This change refactors `GetAdjustedDisplayDifficulty()` and
`GetBeatmapAttributesToDisplay()` in two ways:
- Both methods now accept `IBeatmapInfo` instead of
`IBeatmapDifficultyInfo`. This is done in order to make mania key
count display to work, wherein `IBeatmapDifficultyInfo` is not enough
to calculate the final key count.
- `GetAdjustedDisplayDifficulty()` now applies all
`IApplicableToDifficulty` mods itself. I did this after noticing that
every real consumer of this method had to do that themselves for very
little reason.
In stable mania, Hard Rock and Easy mods do not work the same way as
they do on all of the rulesets. The difference is that mania HR and EZ,
rather than apply a multiplier to the map's original Overall Difficulty,
apply multipliers to *the durations of hit windows themselves*.
Prior to the last release, lazer was oblivious to this reality and just
treated mania HR / EZ as it did every other ruleset. Last release, for
the sake for gameplay parity across rulesets, the mods in question were
adjusted to match stable, but in the process, it started looking like HR
/ EZ did not change OD anymore.
The problem is that they do, but applying a multiplier to the map's OD
and applying a multiplier to the hit window duration is not the same
thing. The second thing is actually *much harsher* in magnitude, to the
point where applying HR to any map is almost guaranteed to exceed "the
effective OD" of 10, and applying EZ to any map is almost guaranteed to
result in "negative effective OD".
This change attempts to convey that reality by displaying "effective
OD", similar to what's already done in other rulesets when rate-changing
mods are active. Note that the values this will display *do not match*
stable *and that is correct*, because stable song select *lies* about
the actual impact on OD by just assuming it can treat all rulesets in
the same way.
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Would close https://github.com/ppy/osu/issues/34150 I guess.
And yes I would like *all of the above* to land on the changelog if
possible if this is merged.
For further convincing that this makes any semblance of sense please see
the following: https://www.desmos.com/calculator/yigt7jycdv
Before I go with a hammer to redesign these, I want to remove stuff that
does nothing first.
Hard-breaks API to allow rulesets to specify an enumerable of custom
sections rather than two specific weird ones.
For specific rulesets:
- osu!:
- Stack leniency slider merged into difficulty section.
- osu!taiko:
- Approach rate and circle size sliders removed.
- Colours section removed.
- osu!catch:
- No functional changes.
- osu!mania:
- Special style toggle merged into difficulty section.
- Colours section removed.
There were no usages of more than one column being provided per row, so
it seemed like unnecessarily complexity. I'm currently trying to reduce
complexity so we can improve the layout of the results screen, which
currently has up to three levels of nested `GridContainer`s.
Of note, I can't add backwards compatibility because the method
signature has not changed in `Ruleset` (only the return type). If we do
want to keep compatibility with other rulesets, we could designate a new
name for the updated method.
Came across an issue where `LeaderboardScoreTooltip` attempts to capitalize all letters for the `displayName`.
Unsure if I should completely ignore it and localise it anyway.
Also, remove nullable disable annotation for all using classes.
Setting store can be nullable because `RulesetConfigManager()` can accept null setting store.