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Remove LegacyDifficultyCalculator
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264fa34c13
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@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Catch.Tests
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public void Test(double expected, string name)
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=> base.Test(expected, name);
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protected override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new CatchDifficultyCalculator(new CatchRuleset(), beatmap);
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protected override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new CatchDifficultyCalculator(new CatchRuleset(), beatmap);
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protected override Ruleset CreateRuleset() => new CatchRuleset();
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}
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@ -110,7 +110,7 @@ namespace osu.Game.Rulesets.Catch
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public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_fruits_o };
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public override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new CatchDifficultyCalculator(this, beatmap);
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public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new CatchDifficultyCalculator(this, beatmap);
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public override int? LegacyID => 2;
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@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Mania.Tests
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public void Test(double expected, string name)
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=> base.Test(expected, name);
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protected override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new ManiaDifficultyCalculator(new ManiaRuleset(), beatmap);
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protected override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new ManiaDifficultyCalculator(new ManiaRuleset(), beatmap);
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protected override Ruleset CreateRuleset() => new ManiaRuleset();
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}
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@ -156,7 +156,7 @@ namespace osu.Game.Rulesets.Mania
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public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_mania_o };
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public override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new ManiaDifficultyCalculator(this, beatmap);
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public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new ManiaDifficultyCalculator(this, beatmap);
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public override int? LegacyID => 3;
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@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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public void Test(double expected, string name)
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=> base.Test(expected, name);
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protected override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new OsuDifficultyCalculator(new OsuRuleset(), beatmap);
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protected override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new OsuDifficultyCalculator(new OsuRuleset(), beatmap);
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protected override Ruleset CreateRuleset() => new OsuRuleset();
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}
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@ -133,7 +133,7 @@ namespace osu.Game.Rulesets.Osu
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public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_osu_o };
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public override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new OsuDifficultyCalculator(this, beatmap);
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public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new OsuDifficultyCalculator(this, beatmap);
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public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new OsuPerformanceCalculator(this, beatmap, score);
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@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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public void Test(double expected, string name)
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=> base.Test(expected, name);
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protected override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(new TaikoRuleset(), beatmap);
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protected override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(new TaikoRuleset(), beatmap);
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protected override Ruleset CreateRuleset() => new TaikoRuleset();
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}
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@ -110,7 +110,7 @@ namespace osu.Game.Rulesets.Taiko
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public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_taiko_o };
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public override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(this, beatmap);
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public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(this, beatmap);
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public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new TaikoPerformanceCalculator(this, beatmap, score);
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@ -2,9 +2,12 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Tests.NonVisual
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@ -136,7 +139,7 @@ namespace osu.Game.Tests.NonVisual
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public override Type[] IncompatibleMods => new[] { typeof(ModA), typeof(ModB) };
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}
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private class TestLegacyDifficultyCalculator : LegacyDifficultyCalculator
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private class TestLegacyDifficultyCalculator : DifficultyCalculator
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{
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public TestLegacyDifficultyCalculator(params Mod[] mods)
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: base(null, null)
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@ -146,7 +149,20 @@ namespace osu.Game.Tests.NonVisual
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protected override Mod[] DifficultyAdjustmentMods { get; }
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double clockRate) => throw new NotImplementedException();
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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throw new NotImplementedException();
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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throw new NotImplementedException();
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}
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protected override Skill[] CreateSkills(IBeatmap beatmap)
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{
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throw new NotImplementedException();
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}
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}
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}
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}
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@ -54,7 +54,7 @@ namespace osu.Game.Beatmaps
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new DummyBeatmapConverter { Beatmap = beatmap };
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public override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => null;
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public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => null;
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public override string Description => "dummy";
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@ -4,26 +4,64 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Difficulty
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{
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public abstract class DifficultyCalculator : LegacyDifficultyCalculator
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public abstract class DifficultyCalculator
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{
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/// <summary>
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/// The length of each strain section.
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/// </summary>
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protected virtual int SectionLength => 400;
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private readonly Ruleset ruleset;
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private readonly WorkingBeatmap beatmap;
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protected DifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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this.ruleset = ruleset;
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this.beatmap = beatmap;
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}
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double clockRate)
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/// <summary>
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/// Calculates the difficulty of the beatmap using a specific mod combination.
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/// </summary>
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/// <param name="mods">The mods that should be applied to the beatmap.</param>
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/// <returns>A structure describing the difficulty of the beatmap.</returns>
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public DifficultyAttributes Calculate(params Mod[] mods)
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{
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beatmap.Mods.Value = mods;
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IBeatmap playableBeatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo);
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var clock = new StopwatchClock();
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mods.OfType<IApplicableToClock>().ForEach(m => m.ApplyToClock(clock));
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return calculate(playableBeatmap, mods, clock.Rate);
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}
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/// <summary>
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/// Calculates the difficulty of the beatmap using all mod combinations applicable to the beatmap.
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/// </summary>
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/// <returns>A collection of structures describing the difficulty of the beatmap for each mod combination.</returns>
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public IEnumerable<DifficultyAttributes> CalculateAll()
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{
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foreach (var combination in CreateDifficultyAdjustmentModCombinations())
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{
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if (combination is MultiMod multi)
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yield return Calculate(multi.Mods);
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else
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yield return Calculate(combination);
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}
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}
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private DifficultyAttributes calculate(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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var skills = CreateSkills(beatmap);
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@ -1,107 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Difficulty
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{
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public abstract class LegacyDifficultyCalculator
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{
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private readonly Ruleset ruleset;
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private readonly WorkingBeatmap beatmap;
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protected LegacyDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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{
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this.ruleset = ruleset;
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this.beatmap = beatmap;
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}
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/// <summary>
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/// Calculates the difficulty of the beatmap using a specific mod combination.
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/// </summary>
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/// <param name="mods">The mods that should be applied to the beatmap.</param>
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/// <returns>A structure describing the difficulty of the beatmap.</returns>
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public DifficultyAttributes Calculate(params Mod[] mods)
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{
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beatmap.Mods.Value = mods;
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IBeatmap playableBeatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo);
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var clock = new StopwatchClock();
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mods.OfType<IApplicableToClock>().ForEach(m => m.ApplyToClock(clock));
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return Calculate(playableBeatmap, mods, clock.Rate);
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}
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/// <summary>
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/// Calculates the difficulty of the beatmap using all mod combinations applicable to the beatmap.
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/// </summary>
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/// <returns>A collection of structures describing the difficulty of the beatmap for each mod combination.</returns>
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public IEnumerable<DifficultyAttributes> CalculateAll()
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{
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foreach (var combination in CreateDifficultyAdjustmentModCombinations())
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{
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if (combination is MultiMod multi)
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yield return Calculate(multi.Mods);
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else
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yield return Calculate(combination);
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}
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}
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/// <summary>
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/// Creates all <see cref="Mod"/> combinations which adjust the <see cref="Beatmap"/> difficulty.
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/// </summary>
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public Mod[] CreateDifficultyAdjustmentModCombinations()
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{
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return createDifficultyAdjustmentModCombinations(Enumerable.Empty<Mod>(), DifficultyAdjustmentMods).ToArray();
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IEnumerable<Mod> createDifficultyAdjustmentModCombinations(IEnumerable<Mod> currentSet, Mod[] adjustmentSet, int currentSetCount = 0, int adjustmentSetStart = 0)
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{
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switch (currentSetCount)
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{
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case 0:
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// Initial-case: Empty current set
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yield return new ModNoMod();
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break;
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case 1:
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yield return currentSet.Single();
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break;
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default:
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yield return new MultiMod(currentSet.ToArray());
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break;
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}
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// Apply mods in the adjustment set recursively. Using the entire adjustment set would result in duplicate multi-mod mod
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// combinations in further recursions, so a moving subset is used to eliminate this effect
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for (int i = adjustmentSetStart; i < adjustmentSet.Length; i++)
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{
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var adjustmentMod = adjustmentSet[i];
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if (currentSet.Any(c => c.IncompatibleMods.Any(m => m.IsInstanceOfType(adjustmentMod))))
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continue;
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foreach (var combo in createDifficultyAdjustmentModCombinations(currentSet.Append(adjustmentMod), adjustmentSet, currentSetCount + 1, i + 1))
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yield return combo;
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}
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}
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}
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/// <summary>
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/// Retrieves all <see cref="Mod"/>s which adjust the <see cref="Beatmap"/> difficulty.
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/// </summary>
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protected virtual Mod[] DifficultyAdjustmentMods => Array.Empty<Mod>();
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/// <summary>
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/// Calculates the difficulty of a <see cref="Beatmap"/> using a specific <see cref="Mod"/> combination.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to compute the difficulty for.</param>
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/// <param name="mods">The <see cref="Mod"/>s that should be applied.</param>
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/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
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/// <returns>A structure containing the difficulty attributes.</returns>
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protected abstract DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double clockRate);
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}
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}
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@ -71,7 +71,7 @@ namespace osu.Game.Rulesets
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/// <returns>The <see cref="IBeatmapProcessor"/>.</returns>
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public virtual IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => null;
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public abstract LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap);
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public abstract DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap);
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public virtual PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => null;
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@ -44,7 +44,7 @@ namespace osu.Game.Tests.Beatmaps
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return Assembly.LoadFrom(Path.Combine(localPath, $"{ResourceAssembly}.dll")).GetManifestResourceStream($@"{ResourceAssembly}.Resources.{name}");
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}
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protected abstract LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap);
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protected abstract DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap);
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protected abstract Ruleset CreateRuleset();
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}
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