -89,9 +89,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[Test] [Test]
public void TestIdleState() public void TestIdleState()
{ {
AddStep("set beatmap", () => setBeatmap()); prepareDrawableRulesetAndBeatmap(false);
createDrawableRuleset();
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle); assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
assertStateAfterResult(new JudgementResult(new Hit.StrongNestedHit(), new TaikoStrongJudgement()) { Type = HitResult.IgnoreMiss }, TaikoMascotAnimationState.Idle); assertStateAfterResult(new JudgementResult(new Hit.StrongNestedHit(), new TaikoStrongJudgement()) { Type = HitResult.IgnoreMiss }, TaikoMascotAnimationState.Idle);
@ -100,9 +98,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[Test] [Test]
public void TestKiaiState() public void TestKiaiState()
{ {
AddStep("set beatmap", () => setBeatmap(true)); prepareDrawableRulesetAndBeatmap(true);
createDrawableRuleset();
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Ok }, TaikoMascotAnimationState.Kiai); assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Ok }, TaikoMascotAnimationState.Kiai);
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoStrongJudgement()) { Type = HitResult.IgnoreMiss }, TaikoMascotAnimationState.Kiai); assertStateAfterResult(new JudgementResult(new Hit(), new TaikoStrongJudgement()) { Type = HitResult.IgnoreMiss }, TaikoMascotAnimationState.Kiai);
@ -112,9 +108,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[Test] [Test]
public void TestMissState() public void TestMissState()
{ {
AddStep("set beatmap", () => setBeatmap()); prepareDrawableRulesetAndBeatmap(false);
createDrawableRuleset();
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle); assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail); assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail);
@ -126,9 +120,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[TestCase(false)] [TestCase(false)]
public void TestClearStateOnComboMilestone(bool kiai) public void TestClearStateOnComboMilestone(bool kiai)
{ {
AddStep("set beatmap", () => setBeatmap(kiai)); prepareDrawableRulesetAndBeatmap(kiai);
createDrawableRuleset();
AddRepeatStep("reach 49 combo", () => applyNewResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }), 49); AddRepeatStep("reach 49 combo", () => applyNewResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }), 49);
@ -139,9 +131,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[TestCase(false, TaikoMascotAnimationState.Idle)] [TestCase(false, TaikoMascotAnimationState.Idle)]
public void TestClearStateOnClearedSwell(bool kiai, TaikoMascotAnimationState expectedStateAfterClear) public void TestClearStateOnClearedSwell(bool kiai, TaikoMascotAnimationState expectedStateAfterClear)
{ {
AddStep("set beatmap", () => setBeatmap(kiai)); prepareDrawableRulesetAndBeatmap(kiai);
createDrawableRuleset();
assertStateAfterResult(new JudgementResult(new Swell(), new TaikoSwellJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Clear); assertStateAfterResult(new JudgementResult(new Swell(), new TaikoSwellJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Clear);
AddUntilStep($"state reverts to {expectedStateAfterClear.ToString().ToLowerInvariant()}", () => allMascotsIn(expectedStateAfterClear)); AddUntilStep($"state reverts to {expectedStateAfterClear.ToString().ToLowerInvariant()}", () => allMascotsIn(expectedStateAfterClear));
@ -175,25 +165,27 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
scoreProcessor.ApplyBeatmap(Beatmap.Value.Beatmap); scoreProcessor.ApplyBeatmap(Beatmap.Value.Beatmap);
} }
private void createDrawableRuleset() private void prepareDrawableRulesetAndBeatmap(bool kiai)
{ {
AddUntilStep("wait for beatmap to be loaded", () => Beatmap.Value.Track.IsLoaded); AddStep("set beatmap", () => setBeatmap(kiai));
AddStep("create drawable ruleset", () => AddStep("create drawable ruleset", () =>
{ {
Beatmap.Value.Track.Start();
SetContents(_ => SetContents(_ =>
{ {
var ruleset = new TaikoRuleset(); var ruleset = new TaikoRuleset();
return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo)); return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
}); });
}); });
AddUntilStep("wait for track to be loaded", () => MusicController.TrackLoaded);
AddStep("start track", () => MusicController.CurrentTrack.Restart());
AddUntilStep("wait for track started", () => MusicController.IsPlaying);
} }
private void assertStateAfterResult(JudgementResult judgementResult, TaikoMascotAnimationState expectedState) private void assertStateAfterResult(JudgementResult judgementResult, TaikoMascotAnimationState expectedState)
{ {
TaikoMascotAnimationState[] mascotStates = null; TaikoMascotAnimationState[] mascotStates = null!;
AddStep($"{judgementResult.Type.ToString().ToLowerInvariant()} result for {judgementResult.Judgement.GetType().Name.Humanize(LetterCasing.LowerCase)}", AddStep($"{judgementResult.Type.ToString().ToLowerInvariant()} result for {judgementResult.Judgement.GetType().Name.Humanize(LetterCasing.LowerCase)}",
() => () =>
@ -204,7 +196,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
Schedule(() => mascotStates = animatedMascots.Select(mascot => mascot.State.Value).ToArray()); Schedule(() => mascotStates = animatedMascots.Select(mascot => mascot.State.Value).ToArray());
}); });
AddAssert($"state is {expectedState.ToString().ToLowerInvariant()}", () => mascotStates.All(state => state == expectedState)); AddAssert($"state is {expectedState.ToString().ToLowerInvariant()}", () => mascotStates.Distinct(), () => Is.EquivalentTo(new[] { expectedState }));
} }
private void applyNewResult(JudgementResult judgementResult) private void applyNewResult(JudgementResult judgementResult)

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@ -16,13 +16,13 @@ namespace osu.Game.Rulesets.Taiko.Tests
{ {
protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko"; protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko";
[TestCase(1.9971301024093662d, 200, "diffcalc-test")] [TestCase(3.1098944660126882d, 200, "diffcalc-test")]
[TestCase(1.9971301024093662d, 200, "diffcalc-test-strong")] [TestCase(3.1098944660126882d, 200, "diffcalc-test-strong")]
public void Test(double expectedStarRating, int expectedMaxCombo, string name) public void Test(double expectedStarRating, int expectedMaxCombo, string name)
=> base.Test(expectedStarRating, expectedMaxCombo, name); => base.Test(expectedStarRating, expectedMaxCombo, name);
[TestCase(3.1645810961313674d, 200, "diffcalc-test")] [TestCase(4.0974106752474251d, 200, "diffcalc-test")]
[TestCase(3.1645810961313674d, 200, "diffcalc-test-strong")] [TestCase(4.0974106752474251d, 200, "diffcalc-test-strong")]
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name) public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new TaikoModDoubleTime()); => Test(expectedStarRating, expectedMaxCombo, name, new TaikoModDoubleTime());

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@ -0,0 +1,67 @@
// 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.
using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
{
public class ColourEvaluator
{
/// <summary>
/// A sigmoid function. It gives a value between (middle - height/2) and (middle + height/2).
/// </summary>
/// <param name="val">The input value.</param>
/// <param name="center">The center of the sigmoid, where the largest gradient occurs and value is equal to middle.</param>
/// <param name="width">The radius of the sigmoid, outside of which values are near the minimum/maximum.</param>
/// <param name="middle">The middle of the sigmoid output.</param>
/// <param name="height">The height of the sigmoid output. This will be equal to max value - min value.</param>
private static double sigmoid(double val, double center, double width, double middle, double height)
{
double sigmoid = Math.Tanh(Math.E * -(val - center) / width);
return sigmoid * (height / 2) + middle;
}
/// <summary>
/// Evaluate the difficulty of the first note of a <see cref="MonoStreak"/>.
/// </summary>
public static double EvaluateDifficultyOf(MonoStreak monoStreak)
{
return sigmoid(monoStreak.Index, 2, 2, 0.5, 1) * EvaluateDifficultyOf(monoStreak.Parent) * 0.5;
}
/// <summary>
/// Evaluate the difficulty of the first note of a <see cref="AlternatingMonoPattern"/>.
/// </summary>
public static double EvaluateDifficultyOf(AlternatingMonoPattern alternatingMonoPattern)
{
return sigmoid(alternatingMonoPattern.Index, 2, 2, 0.5, 1) * EvaluateDifficultyOf(alternatingMonoPattern.Parent);
}
/// <summary>
/// Evaluate the difficulty of the first note of a <see cref="RepeatingHitPatterns"/>.
/// </summary>
public static double EvaluateDifficultyOf(RepeatingHitPatterns repeatingHitPattern)
{
return 2 * (1 - sigmoid(repeatingHitPattern.RepetitionInterval, 2, 2, 0.5, 1));
}
public static double EvaluateDifficultyOf(DifficultyHitObject hitObject)
{
TaikoDifficultyHitObjectColour colour = ((TaikoDifficultyHitObject)hitObject).Colour;
double difficulty = 0.0d;
if (colour.MonoStreak != null) // Difficulty for MonoStreak
difficulty += EvaluateDifficultyOf(colour.MonoStreak);
if (colour.AlternatingMonoPattern != null) // Difficulty for AlternatingMonoPattern
difficulty += EvaluateDifficultyOf(colour.AlternatingMonoPattern);
if (colour.RepeatingHitPattern != null) // Difficulty for RepeatingHitPattern
difficulty += EvaluateDifficultyOf(colour.RepeatingHitPattern);
return difficulty;
}
}
}

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@ -0,0 +1,53 @@
// 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.
using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
{
public class StaminaEvaluator
{
/// <summary>
/// Applies a speed bonus dependent on the time since the last hit performed using this key.
/// </summary>
/// <param name="interval">The interval between the current and previous note hit using the same key.</param>
private static double speedBonus(double interval)
{
// Cap to 600bpm 1/4, 25ms note interval, 50ms key interval
// Interval will be capped at a very small value to avoid infinite/negative speed bonuses.
// TODO - This is a temporary measure as we need to implement methods of detecting playstyle-abuse of SpeedBonus.
interval = Math.Max(interval, 50);
return 30 / interval;
}
/// <summary>
/// Evaluates the minimum mechanical stamina required to play the current object. This is calculated using the
/// maximum possible interval between two hits using the same key, by alternating 2 keys for each colour.
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
if (current.BaseObject is not Hit)
{
return 0.0;
}
// Find the previous hit object hit by the current key, which is two notes of the same colour prior.
TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current;
TaikoDifficultyHitObject? keyPrevious = taikoCurrent.PreviousMono(1);
if (keyPrevious == null)
{
// There is no previous hit object hit by the current key
return 0.0;
}
double objectStrain = 0.5; // Add a base strain to all objects
objectStrain += speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime);
return objectStrain;
}
}
}

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@ -0,0 +1,53 @@
// 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.
using System.Collections.Generic;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
{
/// <summary>
/// Encodes a list of <see cref="MonoStreak"/>s.
/// <see cref="MonoStreak"/>s with the same <see cref="MonoStreak.RunLength"/> are grouped together.
/// </summary>
public class AlternatingMonoPattern
{
/// <summary>
/// <see cref="MonoStreak"/>s that are grouped together within this <see cref="AlternatingMonoPattern"/>.
/// </summary>
public readonly List<MonoStreak> MonoStreaks = new List<MonoStreak>();
/// <summary>
/// The parent <see cref="RepeatingHitPatterns"/> that contains this <see cref="AlternatingMonoPattern"/>
/// </summary>
public RepeatingHitPatterns Parent = null!;
/// <summary>
/// Index of this <see cref="AlternatingMonoPattern"/> within it's parent <see cref="RepeatingHitPatterns"/>
/// </summary>
public int Index;
/// <summary>
/// The first <see cref="TaikoDifficultyHitObject"/> in this <see cref="AlternatingMonoPattern"/>.
/// </summary>
public TaikoDifficultyHitObject FirstHitObject => MonoStreaks[0].FirstHitObject;
/// <summary>
/// Determine if this <see cref="AlternatingMonoPattern"/> is a repetition of another <see cref="AlternatingMonoPattern"/>. This
/// is a strict comparison and is true if and only if the colour sequence is exactly the same.
/// </summary>
public bool IsRepetitionOf(AlternatingMonoPattern other)
{
return HasIdenticalMonoLength(other) &&
other.MonoStreaks.Count == MonoStreaks.Count &&
other.MonoStreaks[0].HitType == MonoStreaks[0].HitType;
}
/// <summary>
/// Determine if this <see cref="AlternatingMonoPattern"/> has the same mono length of another <see cref="AlternatingMonoPattern"/>.
/// </summary>
public bool HasIdenticalMonoLength(AlternatingMonoPattern other)
{
return other.MonoStreaks[0].RunLength == MonoStreaks[0].RunLength;
}
}
}

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@ -0,0 +1,46 @@
// 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.
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
using System.Collections.Generic;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
{
/// <summary>
/// Encode colour information for a sequence of <see cref="TaikoDifficultyHitObject"/>s. Consecutive <see cref="TaikoDifficultyHitObject"/>s
/// of the same <see cref="Objects.HitType"/> are encoded within the same <see cref="MonoStreak"/>.
/// </summary>
public class MonoStreak
{
/// <summary>
/// List of <see cref="DifficultyHitObject"/>s that are encoded within this <see cref="MonoStreak"/>.
/// </summary>
public List<TaikoDifficultyHitObject> HitObjects { get; private set; } = new List<TaikoDifficultyHitObject>();
/// <summary>
/// The parent <see cref="AlternatingMonoPattern"/> that contains this <see cref="MonoStreak"/>
/// </summary>
public AlternatingMonoPattern Parent = null!;
/// <summary>
/// Index of this <see cref="MonoStreak"/> within it's parent <see cref="AlternatingMonoPattern"/>
/// </summary>
public int Index;
/// <summary>
/// The first <see cref="TaikoDifficultyHitObject"/> in this <see cref="MonoStreak"/>.
/// </summary>
public TaikoDifficultyHitObject FirstHitObject => HitObjects[0];
/// <summary>
/// The hit type of all objects encoded within this <see cref="MonoStreak"/>
/// </summary>
public HitType? HitType => (HitObjects[0].BaseObject as Hit)?.Type;
/// <summary>
/// How long the mono pattern encoded within is
/// </summary>
public int RunLength => HitObjects.Count;
}
}

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@ -0,0 +1,94 @@
// 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.
using System;
using System.Collections.Generic;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
{
/// <summary>
/// Encodes a list of <see cref="AlternatingMonoPattern"/>s, grouped together by back and forth repetition of the same
/// <see cref="AlternatingMonoPattern"/>. Also stores the repetition interval between this and the previous <see cref="RepeatingHitPatterns"/>.
/// </summary>
public class RepeatingHitPatterns
{
/// <summary>
/// Maximum amount of <see cref="RepeatingHitPatterns"/>s to look back to find a repetition.
/// </summary>
private const int max_repetition_interval = 16;
/// <summary>
/// The <see cref="AlternatingMonoPattern"/>s that are grouped together within this <see cref="RepeatingHitPatterns"/>.
/// </summary>
public readonly List<AlternatingMonoPattern> AlternatingMonoPatterns = new List<AlternatingMonoPattern>();
/// <summary>
/// The parent <see cref="TaikoDifficultyHitObject"/> in this <see cref="RepeatingHitPatterns"/>
/// </summary>
public TaikoDifficultyHitObject FirstHitObject => AlternatingMonoPatterns[0].FirstHitObject;
/// <summary>
/// The previous <see cref="RepeatingHitPatterns"/>. This is used to determine the repetition interval.
/// </summary>
public readonly RepeatingHitPatterns? Previous;
/// <summary>
/// How many <see cref="RepeatingHitPatterns"/> between the current and previous identical <see cref="RepeatingHitPatterns"/>.
/// If no repetition is found this will have a value of <see cref="max_repetition_interval"/> + 1.
/// </summary>
public int RepetitionInterval { get; private set; } = max_repetition_interval + 1;
public RepeatingHitPatterns(RepeatingHitPatterns? previous)
{
Previous = previous;
}
/// <summary>
/// Returns true if other is considered a repetition of this pattern. This is true if other's first two payloads
/// have identical mono lengths.
/// </summary>
private bool isRepetitionOf(RepeatingHitPatterns other)
{
if (AlternatingMonoPatterns.Count != other.AlternatingMonoPatterns.Count) return false;
for (int i = 0; i < Math.Min(AlternatingMonoPatterns.Count, 2); i++)
{
if (!AlternatingMonoPatterns[i].HasIdenticalMonoLength(other.AlternatingMonoPatterns[i])) return false;
}
return true;
}
/// <summary>
/// Finds the closest previous <see cref="RepeatingHitPatterns"/> that has the identical <see cref="AlternatingMonoPatterns"/>.
/// Interval is defined as the amount of <see cref="RepeatingHitPatterns"/> chunks between the current and repeated patterns.
/// </summary>
public void FindRepetitionInterval()
{
if (Previous == null)
{
RepetitionInterval = max_repetition_interval + 1;
return;
}
RepeatingHitPatterns? other = Previous;
int interval = 1;
while (interval < max_repetition_interval)
{
if (isRepetitionOf(other))
{
RepetitionInterval = Math.Min(interval, max_repetition_interval);
return;
}
other = other.Previous;
if (other == null) break;
++interval;
}
RepetitionInterval = max_repetition_interval + 1;
}
}
}

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@ -0,0 +1,167 @@
// 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.
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
/// <summary>
/// Utility class to perform various encodings.
/// </summary>
public static class TaikoColourDifficultyPreprocessor
{
/// <summary>
/// Processes and encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="TaikoDifficultyHitObjectColour"/>s,
/// assigning the appropriate <see cref="TaikoDifficultyHitObjectColour"/>s to each <see cref="TaikoDifficultyHitObject"/>,
/// and pre-evaluating colour difficulty of each <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
public static void ProcessAndAssign(List<DifficultyHitObject> hitObjects)
{
List<RepeatingHitPatterns> hitPatterns = encode(hitObjects);
// Assign indexing and encoding data to all relevant objects. Only the first note of each encoding type is
// assigned with the relevant encodings.
foreach (var repeatingHitPattern in hitPatterns)
{
repeatingHitPattern.FirstHitObject.Colour.RepeatingHitPattern = repeatingHitPattern;
// The outermost loop is kept a ForEach loop since it doesn't need index information, and we want to
// keep i and j for AlternatingMonoPattern's and MonoStreak's index respectively, to keep it in line with
// documentation.
for (int i = 0; i < repeatingHitPattern.AlternatingMonoPatterns.Count; ++i)
{
AlternatingMonoPattern monoPattern = repeatingHitPattern.AlternatingMonoPatterns[i];
monoPattern.Parent = repeatingHitPattern;
monoPattern.Index = i;
monoPattern.FirstHitObject.Colour.AlternatingMonoPattern = monoPattern;
for (int j = 0; j < monoPattern.MonoStreaks.Count; ++j)
{
MonoStreak monoStreak = monoPattern.MonoStreaks[j];
monoStreak.Parent = monoPattern;
monoStreak.Index = j;
monoStreak.FirstHitObject.Colour.MonoStreak = monoStreak;
}
}
}
}
/// <summary>
/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="RepeatingHitPatterns"/>s.
/// </summary>
private static List<RepeatingHitPatterns> encode(List<DifficultyHitObject> data)
{
List<MonoStreak> monoStreaks = encodeMonoStreak(data);
List<AlternatingMonoPattern> alternatingMonoPatterns = encodeAlternatingMonoPattern(monoStreaks);
List<RepeatingHitPatterns> repeatingHitPatterns = encodeRepeatingHitPattern(alternatingMonoPatterns);
return repeatingHitPatterns;
}
/// <summary>
/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="MonoStreak"/>s.
/// </summary>
private static List<MonoStreak> encodeMonoStreak(List<DifficultyHitObject> data)
{
List<MonoStreak> monoStreaks = new List<MonoStreak>();
MonoStreak? currentMonoStreak = null;
for (int i = 0; i < data.Count; i++)
{
TaikoDifficultyHitObject taikoObject = (TaikoDifficultyHitObject)data[i];
// This ignores all non-note objects, which may or may not be the desired behaviour
TaikoDifficultyHitObject? previousObject = taikoObject.PreviousNote(0);
// If this is the first object in the list or the colour changed, create a new mono streak
if (currentMonoStreak == null || previousObject == null || (taikoObject.BaseObject as Hit)?.Type != (previousObject.BaseObject as Hit)?.Type)
{
currentMonoStreak = new MonoStreak();
monoStreaks.Add(currentMonoStreak);
}
// Add the current object to the encoded payload.
currentMonoStreak.HitObjects.Add(taikoObject);
}
return monoStreaks;
}
/// <summary>
/// Encodes a list of <see cref="MonoStreak"/>s into a list of <see cref="AlternatingMonoPattern"/>s.
/// </summary>
private static List<AlternatingMonoPattern> encodeAlternatingMonoPattern(List<MonoStreak> data)
{
List<AlternatingMonoPattern> monoPatterns = new List<AlternatingMonoPattern>();
AlternatingMonoPattern? currentMonoPattern = null;
for (int i = 0; i < data.Count; i++)
{
// Start a new AlternatingMonoPattern if the previous MonoStreak has a different mono length, or if this is the first MonoStreak in the list.
if (currentMonoPattern == null || data[i].RunLength != data[i - 1].RunLength)
{
currentMonoPattern = new AlternatingMonoPattern();
monoPatterns.Add(currentMonoPattern);
}
// Add the current MonoStreak to the encoded payload.
currentMonoPattern.MonoStreaks.Add(data[i]);
}
return monoPatterns;
}
/// <summary>
/// Encodes a list of <see cref="AlternatingMonoPattern"/>s into a list of <see cref="RepeatingHitPatterns"/>s.
/// </summary>
private static List<RepeatingHitPatterns> encodeRepeatingHitPattern(List<AlternatingMonoPattern> data)
{
List<RepeatingHitPatterns> hitPatterns = new List<RepeatingHitPatterns>();
RepeatingHitPatterns? currentHitPattern = null;
for (int i = 0; i < data.Count; i++)
{
// Start a new RepeatingHitPattern. AlternatingMonoPatterns that should be grouped together will be handled later within this loop.
currentHitPattern = new RepeatingHitPatterns(currentHitPattern);
// Determine if future AlternatingMonoPatterns should be grouped.
bool isCoupled = i < data.Count - 2 && data[i].IsRepetitionOf(data[i + 2]);
if (!isCoupled)
{
// If not, add the current AlternatingMonoPattern to the encoded payload and continue.
currentHitPattern.AlternatingMonoPatterns.Add(data[i]);
}
else
{
// If so, add the current AlternatingMonoPattern to the encoded payload and start repeatedly checking if the
// subsequent AlternatingMonoPatterns should be grouped by increasing i and doing the appropriate isCoupled check.
while (isCoupled)
{
currentHitPattern.AlternatingMonoPatterns.Add(data[i]);
i++;
isCoupled = i < data.Count - 2 && data[i].IsRepetitionOf(data[i + 2]);
}
// Skip over viewed data and add the rest to the payload
currentHitPattern.AlternatingMonoPatterns.Add(data[i]);
currentHitPattern.AlternatingMonoPatterns.Add(data[i + 1]);
i++;
}
hitPatterns.Add(currentHitPattern);
}
// Final pass to find repetition intervals
for (int i = 0; i < hitPatterns.Count; i++)
{
hitPatterns[i].FindRepetitionInterval();
}
return hitPatterns;
}
}
}

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@ -0,0 +1,28 @@
// 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.
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
/// <summary>
/// Stores colour compression information for a <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
public class TaikoDifficultyHitObjectColour
{
/// <summary>
/// The <see cref="MonoStreak"/> that encodes this note, only present if this is the first note within a <see cref="MonoStreak"/>
/// </summary>
public MonoStreak? MonoStreak;
/// <summary>
/// The <see cref="AlternatingMonoPattern"/> that encodes this note, only present if this is the first note within a <see cref="AlternatingMonoPattern"/>
/// </summary>
public AlternatingMonoPattern? AlternatingMonoPattern;
/// <summary>
/// The <see cref="RepeatingHitPattern"/> that encodes this note, only present if this is the first note within a <see cref="RepeatingHitPattern"/>
/// </summary>
public RepeatingHitPatterns? RepeatingHitPattern;
}
}

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@ -1,9 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
#nullable disable namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{ {
/// <summary> /// <summary>
/// Represents a rhythm change in a taiko map. /// Represents a rhythm change in a taiko map.

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@ -1,14 +1,14 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
#nullable disable
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{ {
@ -17,21 +17,36 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
/// </summary> /// </summary>
public class TaikoDifficultyHitObject : DifficultyHitObject public class TaikoDifficultyHitObject : DifficultyHitObject
{ {
/// <summary>
/// The list of all <see cref="TaikoDifficultyHitObject"/> of the same colour as this <see cref="TaikoDifficultyHitObject"/> in the beatmap.
/// </summary>
private readonly IReadOnlyList<TaikoDifficultyHitObject>? monoDifficultyHitObjects;
/// <summary>
/// The index of this <see cref="TaikoDifficultyHitObject"/> in <see cref="monoDifficultyHitObjects"/>.
/// </summary>
public readonly int MonoIndex;
/// <summary>
/// The list of all <see cref="TaikoDifficultyHitObject"/> that is either a regular note or finisher in the beatmap
/// </summary>
private readonly IReadOnlyList<TaikoDifficultyHitObject> noteDifficultyHitObjects;
/// <summary>
/// The index of this <see cref="TaikoDifficultyHitObject"/> in <see cref="noteDifficultyHitObjects"/>.
/// </summary>
public readonly int NoteIndex;
/// <summary> /// <summary>
/// The rhythm required to hit this hit object. /// The rhythm required to hit this hit object.
/// </summary> /// </summary>
public readonly TaikoDifficultyHitObjectRhythm Rhythm; public readonly TaikoDifficultyHitObjectRhythm Rhythm;
/// <summary> /// <summary>
/// The hit type of this hit object. /// Colour data for this hit object. This is used by colour evaluator to calculate colour difficulty, but can be used
/// by other skills in the future.
/// </summary> /// </summary>
public readonly HitType? HitType; public readonly TaikoDifficultyHitObjectColour Colour;
/// <summary>
/// Whether the object should carry a penalty due to being hittable using special techniques
/// making it easier to do so.
/// </summary>
public bool StaminaCheese;
/// <summary> /// <summary>
/// Creates a new difficulty hit object. /// Creates a new difficulty hit object.
@ -40,15 +55,44 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
/// <param name="lastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="hitObject"/>.</param> /// <param name="lastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="hitObject"/>.</param>
/// <param name="lastLastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="lastObject"/>.</param> /// <param name="lastLastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="lastObject"/>.</param>
/// <param name="clockRate">The rate of the gameplay clock. Modified by speed-changing mods.</param> /// <param name="clockRate">The rate of the gameplay clock. Modified by speed-changing mods.</param>
/// <param name="objects">The list of <see cref="DifficultyHitObject"/>s in the current beatmap.</param> /// <param name="objects">The list of all <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
/// /// <param name="index">The position of this <see cref="DifficultyHitObject"/> in the <paramref name="objects"/> list.</param> /// <param name="centreHitObjects">The list of centre (don) <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate, List<DifficultyHitObject> objects, int index) /// <param name="rimHitObjects">The list of rim (kat) <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
/// <param name="noteObjects">The list of <see cref="DifficultyHitObject"/>s that is a hit (i.e. not a drumroll or swell) in the current beatmap.</param>
/// <param name="index">The position of this <see cref="DifficultyHitObject"/> in the <paramref name="objects"/> list.</param>
public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate,
List<DifficultyHitObject> objects,
List<TaikoDifficultyHitObject> centreHitObjects,
List<TaikoDifficultyHitObject> rimHitObjects,
List<TaikoDifficultyHitObject> noteObjects, int index)
: base(hitObject, lastObject, clockRate, objects, index) : base(hitObject, lastObject, clockRate, objects, index)
{ {
var currentHit = hitObject as Hit; noteDifficultyHitObjects = noteObjects;
// Create the Colour object, its properties should be filled in by TaikoDifficultyPreprocessor
Colour = new TaikoDifficultyHitObjectColour();
Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate); Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate);
HitType = currentHit?.Type;
switch ((hitObject as Hit)?.Type)
{
case HitType.Centre:
MonoIndex = centreHitObjects.Count;
centreHitObjects.Add(this);
monoDifficultyHitObjects = centreHitObjects;
break;
case HitType.Rim:
MonoIndex = rimHitObjects.Count;
rimHitObjects.Add(this);
monoDifficultyHitObjects = rimHitObjects;
break;
}
if (hitObject is Hit)
{
NoteIndex = noteObjects.Count;
noteObjects.Add(this);
}
} }
/// <summary> /// <summary>
@ -87,5 +131,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First(); return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First();
} }
public TaikoDifficultyHitObject? PreviousMono(int backwardsIndex) => monoDifficultyHitObjects?.ElementAtOrDefault(MonoIndex - (backwardsIndex + 1));
public TaikoDifficultyHitObject? NextMono(int forwardsIndex) => monoDifficultyHitObjects?.ElementAtOrDefault(MonoIndex + (forwardsIndex + 1));
public TaikoDifficultyHitObject? PreviousNote(int backwardsIndex) => noteDifficultyHitObjects.ElementAtOrDefault(NoteIndex - (backwardsIndex + 1));
public TaikoDifficultyHitObject? NextNote(int forwardsIndex) => noteDifficultyHitObjects.ElementAtOrDefault(NoteIndex + (forwardsIndex + 1));
} }
} }

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@ -1,15 +1,10 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{ {
@ -18,29 +13,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
/// </summary> /// </summary>
public class Colour : StrainDecaySkill public class Colour : StrainDecaySkill
{ {
protected override double SkillMultiplier => 1; protected override double SkillMultiplier => 0.12;
protected override double StrainDecayBase => 0.4;
/// <summary> // This is set to decay slower than other skills, due to the fact that only the first note of each encoding class
/// Maximum number of entries to keep in <see cref="monoHistory"/>. // having any difficulty values, and we want to allow colour difficulty to be able to build up even on
/// </summary> // slower maps.
private const int mono_history_max_length = 5; protected override double StrainDecayBase => 0.8;
/// <summary>
/// Queue with the lengths of the last <see cref="mono_history_max_length"/> most recent mono (single-colour) patterns,
/// with the most recent value at the end of the queue.
/// </summary>
private readonly LimitedCapacityQueue<int> monoHistory = new LimitedCapacityQueue<int>(mono_history_max_length);
/// <summary>
/// The <see cref="HitType"/> of the last object hit before the one being considered.
/// </summary>
private HitType? previousHitType;
/// <summary>
/// Length of the current mono pattern.
/// </summary>
private int currentMonoLength;
public Colour(Mod[] mods) public Colour(Mod[] mods)
: base(mods) : base(mods)
@ -49,95 +27,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
protected override double StrainValueOf(DifficultyHitObject current) protected override double StrainValueOf(DifficultyHitObject current)
{ {
// changing from/to a drum roll or a swell does not constitute a colour change. return ColourEvaluator.EvaluateDifficultyOf(current);
// hits spaced more than a second apart are also exempt from colour strain.
if (!(current.LastObject is Hit && current.BaseObject is Hit && current.DeltaTime < 1000))
{
monoHistory.Clear();
var currentHit = current.BaseObject as Hit;
currentMonoLength = currentHit != null ? 1 : 0;
previousHitType = currentHit?.Type;
return 0.0;
}
var taikoCurrent = (TaikoDifficultyHitObject)current;
double objectStrain = 0.0;
if (previousHitType != null && taikoCurrent.HitType != previousHitType)
{
// The colour has changed.
objectStrain = 1.0;
if (monoHistory.Count < 2)
{
// There needs to be at least two streaks to determine a strain.
objectStrain = 0.0;
}
else if ((monoHistory[^1] + currentMonoLength) % 2 == 0)
{
// The last streak in the history is guaranteed to be a different type to the current streak.
// If the total number of notes in the two streaks is even, nullify this object's strain.
objectStrain = 0.0;
}
objectStrain *= repetitionPenalties();
currentMonoLength = 1;
}
else
{
currentMonoLength += 1;
}
previousHitType = taikoCurrent.HitType;
return objectStrain;
} }
/// <summary>
/// The penalty to apply due to the length of repetition in colour streaks.
/// </summary>
private double repetitionPenalties()
{
const int most_recent_patterns_to_compare = 2;
double penalty = 1.0;
monoHistory.Enqueue(currentMonoLength);
for (int start = monoHistory.Count - most_recent_patterns_to_compare - 1; start >= 0; start--)
{
if (!isSamePattern(start, most_recent_patterns_to_compare))
continue;
int notesSince = 0;
for (int i = start; i < monoHistory.Count; i++) notesSince += monoHistory[i];
penalty *= repetitionPenalty(notesSince);
break;
}
return penalty;
}
/// <summary>
/// Determines whether the last <paramref name="mostRecentPatternsToCompare"/> patterns have repeated in the history
/// of single-colour note sequences, starting from <paramref name="start"/>.
/// </summary>
private bool isSamePattern(int start, int mostRecentPatternsToCompare)
{
for (int i = 0; i < mostRecentPatternsToCompare; i++)
{
if (monoHistory[start + i] != monoHistory[monoHistory.Count - mostRecentPatternsToCompare + i])
return false;
}
return true;
}
/// <summary>
/// Calculates the strain penalty for a colour pattern repetition.
/// </summary>
/// <param name="notesSince">The number of notes since the last repetition of the pattern.</param>
private double repetitionPenalty(int notesSince) => Math.Min(1.0, 0.032 * notesSince);
} }
} }

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@ -0,0 +1,93 @@
// 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.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
public class Peaks : Skill
{
private const double rhythm_skill_multiplier = 0.2 * final_multiplier;
private const double colour_skill_multiplier = 0.375 * final_multiplier;
private const double stamina_skill_multiplier = 0.375 * final_multiplier;
private const double final_multiplier = 0.0625;
private readonly Rhythm rhythm;
private readonly Colour colour;
private readonly Stamina stamina;
public double ColourDifficultyValue => colour.DifficultyValue() * colour_skill_multiplier;
public double RhythmDifficultyValue => rhythm.DifficultyValue() * rhythm_skill_multiplier;
public double StaminaDifficultyValue => stamina.DifficultyValue() * stamina_skill_multiplier;
public Peaks(Mod[] mods)
: base(mods)
{
rhythm = new Rhythm(mods);
colour = new Colour(mods);
stamina = new Stamina(mods);
}
/// <summary>
/// Returns the <i>p</i>-norm of an <i>n</i>-dimensional vector.
/// </summary>
/// <param name="p">The value of <i>p</i> to calculate the norm for.</param>
/// <param name="values">The coefficients of the vector.</param>
private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
public override void Process(DifficultyHitObject current)
{
rhythm.Process(current);
colour.Process(current);
stamina.Process(current);
}
/// <summary>
/// Returns the combined star rating of the beatmap, calculated using peak strains from all sections of the map.
/// </summary>
/// <remarks>
/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
/// </remarks>
public override double DifficultyValue()
{
List<double> peaks = new List<double>();
var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
for (int i = 0; i < colourPeaks.Count; i++)
{
double colourPeak = colourPeaks[i] * colour_skill_multiplier;
double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier;
double peak = norm(1.5, colourPeak, staminaPeak);
peak = norm(2, peak, rhythmPeak);
// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
// These sections will not contribute to the difficulty.
if (peak > 0)
peaks.Add(peak);
}
double difficulty = 0;
double weight = 1;
foreach (double strain in peaks.OrderByDescending(d => d))
{
difficulty += strain * weight;
weight *= 0.9;
}
return difficulty;
}
}
}

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@ -1,44 +0,0 @@
// 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.
#nullable disable
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
/// <summary>
/// Stamina of a single key, calculated based on repetition speed.
/// </summary>
public class SingleKeyStamina
{
private double? previousHitTime;
/// <summary>
/// Similar to <see cref="StrainDecaySkill.StrainValueOf"/>
/// </summary>
public double StrainValueOf(DifficultyHitObject current)
{
if (previousHitTime == null)
{
previousHitTime = current.StartTime;
return 0;
}
double objectStrain = 0.5;
objectStrain += speedBonus(current.StartTime - previousHitTime.Value);
previousHitTime = current.StartTime;
return objectStrain;
}
/// <summary>
/// Applies a speed bonus dependent on the time since the last hit performed using this key.
/// </summary>
/// <param name="notePairDuration">The duration between the current and previous note hit using the same key.</param>
private double speedBonus(double notePairDuration)
{
return 175 / (notePairDuration + 100);
}
}
}

View File

@ -6,8 +6,7 @@
using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{ {
@ -19,31 +18,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
/// </remarks> /// </remarks>
public class Stamina : StrainDecaySkill public class Stamina : StrainDecaySkill
{ {
protected override double SkillMultiplier => 1; protected override double SkillMultiplier => 1.1;
protected override double StrainDecayBase => 0.4; protected override double StrainDecayBase => 0.4;
private readonly SingleKeyStamina[] centreKeyStamina =
{
new SingleKeyStamina(),
new SingleKeyStamina()
};
private readonly SingleKeyStamina[] rimKeyStamina =
{
new SingleKeyStamina(),
new SingleKeyStamina()
};
/// <summary>
/// Current index into <see cref="centreKeyStamina" /> for a centre hit.
/// </summary>
private int centreKeyIndex;
/// <summary>
/// Current index into <see cref="rimKeyStamina" /> for a rim hit.
/// </summary>
private int rimKeyIndex;
/// <summary> /// <summary>
/// Creates a <see cref="Stamina"/> skill. /// Creates a <see cref="Stamina"/> skill.
/// </summary> /// </summary>
@ -53,32 +30,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{ {
} }
/// <summary>
/// Get the next <see cref="SingleKeyStamina"/> to use for the given <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
/// <param name="current">The current <see cref="TaikoDifficultyHitObject"/>.</param>
private SingleKeyStamina getNextSingleKeyStamina(TaikoDifficultyHitObject current)
{
// Alternate key for the same color.
if (current.HitType == HitType.Centre)
{
centreKeyIndex = (centreKeyIndex + 1) % 2;
return centreKeyStamina[centreKeyIndex];
}
rimKeyIndex = (rimKeyIndex + 1) % 2;
return rimKeyStamina[rimKeyIndex];
}
protected override double StrainValueOf(DifficultyHitObject current) protected override double StrainValueOf(DifficultyHitObject current)
{ {
if (!(current.BaseObject is Hit)) return StaminaEvaluator.EvaluateDifficultyOf(current);
{
return 0.0;
}
TaikoDifficultyHitObject hitObject = (TaikoDifficultyHitObject)current;
return getNextSingleKeyStamina(hitObject).StrainValueOf(hitObject);
} }
} }
} }

View File

@ -29,13 +29,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
public double ColourDifficulty { get; set; } public double ColourDifficulty { get; set; }
/// <summary> /// <summary>
/// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc). /// The difficulty corresponding to the hardest parts of the map.
/// </summary> /// </summary>
/// <remarks> [JsonProperty("peak_difficulty")]
/// Rate-adjusting mods don't directly affect the approach rate difficulty value, but have a perceived effect as a result of adjusting audio timing. public double PeakDifficulty { get; set; }
/// </remarks>
[JsonProperty("approach_rate")]
public double ApproachRate { get; set; }
/// <summary> /// <summary>
/// The perceived hit window for a GREAT hit inclusive of rate-adjusting mods (DT/HT/etc). /// The perceived hit window for a GREAT hit inclusive of rate-adjusting mods (DT/HT/etc).

View File

@ -13,6 +13,7 @@ using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
using osu.Game.Rulesets.Taiko.Difficulty.Skills; using osu.Game.Rulesets.Taiko.Difficulty.Skills;
using osu.Game.Rulesets.Taiko.Mods; using osu.Game.Rulesets.Taiko.Mods;
using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Objects;
@ -22,9 +23,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
{ {
public class TaikoDifficultyCalculator : DifficultyCalculator public class TaikoDifficultyCalculator : DifficultyCalculator
{ {
private const double rhythm_skill_multiplier = 0.014; private const double difficulty_multiplier = 1.35;
private const double colour_skill_multiplier = 0.01;
private const double stamina_skill_multiplier = 0.021;
public override int Version => 20220701; public override int Version => 20220701;
@ -33,12 +32,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
{ {
} }
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[] protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
{ {
new Colour(mods), return new Skill[]
new Rhythm(mods), {
new Stamina(mods) new Peaks(mods)
}; };
}
protected override Mod[] DifficultyAdjustmentMods => new Mod[] protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{ {
@ -50,18 +50,23 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{ {
List<DifficultyHitObject> taikoDifficultyHitObjects = new List<DifficultyHitObject>(); List<DifficultyHitObject> difficultyHitObjects = new List<DifficultyHitObject>();
List<TaikoDifficultyHitObject> centreObjects = new List<TaikoDifficultyHitObject>();
List<TaikoDifficultyHitObject> rimObjects = new List<TaikoDifficultyHitObject>();
List<TaikoDifficultyHitObject> noteObjects = new List<TaikoDifficultyHitObject>();
for (int i = 2; i < beatmap.HitObjects.Count; i++) for (int i = 2; i < beatmap.HitObjects.Count; i++)
{ {
taikoDifficultyHitObjects.Add( difficultyHitObjects.Add(
new TaikoDifficultyHitObject( new TaikoDifficultyHitObject(
beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, taikoDifficultyHitObjects, taikoDifficultyHitObjects.Count beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObjects,
) centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count)
); );
} }
return taikoDifficultyHitObjects; TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
return difficultyHitObjects;
} }
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate) protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
@ -69,28 +74,24 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (beatmap.HitObjects.Count == 0) if (beatmap.HitObjects.Count == 0)
return new TaikoDifficultyAttributes { Mods = mods }; return new TaikoDifficultyAttributes { Mods = mods };
var colour = (Colour)skills[0]; var combined = (Peaks)skills[0];
var rhythm = (Rhythm)skills[1];
var stamina = (Stamina)skills[2];
double colourRating = colour.DifficultyValue() * colour_skill_multiplier; double colourRating = combined.ColourDifficultyValue * difficulty_multiplier;
double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier; double rhythmRating = combined.RhythmDifficultyValue * difficulty_multiplier;
double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier; double staminaRating = combined.StaminaDifficultyValue * difficulty_multiplier;
double staminaPenalty = simpleColourPenalty(staminaRating, colourRating); double combinedRating = combined.DifficultyValue() * difficulty_multiplier;
staminaRating *= staminaPenalty; double starRating = rescale(combinedRating * 1.4);
//TODO : This is a temporary fix for the stamina rating of converts, due to their low colour variance. // TODO: This is temporary measure as we don't detect abuse of multiple-input playstyles of converts within the current system.
if (beatmap.BeatmapInfo.Ruleset.OnlineID == 0 && colourRating < 0.05) if (beatmap.BeatmapInfo.Ruleset.OnlineID == 0)
{ {
staminaPenalty *= 0.25; starRating *= 0.925;
// For maps with low colour variance and high stamina requirement, multiple inputs are more likely to be abused.
if (colourRating < 2 && staminaRating > 8)
starRating *= 0.80;
} }
double combinedRating = locallyCombinedDifficulty(colour, rhythm, stamina, staminaPenalty);
double separatedRating = norm(1.5, colourRating, rhythmRating, staminaRating);
double starRating = 1.4 * separatedRating + 0.5 * combinedRating;
starRating = rescale(starRating);
HitWindows hitWindows = new TaikoHitWindows(); HitWindows hitWindows = new TaikoHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty); hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
@ -101,75 +102,14 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
StaminaDifficulty = staminaRating, StaminaDifficulty = staminaRating,
RhythmDifficulty = rhythmRating, RhythmDifficulty = rhythmRating,
ColourDifficulty = colourRating, ColourDifficulty = colourRating,
PeakDifficulty = combinedRating,
GreatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate, GreatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate,
MaxCombo = beatmap.HitObjects.Count(h => h is Hit), MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
}; };
} }
/// <summary> /// <summary>
/// Calculates the penalty for the stamina skill for maps with low colour difficulty. /// Applies a final re-scaling of the star rating.
/// </summary>
/// <remarks>
/// Some maps (especially converts) can be easy to read despite a high note density.
/// This penalty aims to reduce the star rating of such maps by factoring in colour difficulty to the stamina skill.
/// </remarks>
private double simpleColourPenalty(double staminaDifficulty, double colorDifficulty)
{
if (colorDifficulty <= 0) return 0.79 - 0.25;
return 0.79 - Math.Atan(staminaDifficulty / colorDifficulty - 12) / Math.PI / 2;
}
/// <summary>
/// Returns the <i>p</i>-norm of an <i>n</i>-dimensional vector.
/// </summary>
/// <param name="p">The value of <i>p</i> to calculate the norm for.</param>
/// <param name="values">The coefficients of the vector.</param>
private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
/// <summary>
/// Returns the partial star rating of the beatmap, calculated using peak strains from all sections of the map.
/// </summary>
/// <remarks>
/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
/// </remarks>
private double locallyCombinedDifficulty(Colour colour, Rhythm rhythm, Stamina stamina, double staminaPenalty)
{
List<double> peaks = new List<double>();
var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
for (int i = 0; i < colourPeaks.Count; i++)
{
double colourPeak = colourPeaks[i] * colour_skill_multiplier;
double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier * staminaPenalty;
double peak = norm(2, colourPeak, rhythmPeak, staminaPeak);
// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
// These sections will not contribute to the difficulty.
if (peak > 0)
peaks.Add(peak);
}
double difficulty = 0;
double weight = 1;
foreach (double strain in peaks.OrderByDescending(d => d))
{
difficulty += strain * weight;
weight *= 0.9;
}
return difficulty;
}
/// <summary>
/// Applies a final re-scaling of the star rating to bring maps with recorded full combos below 9.5 stars.
/// </summary> /// </summary>
/// <param name="sr">The raw star rating value before re-scaling.</param> /// <param name="sr">The raw star rating value before re-scaling.</param>
private double rescale(double sr) private double rescale(double sr)

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@ -17,6 +17,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
[JsonProperty("accuracy")] [JsonProperty("accuracy")]
public double Accuracy { get; set; } public double Accuracy { get; set; }
[JsonProperty("effective_miss_count")]
public double EffectiveMissCount { get; set; }
public override IEnumerable<PerformanceDisplayAttribute> GetAttributesForDisplay() public override IEnumerable<PerformanceDisplayAttribute> GetAttributesForDisplay()
{ {
foreach (var attribute in base.GetAttributesForDisplay()) foreach (var attribute in base.GetAttributesForDisplay())

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@ -21,6 +21,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
private int countMeh; private int countMeh;
private int countMiss; private int countMiss;
private double effectiveMissCount;
public TaikoPerformanceCalculator() public TaikoPerformanceCalculator()
: base(new TaikoRuleset()) : base(new TaikoRuleset())
{ {
@ -35,7 +37,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh); countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss); countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things // The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000.
if (totalSuccessfulHits > 0)
effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
double multiplier = 1.13;
if (score.Mods.Any(m => m is ModHidden)) if (score.Mods.Any(m => m is ModHidden))
multiplier *= 1.075; multiplier *= 1.075;
@ -55,6 +61,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
{ {
Difficulty = difficultyValue, Difficulty = difficultyValue,
Accuracy = accuracyValue, Accuracy = accuracyValue,
EffectiveMissCount = effectiveMissCount,
Total = totalValue Total = totalValue
}; };
} }
@ -66,18 +73,21 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0); double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
difficultyValue *= lengthBonus; difficultyValue *= lengthBonus;
difficultyValue *= Math.Pow(0.986, countMiss); difficultyValue *= Math.Pow(0.986, effectiveMissCount);
if (score.Mods.Any(m => m is ModEasy)) if (score.Mods.Any(m => m is ModEasy))
difficultyValue *= 0.980; difficultyValue *= 0.985;
if (score.Mods.Any(m => m is ModHidden)) if (score.Mods.Any(m => m is ModHidden))
difficultyValue *= 1.025; difficultyValue *= 1.025;
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>)) if (score.Mods.Any(m => m is ModHardRock))
difficultyValue *= 1.05 * lengthBonus; difficultyValue *= 1.050;
return difficultyValue * Math.Pow(score.Accuracy, 1.5); if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
difficultyValue *= 1.050 * lengthBonus;
return difficultyValue * Math.Pow(score.Accuracy, 2.0);
} }
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes) private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
@ -85,18 +95,20 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (attributes.GreatHitWindow <= 0) if (attributes.GreatHitWindow <= 0)
return 0; return 0;
double accuracyValue = Math.Pow(140.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 12.0) * 27; double accuracyValue = Math.Pow(60.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 8.0) * Math.Pow(attributes.StarRating, 0.4) * 27.0;
double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3)); double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
accuracyValue *= lengthBonus; accuracyValue *= lengthBonus;
// Slight HDFL Bonus for accuracy. // Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden)) if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden))
accuracyValue *= 1.10 * lengthBonus; accuracyValue *= Math.Max(1.050, 1.075 * lengthBonus);
return accuracyValue; return accuracyValue;
} }
private int totalHits => countGreat + countOk + countMeh + countMiss; private int totalHits => countGreat + countOk + countMeh + countMiss;
private int totalSuccessfulHits => countGreat + countOk + countMeh;
} }
} }

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@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.Taiko.Edit.Blueprints
return; return;
base.OnMouseUp(e); base.OnMouseUp(e);
EndPlacement(true); EndPlacement(spanPlacementObject.Duration > 0);
} }
public override void UpdateTimeAndPosition(SnapResult result) public override void UpdateTimeAndPosition(SnapResult result)

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@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
@ -8,7 +9,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
{ {
public class TaikoModEasy : ModEasy public class TaikoModEasy : ModEasy
{ {
public override string Description => @"Beats move slower, and less accuracy required!"; public override LocalisableString Description => @"Beats move slower, and less accuracy required!";
/// <summary> /// <summary>
/// Multiplier factor added to the scrolling speed. /// Multiplier factor added to the scrolling speed.

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables;
@ -15,7 +16,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
{ {
public class TaikoModHidden : ModHidden, IApplicableToDrawableRuleset<TaikoHitObject> public class TaikoModHidden : ModHidden, IApplicableToDrawableRuleset<TaikoHitObject>
{ {
public override string Description => @"Beats fade out before you hit them!"; public override LocalisableString Description => @"Beats fade out before you hit them!";
public override double ScoreMultiplier => UsesDefaultConfiguration ? 1.06 : 1; public override double ScoreMultiplier => UsesDefaultConfiguration ? 1.06 : 1;
/// <summary> /// <summary>

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@ -3,6 +3,7 @@
using System; using System;
using System.Linq; using System.Linq;
using osu.Framework.Localisation;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
@ -13,7 +14,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
{ {
public class TaikoModRandom : ModRandom, IApplicableToBeatmap public class TaikoModRandom : ModRandom, IApplicableToBeatmap
{ {
public override string Description => @"Shuffle around the colours!"; public override LocalisableString Description => @"Shuffle around the colours!";
public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(TaikoModSwap)).ToArray(); public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(TaikoModSwap)).ToArray();
public void ApplyToBeatmap(IBeatmap beatmap) public void ApplyToBeatmap(IBeatmap beatmap)

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@ -1,12 +1,13 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Taiko.Mods namespace osu.Game.Rulesets.Taiko.Mods
{ {
public class TaikoModRelax : ModRelax public class TaikoModRelax : ModRelax
{ {
public override string Description => @"No ninja-like spinners, demanding drumrolls or unexpected katu's."; public override LocalisableString Description => @"No ninja-like spinners, demanding drumrolls or unexpected katu's.";
} }
} }

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@ -3,6 +3,7 @@
using System; using System;
using System.Linq; using System.Linq;
using osu.Framework.Localisation;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Beatmaps; using osu.Game.Rulesets.Taiko.Beatmaps;
@ -14,7 +15,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
{ {
public override string Name => "Swap"; public override string Name => "Swap";
public override string Acronym => "SW"; public override string Acronym => "SW";
public override string Description => @"Dons become kats, kats become dons"; public override LocalisableString Description => @"Dons become kats, kats become dons";
public override ModType Type => ModType.Conversion; public override ModType Type => ModType.Conversion;
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(ModRandom)).ToArray(); public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(ModRandom)).ToArray();

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@ -13,6 +13,7 @@ using osu.Game.Rulesets.Objects.Drawables;
using osuTK.Graphics; using osuTK.Graphics;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Input.Events; using osu.Framework.Input.Events;
using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
@ -30,6 +31,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
/// </summary> /// </summary>
private const int rolling_hits_for_engaged_colour = 5; private const int rolling_hits_for_engaged_colour = 5;
public override Quad ScreenSpaceDrawQuad => MainPiece.Drawable.ScreenSpaceDrawQuad;
/// <summary> /// <summary>
/// Rolling number of tick hits. This increases for hits and decreases for misses. /// Rolling number of tick hits. This increases for hits and decreases for misses.
/// </summary> /// </summary>

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@ -7,6 +7,7 @@ using osu.Framework.Allocation;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Animations; using osu.Framework.Graphics.Animations;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Game.Graphics; using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Objects;
@ -20,6 +21,9 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{ {
private Drawable backgroundLayer; private Drawable backgroundLayer;
// required for editor blueprints (not sure why these circle pieces are zero size).
public override Quad ScreenSpaceDrawQuad => backgroundLayer.ScreenSpaceDrawQuad;
public LegacyCirclePiece() public LegacyCirclePiece()
{ {
RelativeSizeAxes = Axes.Both; RelativeSizeAxes = Axes.Both;

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@ -6,6 +6,7 @@
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures; using osu.Framework.Graphics.Textures;
using osu.Game.Graphics; using osu.Game.Graphics;
@ -16,11 +17,22 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{ {
public class LegacyDrumRoll : CompositeDrawable, IHasAccentColour public class LegacyDrumRoll : CompositeDrawable, IHasAccentColour
{ {
public override Quad ScreenSpaceDrawQuad
{
get
{
var headDrawQuad = headCircle.ScreenSpaceDrawQuad;
var tailDrawQuad = tailCircle.ScreenSpaceDrawQuad;
return new Quad(headDrawQuad.TopLeft, tailDrawQuad.TopRight, headDrawQuad.BottomLeft, tailDrawQuad.BottomRight);
}
}
private LegacyCirclePiece headCircle; private LegacyCirclePiece headCircle;
private Sprite body; private Sprite body;
private Sprite end; private Sprite tailCircle;
public LegacyDrumRoll() public LegacyDrumRoll()
{ {
@ -32,7 +44,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{ {
InternalChildren = new Drawable[] InternalChildren = new Drawable[]
{ {
end = new Sprite tailCircle = new Sprite
{ {
Anchor = Anchor.CentreRight, Anchor = Anchor.CentreRight,
Origin = Anchor.CentreLeft, Origin = Anchor.CentreLeft,
@ -82,7 +94,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
headCircle.AccentColour = colour; headCircle.AccentColour = colour;
body.Colour = colour; body.Colour = colour;
end.Colour = colour; tailCircle.Colour = colour;
} }
} }
} }

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@ -25,6 +25,7 @@ using osu.Game.Scoring;
using System; using System;
using System.Linq; using System.Linq;
using osu.Framework.Extensions.EnumExtensions; using osu.Framework.Extensions.EnumExtensions;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Taiko.Edit; using osu.Game.Rulesets.Taiko.Edit;
using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Objects;
@ -192,7 +193,7 @@ namespace osu.Game.Rulesets.Taiko
}; };
} }
public override string GetDisplayNameForHitResult(HitResult result) public override LocalisableString GetDisplayNameForHitResult(HitResult result)
{ {
switch (result) switch (result)
{ {

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@ -5,6 +5,7 @@ using System;
using System.Linq; using System.Linq;
using Moq; using Moq;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods; using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Utils; using osu.Game.Utils;
@ -320,7 +321,7 @@ namespace osu.Game.Tests.Mods
public class InvalidMultiplayerMod : Mod public class InvalidMultiplayerMod : Mod
{ {
public override string Name => string.Empty; public override string Name => string.Empty;
public override string Description => string.Empty; public override LocalisableString Description => string.Empty;
public override string Acronym => string.Empty; public override string Acronym => string.Empty;
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override bool HasImplementation => true; public override bool HasImplementation => true;
@ -331,7 +332,7 @@ namespace osu.Game.Tests.Mods
private class InvalidMultiplayerFreeMod : Mod private class InvalidMultiplayerFreeMod : Mod
{ {
public override string Name => string.Empty; public override string Name => string.Empty;
public override string Description => string.Empty; public override LocalisableString Description => string.Empty;
public override string Acronym => string.Empty; public override string Acronym => string.Empty;
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override bool HasImplementation => true; public override bool HasImplementation => true;

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@ -4,6 +4,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Rulesets; using osu.Game.Rulesets;
@ -60,7 +61,7 @@ namespace osu.Game.Tests.Mods
{ {
public override double ScoreMultiplier => 1.0; public override double ScoreMultiplier => 1.0;
public override string Description => "This is a customisable test mod."; public override LocalisableString Description => "This is a customisable test mod.";
public override ModType Type => ModType.Conversion; public override ModType Type => ModType.Conversion;

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@ -7,6 +7,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Localisation;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Preprocessing;
@ -160,7 +161,7 @@ namespace osu.Game.Tests.NonVisual
{ {
public override string Name => nameof(ModA); public override string Name => nameof(ModA);
public override string Acronym => nameof(ModA); public override string Acronym => nameof(ModA);
public override string Description => string.Empty; public override LocalisableString Description => string.Empty;
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(ModIncompatibleWithA), typeof(ModIncompatibleWithAAndB) }; public override Type[] IncompatibleMods => new[] { typeof(ModIncompatibleWithA), typeof(ModIncompatibleWithAAndB) };
@ -169,7 +170,7 @@ namespace osu.Game.Tests.NonVisual
private class ModB : Mod private class ModB : Mod
{ {
public override string Name => nameof(ModB); public override string Name => nameof(ModB);
public override string Description => string.Empty; public override LocalisableString Description => string.Empty;
public override string Acronym => nameof(ModB); public override string Acronym => nameof(ModB);
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
@ -180,7 +181,7 @@ namespace osu.Game.Tests.NonVisual
{ {
public override string Name => nameof(ModC); public override string Name => nameof(ModC);
public override string Acronym => nameof(ModC); public override string Acronym => nameof(ModC);
public override string Description => string.Empty; public override LocalisableString Description => string.Empty;
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
} }
@ -188,7 +189,7 @@ namespace osu.Game.Tests.NonVisual
{ {
public override string Name => $"Incompatible With {nameof(ModA)}"; public override string Name => $"Incompatible With {nameof(ModA)}";
public override string Acronym => $"Incompatible With {nameof(ModA)}"; public override string Acronym => $"Incompatible With {nameof(ModA)}";
public override string Description => string.Empty; public override LocalisableString Description => string.Empty;
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(ModA) }; public override Type[] IncompatibleMods => new[] { typeof(ModA) };
@ -207,7 +208,7 @@ namespace osu.Game.Tests.NonVisual
{ {
public override string Name => $"Incompatible With {nameof(ModA)} and {nameof(ModB)}"; public override string Name => $"Incompatible With {nameof(ModA)} and {nameof(ModB)}";
public override string Acronym => $"Incompatible With {nameof(ModA)} and {nameof(ModB)}"; public override string Acronym => $"Incompatible With {nameof(ModA)} and {nameof(ModB)}";
public override string Description => string.Empty; public override LocalisableString Description => string.Empty;
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(ModA), typeof(ModB) }; public override Type[] IncompatibleMods => new[] { typeof(ModA), typeof(ModB) };

View File

@ -1,39 +1,31 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Bindables;
using osu.Framework.Timing; using osu.Framework.Timing;
using osu.Game.Screens.Play; using osu.Game.Screens.Play;
namespace osu.Game.Tests.NonVisual namespace osu.Game.Tests.NonVisual
{ {
[TestFixture] [TestFixture]
public class GameplayClockTest public class GameplayClockContainerTest
{ {
[TestCase(0)] [TestCase(0)]
[TestCase(1)] [TestCase(1)]
public void TestTrueGameplayRateWithZeroAdjustment(double underlyingClockRate) public void TestTrueGameplayRateWithZeroAdjustment(double underlyingClockRate)
{ {
var framedClock = new FramedClock(new ManualClock { Rate = underlyingClockRate }); var framedClock = new FramedClock(new ManualClock { Rate = underlyingClockRate });
var gameplayClock = new TestGameplayClock(framedClock); var gameplayClock = new TestGameplayClockContainer(framedClock);
gameplayClock.MutableNonGameplayAdjustments.Add(new BindableDouble());
Assert.That(gameplayClock.TrueGameplayRate, Is.EqualTo(0)); Assert.That(gameplayClock.TrueGameplayRate, Is.EqualTo(0));
} }
private class TestGameplayClock : GameplayClock private class TestGameplayClockContainer : GameplayClockContainer
{ {
public List<Bindable<double>> MutableNonGameplayAdjustments { get; } = new List<Bindable<double>>(); public override IEnumerable<double> NonGameplayAdjustments => new[] { 0.0 };
public override IEnumerable<double> NonGameplayAdjustments => MutableNonGameplayAdjustments.Select(b => b.Value); public TestGameplayClockContainer(IFrameBasedClock underlyingClock)
public TestGameplayClock(IFrameBasedClock underlyingClock)
: base(underlyingClock) : base(underlyingClock)
{ {
} }

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@ -9,6 +9,7 @@ using Newtonsoft.Json;
using Newtonsoft.Json.Linq; using Newtonsoft.Json.Linq;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Online.API; using osu.Game.Online.API;
@ -182,7 +183,7 @@ namespace osu.Game.Tests.Online
{ {
public override string Name => "Test Mod"; public override string Name => "Test Mod";
public override string Acronym => "TM"; public override string Acronym => "TM";
public override string Description => "This is a test mod."; public override LocalisableString Description => "This is a test mod.";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
[SettingSource("Test")] [SettingSource("Test")]
@ -199,7 +200,7 @@ namespace osu.Game.Tests.Online
{ {
public override string Name => "Test Mod"; public override string Name => "Test Mod";
public override string Acronym => "TMTR"; public override string Acronym => "TMTR";
public override string Description => "This is a test mod."; public override LocalisableString Description => "This is a test mod.";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
[SettingSource("Initial rate", "The starting speed of the track")] [SettingSource("Initial rate", "The starting speed of the track")]

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@ -7,6 +7,7 @@ using System.Collections.Generic;
using MessagePack; using MessagePack;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Online.API; using osu.Game.Online.API;
@ -102,7 +103,7 @@ namespace osu.Game.Tests.Online
{ {
public override string Name => "Test Mod"; public override string Name => "Test Mod";
public override string Acronym => "TM"; public override string Acronym => "TM";
public override string Description => "This is a test mod."; public override LocalisableString Description => "This is a test mod.";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
[SettingSource("Test")] [SettingSource("Test")]
@ -119,7 +120,7 @@ namespace osu.Game.Tests.Online
{ {
public override string Name => "Test Mod"; public override string Name => "Test Mod";
public override string Acronym => "TMTR"; public override string Acronym => "TMTR";
public override string Description => "This is a test mod."; public override LocalisableString Description => "This is a test mod.";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
[SettingSource("Initial rate", "The starting speed of the track")] [SettingSource("Initial rate", "The starting speed of the track")]
@ -154,7 +155,7 @@ namespace osu.Game.Tests.Online
{ {
public override string Name => "Test Mod"; public override string Name => "Test Mod";
public override string Acronym => "TM"; public override string Acronym => "TM";
public override string Description => "This is a test mod."; public override LocalisableString Description => "This is a test mod.";
public override double ScoreMultiplier => 1; public override double ScoreMultiplier => 1;
[SettingSource("Test")] [SettingSource("Test")]

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@ -4,11 +4,13 @@
#nullable disable #nullable disable
using System; using System;
using System.Collections.Generic;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Bindables; using osu.Framework.Graphics;
using osu.Framework.Testing; using osu.Framework.Testing;
using osu.Framework.Timing; using osu.Framework.Timing;
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate; using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
using osu.Game.Screens.Play;
using osu.Game.Tests.Visual; using osu.Game.Tests.Visual;
namespace osu.Game.Tests.OnlinePlay namespace osu.Game.Tests.OnlinePlay
@ -16,20 +18,34 @@ namespace osu.Game.Tests.OnlinePlay
[HeadlessTest] [HeadlessTest]
public class TestSceneCatchUpSyncManager : OsuTestScene public class TestSceneCatchUpSyncManager : OsuTestScene
{ {
private TestManualClock master; private GameplayClockContainer master;
private CatchUpSyncManager syncManager; private SpectatorSyncManager syncManager;
private TestSpectatorPlayerClock player1; private Dictionary<SpectatorPlayerClock, int> clocksById;
private TestSpectatorPlayerClock player2; private SpectatorPlayerClock player1;
private SpectatorPlayerClock player2;
[SetUp] [SetUp]
public void Setup() public void Setup()
{ {
syncManager = new CatchUpSyncManager(master = new TestManualClock()); syncManager = new SpectatorSyncManager(master = new GameplayClockContainer(new TestManualClock()));
syncManager.AddPlayerClock(player1 = new TestSpectatorPlayerClock(1)); player1 = syncManager.CreateManagedClock();
syncManager.AddPlayerClock(player2 = new TestSpectatorPlayerClock(2)); player2 = syncManager.CreateManagedClock();
Schedule(() => Child = syncManager); clocksById = new Dictionary<SpectatorPlayerClock, int>
{
{ player1, 1 },
{ player2, 2 }
};
Schedule(() =>
{
Children = new Drawable[]
{
syncManager,
master
};
});
} }
[Test] [Test]
@ -48,7 +64,7 @@ namespace osu.Game.Tests.OnlinePlay
public void TestReadyPlayersStartWhenReadyForMaximumDelayTime() public void TestReadyPlayersStartWhenReadyForMaximumDelayTime()
{ {
setWaiting(() => player1, false); setWaiting(() => player1, false);
AddWaitStep($"wait {CatchUpSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction)); AddWaitStep($"wait {SpectatorSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(SpectatorSyncManager.MAXIMUM_START_DELAY / TimePerAction));
assertPlayerClockState(() => player1, true); assertPlayerClockState(() => player1, true);
assertPlayerClockState(() => player2, false); assertPlayerClockState(() => player2, false);
} }
@ -58,7 +74,7 @@ namespace osu.Game.Tests.OnlinePlay
{ {
setAllWaiting(false); setAllWaiting(false);
setMasterTime(CatchUpSyncManager.SYNC_TARGET + 1); setMasterTime(SpectatorSyncManager.SYNC_TARGET + 1);
assertCatchingUp(() => player1, false); assertCatchingUp(() => player1, false);
} }
@ -67,7 +83,7 @@ namespace osu.Game.Tests.OnlinePlay
{ {
setAllWaiting(false); setAllWaiting(false);
setMasterTime(CatchUpSyncManager.MAX_SYNC_OFFSET + 1); setMasterTime(SpectatorSyncManager.MAX_SYNC_OFFSET + 1);
assertCatchingUp(() => player1, true); assertCatchingUp(() => player1, true);
assertCatchingUp(() => player2, true); assertCatchingUp(() => player2, true);
} }
@ -77,8 +93,8 @@ namespace osu.Game.Tests.OnlinePlay
{ {
setAllWaiting(false); setAllWaiting(false);
setMasterTime(CatchUpSyncManager.MAX_SYNC_OFFSET + 1); setMasterTime(SpectatorSyncManager.MAX_SYNC_OFFSET + 1);
setPlayerClockTime(() => player1, CatchUpSyncManager.SYNC_TARGET + 1); setPlayerClockTime(() => player1, SpectatorSyncManager.SYNC_TARGET + 1);
assertCatchingUp(() => player1, true); assertCatchingUp(() => player1, true);
} }
@ -87,8 +103,8 @@ namespace osu.Game.Tests.OnlinePlay
{ {
setAllWaiting(false); setAllWaiting(false);
setMasterTime(CatchUpSyncManager.MAX_SYNC_OFFSET + 2); setMasterTime(SpectatorSyncManager.MAX_SYNC_OFFSET + 2);
setPlayerClockTime(() => player1, CatchUpSyncManager.SYNC_TARGET); setPlayerClockTime(() => player1, SpectatorSyncManager.SYNC_TARGET);
assertCatchingUp(() => player1, false); assertCatchingUp(() => player1, false);
assertCatchingUp(() => player2, true); assertCatchingUp(() => player2, true);
} }
@ -98,7 +114,7 @@ namespace osu.Game.Tests.OnlinePlay
{ {
setAllWaiting(false); setAllWaiting(false);
setPlayerClockTime(() => player1, -CatchUpSyncManager.SYNC_TARGET); setPlayerClockTime(() => player1, -SpectatorSyncManager.SYNC_TARGET);
assertCatchingUp(() => player1, false); assertCatchingUp(() => player1, false);
assertPlayerClockState(() => player1, true); assertPlayerClockState(() => player1, true);
} }
@ -108,7 +124,7 @@ namespace osu.Game.Tests.OnlinePlay
{ {
setAllWaiting(false); setAllWaiting(false);
setPlayerClockTime(() => player1, -CatchUpSyncManager.SYNC_TARGET - 1); setPlayerClockTime(() => player1, -SpectatorSyncManager.SYNC_TARGET - 1);
// This is a silent catchup, where IsCatchingUp = false but IsRunning = false also. // This is a silent catchup, where IsCatchingUp = false but IsRunning = false also.
assertCatchingUp(() => player1, false); assertCatchingUp(() => player1, false);
@ -129,13 +145,13 @@ namespace osu.Game.Tests.OnlinePlay
assertPlayerClockState(() => player1, false); assertPlayerClockState(() => player1, false);
} }
private void setWaiting(Func<TestSpectatorPlayerClock> playerClock, bool waiting) private void setWaiting(Func<SpectatorPlayerClock> playerClock, bool waiting)
=> AddStep($"set player clock {playerClock().Id} waiting = {waiting}", () => playerClock().WaitingOnFrames.Value = waiting); => AddStep($"set player clock {clocksById[playerClock()]} waiting = {waiting}", () => playerClock().WaitingOnFrames = waiting);
private void setAllWaiting(bool waiting) => AddStep($"set all player clocks waiting = {waiting}", () => private void setAllWaiting(bool waiting) => AddStep($"set all player clocks waiting = {waiting}", () =>
{ {
player1.WaitingOnFrames.Value = waiting; player1.WaitingOnFrames = waiting;
player2.WaitingOnFrames.Value = waiting; player2.WaitingOnFrames = waiting;
}); });
private void setMasterTime(double time) private void setMasterTime(double time)
@ -144,51 +160,14 @@ namespace osu.Game.Tests.OnlinePlay
/// <summary> /// <summary>
/// clock.Time = master.Time - offsetFromMaster /// clock.Time = master.Time - offsetFromMaster
/// </summary> /// </summary>
private void setPlayerClockTime(Func<TestSpectatorPlayerClock> playerClock, double offsetFromMaster) private void setPlayerClockTime(Func<SpectatorPlayerClock> playerClock, double offsetFromMaster)
=> AddStep($"set player clock {playerClock().Id} = master - {offsetFromMaster}", () => playerClock().Seek(master.CurrentTime - offsetFromMaster)); => AddStep($"set player clock {clocksById[playerClock()]} = master - {offsetFromMaster}", () => playerClock().Seek(master.CurrentTime - offsetFromMaster));
private void assertCatchingUp(Func<TestSpectatorPlayerClock> playerClock, bool catchingUp) => private void assertCatchingUp(Func<SpectatorPlayerClock> playerClock, bool catchingUp) =>
AddAssert($"player clock {playerClock().Id} {(catchingUp ? "is" : "is not")} catching up", () => playerClock().IsCatchingUp == catchingUp); AddAssert($"player clock {clocksById[playerClock()]} {(catchingUp ? "is" : "is not")} catching up", () => playerClock().IsCatchingUp == catchingUp);
private void assertPlayerClockState(Func<TestSpectatorPlayerClock> playerClock, bool running) private void assertPlayerClockState(Func<SpectatorPlayerClock> playerClock, bool running)
=> AddAssert($"player clock {playerClock().Id} {(running ? "is" : "is not")} running", () => playerClock().IsRunning == running); => AddAssert($"player clock {clocksById[playerClock()]} {(running ? "is" : "is not")} running", () => playerClock().IsRunning == running);
private class TestSpectatorPlayerClock : TestManualClock, ISpectatorPlayerClock
{
public Bindable<bool> WaitingOnFrames { get; } = new Bindable<bool>(true);
public bool IsCatchingUp { get; set; }
public IFrameBasedClock Source
{
set => throw new NotImplementedException();
}
public readonly int Id;
public TestSpectatorPlayerClock(int id)
{
Id = id;
WaitingOnFrames.BindValueChanged(waiting =>
{
if (waiting.NewValue)
Stop();
else
Start();
});
}
public void ProcessFrame()
{
}
public double ElapsedFrameTime => 0;
public double FramesPerSecond => 0;
public FrameTimeInfo TimeInfo => default;
}
private class TestManualClock : ManualClock, IAdjustableClock private class TestManualClock : ManualClock, IAdjustableClock
{ {

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@ -3,6 +3,7 @@
#nullable disable #nullable disable
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using NUnit.Framework; using NUnit.Framework;
@ -314,15 +315,55 @@ namespace osu.Game.Tests.Rulesets.Scoring
}), Is.EqualTo(expectedScore).Within(0.5d)); }), Is.EqualTo(expectedScore).Within(0.5d));
} }
#pragma warning disable CS0618
[Test]
public void TestLegacyComboIncrease()
{
Assert.That(HitResult.LegacyComboIncrease.IncreasesCombo(), Is.True);
Assert.That(HitResult.LegacyComboIncrease.BreaksCombo(), Is.False);
Assert.That(HitResult.LegacyComboIncrease.AffectsCombo(), Is.True);
Assert.That(HitResult.LegacyComboIncrease.AffectsAccuracy(), Is.False);
Assert.That(HitResult.LegacyComboIncrease.IsBasic(), Is.False);
Assert.That(HitResult.LegacyComboIncrease.IsTick(), Is.False);
Assert.That(HitResult.LegacyComboIncrease.IsBonus(), Is.False);
Assert.That(HitResult.LegacyComboIncrease.IsHit(), Is.True);
Assert.That(HitResult.LegacyComboIncrease.IsScorable(), Is.True);
Assert.That(HitResultExtensions.ALL_TYPES, Does.Not.Contain(HitResult.LegacyComboIncrease));
// Cannot be used to apply results.
Assert.Throws<ArgumentException>(() => scoreProcessor.ApplyBeatmap(new Beatmap
{
HitObjects = { new TestHitObject(HitResult.LegacyComboIncrease) }
}));
ScoreInfo testScore = new ScoreInfo
{
MaxCombo = 1,
Statistics = new Dictionary<HitResult, int>
{
{ HitResult.Great, 1 }
},
MaximumStatistics = new Dictionary<HitResult, int>
{
{ HitResult.Great, 1 },
{ HitResult.LegacyComboIncrease, 1 }
}
};
double totalScore = new TestScoreProcessor().ComputeFinalScore(ScoringMode.Standardised, testScore);
Assert.That(totalScore, Is.EqualTo(750_000)); // 500K from accuracy (100%), and 250K from combo (50%).
}
#pragma warning restore CS0618
private class TestRuleset : Ruleset private class TestRuleset : Ruleset
{ {
public override IEnumerable<Mod> GetModsFor(ModType type) => throw new System.NotImplementedException(); public override IEnumerable<Mod> GetModsFor(ModType type) => throw new NotImplementedException();
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => throw new System.NotImplementedException(); public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => throw new NotImplementedException();
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => throw new System.NotImplementedException(); public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => throw new NotImplementedException();
public override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => throw new System.NotImplementedException(); public override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => throw new NotImplementedException();
public override string Description => string.Empty; public override string Description => string.Empty;
public override string ShortName => string.Empty; public override string ShortName => string.Empty;
@ -352,5 +393,33 @@ namespace osu.Game.Tests.Rulesets.Scoring
this.maxResult = maxResult; this.maxResult = maxResult;
} }
} }
private class TestScoreProcessor : ScoreProcessor
{
protected override double DefaultAccuracyPortion => 0.5;
protected override double DefaultComboPortion => 0.5;
public TestScoreProcessor()
: base(new TestRuleset())
{
}
// ReSharper disable once MemberHidesStaticFromOuterClass
private class TestRuleset : Ruleset
{
protected override IEnumerable<HitResult> GetValidHitResults() => new[] { HitResult.Great };
public override IEnumerable<Mod> GetModsFor(ModType type) => throw new NotImplementedException();
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => throw new NotImplementedException();
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => throw new NotImplementedException();
public override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => throw new NotImplementedException();
public override string Description => string.Empty;
public override string ShortName => string.Empty;
}
}
} }
} }

View File

@ -173,6 +173,7 @@ namespace osu.Game.Tests.Visual.Editing
reset(); reset();
AddStep("Seek(49)", () => Clock.Seek(49)); AddStep("Seek(49)", () => Clock.Seek(49));
checkTime(49);
AddStep("SeekForward, Snap", () => Clock.SeekForward(true)); AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
checkTime(50); checkTime(50);
AddStep("Seek(49.999)", () => Clock.Seek(49.999)); AddStep("Seek(49.999)", () => Clock.Seek(49.999));
@ -207,6 +208,7 @@ namespace osu.Game.Tests.Visual.Editing
reset(); reset();
AddStep("Seek(450)", () => Clock.Seek(450)); AddStep("Seek(450)", () => Clock.Seek(450));
checkTime(450);
AddStep("SeekBackward", () => Clock.SeekBackward()); AddStep("SeekBackward", () => Clock.SeekBackward());
checkTime(400); checkTime(400);
AddStep("SeekBackward", () => Clock.SeekBackward()); AddStep("SeekBackward", () => Clock.SeekBackward());
@ -228,6 +230,7 @@ namespace osu.Game.Tests.Visual.Editing
reset(); reset();
AddStep("Seek(450)", () => Clock.Seek(450)); AddStep("Seek(450)", () => Clock.Seek(450));
checkTime(450);
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true)); AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
checkTime(400); checkTime(400);
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true)); AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
@ -252,6 +255,7 @@ namespace osu.Game.Tests.Visual.Editing
reset(); reset();
AddStep("Seek(451)", () => Clock.Seek(451)); AddStep("Seek(451)", () => Clock.Seek(451));
checkTime(451);
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true)); AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
checkTime(450); checkTime(450);
AddStep("Seek(450.999)", () => Clock.Seek(450.999)); AddStep("Seek(450.999)", () => Clock.Seek(450.999));
@ -276,6 +280,7 @@ namespace osu.Game.Tests.Visual.Editing
double lastTime = 0; double lastTime = 0;
AddStep("Seek(0)", () => Clock.Seek(0)); AddStep("Seek(0)", () => Clock.Seek(0));
checkTime(0);
for (int i = 0; i < 9; i++) for (int i = 0; i < 9; i++)
{ {

View File

@ -1,13 +1,9 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
#nullable disable
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Components; using osu.Game.Screens.Edit.Components;
using osuTK; using osuTK;
@ -19,19 +15,12 @@ namespace osu.Game.Tests.Visual.Editing
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load() private void load()
{ {
var clock = new EditorClock { IsCoupled = false }; Child = new PlaybackControl
Dependencies.CacheAs(clock);
var playback = new PlaybackControl
{ {
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = Anchor.Centre, Origin = Anchor.Centre,
Size = new Vector2(200, 100) Size = new Vector2(200, 100)
}; };
Beatmap.Value = CreateWorkingBeatmap(new Beatmap());
Child = playback;
} }
} }
} }

View File

@ -39,7 +39,7 @@ namespace osu.Game.Tests.Visual.Gameplay
private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset()); private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
[Cached(typeof(IGameplayClock))] [Cached(typeof(IGameplayClock))]
private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock()); private readonly IGameplayClock gameplayClock = new GameplayClockContainer(new FramedClock());
// best way to check without exposing. // best way to check without exposing.
private Drawable hideTarget => hudOverlay.KeyCounter; private Drawable hideTarget => hudOverlay.KeyCounter;

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