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mirror of https://github.com/ppy/osu.git synced 2026-05-17 03:52:35 +08:00

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562 changed files with 12761 additions and 4242 deletions
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@@ -9,7 +9,7 @@
]
},
"jetbrains.resharper.globaltools": {
"version": "2020.3.2",
"version": "2022.1.0-eap10",
"commands": [
"jb"
]
@@ -27,7 +27,7 @@
]
},
"ppy.localisationanalyser.tools": {
"version": "2021.1210.0",
"version": "2022.417.0",
"commands": [
"localisation"
]
+2
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@@ -0,0 +1,2 @@
# Normalize all the line endings
32a74f95a5c80a0ed18e693f13a47522099df5c3
+80
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@@ -0,0 +1,80 @@
name: Bug report
description: Report a very clearly broken issue.
body:
- type: markdown
attributes:
value: |
# osu! bug report
Important to note that your issue may have already been reported before. Please check:
- Pinned issues, at the top of https://github.com/ppy/osu/issues.
- Current open `priority:0` issues, filterable [here](https://github.com/ppy/osu/issues?q=is%3Aissue+is%3Aopen+sort%3Aupdated-desc+label%3Apriority%3A0).
- And most importantly, search for your issue both in the [issue listing](https://github.com/ppy/osu/issues) and the [Q&A discussion listing](https://github.com/ppy/osu/discussions/categories/q-a). If you find that it already exists, respond with a reaction or add any further information that may be helpful.
- type: dropdown
attributes:
label: Type
options:
- Crash to desktop
- Game behaviour
- Performance
- Cosmetic
- Other
validations:
required: true
- type: textarea
attributes:
label: Bug description
description: How did you find the bug? Any additional details that might help?
validations:
required: true
- type: textarea
attributes:
label: Screenshots or videos
description: Add screenshots or videos that show the bug here.
placeholder: Drag and drop the screenshots/videos into this box.
validations:
required: false
- type: input
attributes:
label: Version
description: The version you encountered this bug on. This is shown at the bottom of the main menu and also at the end of the settings screen.
validations:
required: true
- type: markdown
attributes:
value: |
## Logs
Attaching log files is required for every reported bug. See instructions below on how to find them.
**Logs are reset when you reopen the game.** If the game crashed or has been closed since you found the bug, retrieve the logs using the file explorer instead.
### Desktop platforms
If the game has not yet been closed since you found the bug:
1. Head on to game settings and click on "Open osu! folder"
2. Then open the `logs` folder located there
The default places to find the logs on desktop platforms are as follows:
- `%AppData%/osu/logs` *on Windows*
- `~/.local/share/osu/logs` *on Linux & macOS*
If you have selected a custom location for the game files, you can find the `logs` folder there.
### Mobile platforms
The places to find the logs on mobile platforms are as follows:
- *On Android*, navigate to `Android/data/sh.ppy.osulazer/files/logs` using a file browser app.
- *On iOS*, connect your device to a PC and copy the `logs` directory from the app's document storage using iTunes. (https://support.apple.com/en-us/HT201301#copy-to-computer)
---
After locating the `logs` folder, select all log files inside and drag them into the "Logs" box below.
- type: textarea
attributes:
label: Logs
placeholder: Drag and drop the log files into this box.
validations:
required: true
+55 -49
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@@ -2,6 +2,60 @@ on: [push, pull_request]
name: Continuous Integration
jobs:
inspect-code:
name: Code Quality
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v2
# FIXME: Tools won't run in .NET 6.0 unless you install 3.1.x LTS side by side.
# https://itnext.io/how-to-support-multiple-net-sdks-in-github-actions-workflows-b988daa884e
- name: Install .NET 3.1.x LTS
uses: actions/setup-dotnet@v1
with:
dotnet-version: "3.1.x"
- name: Install .NET 6.0.x
uses: actions/setup-dotnet@v1
with:
dotnet-version: "6.0.x"
- name: Restore Tools
run: dotnet tool restore
- name: Restore Packages
run: dotnet restore
- name: Restore inspectcode cache
uses: actions/cache@v3
with:
path: ${{ github.workspace }}/inspectcode
key: inspectcode-${{ hashFiles('.config/dotnet-tools.json') }}-${{ hashFiles('.github/workflows/ci.yml' ) }}
- name: CodeFileSanity
run: |
# TODO: Add ignore filters and GitHub Workflow Command Reporting in CFS. That way we don't have to do this workaround.
# FIXME: Suppress warnings from templates project
exit_code=0
while read -r line; do
if [[ ! -z "$line" ]]; then
echo "::error::$line"
exit_code=1
fi
done <<< $(dotnet codefilesanity)
exit $exit_code
# Temporarily disabled due to test failures, but it won't work anyway until the tool is upgraded.
# - name: .NET Format (Dry Run)
# run: dotnet format --dry-run --check
- name: InspectCode
run: dotnet jb inspectcode $(pwd)/osu.Desktop.slnf --no-build --output="inspectcodereport.xml" --caches-home="inspectcode" --verbosity=WARN
- name: NVika
run: dotnet nvika parsereport "${{github.workspace}}/inspectcodereport.xml" --treatwarningsaserrors
test:
name: Test
runs-on: ${{matrix.os.fullname}}
@@ -93,52 +147,4 @@ jobs:
# cannot accept .sln(f) files as arguments.
# Build just the main game for now.
- name: Build
run: msbuild osu.iOS/osu.iOS.csproj /restore /p:Configuration=Debug
inspect-code:
name: Code Quality
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v2
# FIXME: Tools won't run in .NET 6.0 unless you install 3.1.x LTS side by side.
# https://itnext.io/how-to-support-multiple-net-sdks-in-github-actions-workflows-b988daa884e
- name: Install .NET 3.1.x LTS
uses: actions/setup-dotnet@v1
with:
dotnet-version: "3.1.x"
- name: Install .NET 6.0.x
uses: actions/setup-dotnet@v1
with:
dotnet-version: "6.0.x"
- name: Restore Tools
run: dotnet tool restore
- name: Restore Packages
run: dotnet restore
- name: CodeFileSanity
run: |
# TODO: Add ignore filters and GitHub Workflow Command Reporting in CFS. That way we don't have to do this workaround.
# FIXME: Suppress warnings from templates project
exit_code=0
while read -r line; do
if [[ ! -z "$line" ]]; then
echo "::error::$line"
exit_code=1
fi
done <<< $(dotnet codefilesanity)
exit $exit_code
# Temporarily disabled due to test failures, but it won't work anyway until the tool is upgraded.
# - name: .NET Format (Dry Run)
# run: dotnet format --dry-run --check
- name: InspectCode
run: dotnet jb inspectcode $(pwd)/osu.Desktop.slnf --output=$(pwd)/inspectcodereport.xml --cachesDir=$(pwd)/inspectcode --verbosity=WARN
- name: NVika
run: dotnet nvika parsereport "${{github.workspace}}/inspectcodereport.xml" --treatwarningsaserrors
run: msbuild osu.iOS/osu.iOS.csproj /restore /p:Configuration=Debug
+5
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@@ -1,5 +1,10 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="SwUserDefinedSpecifications">
<option name="specTypeByUrl">
<map />
</option>
</component>
<component name="com.jetbrains.rider.android.RiderAndroidMiscFileCreationComponent">
<option name="ENSURE_MISC_FILE_EXISTS" value="true" />
</component>
+5
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@@ -0,0 +1,5 @@
{
"recommendations": [
"ms-dotnettools.csharp"
]
}
+1 -9
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@@ -26,14 +26,6 @@
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<NoWarn>$(NoWarn);CS1591</NoWarn>
</PropertyGroup>
<PropertyGroup Label="Project">
<!--
NU1701:
DeepEqual is not netstandard-compatible. This is fine since we run tests with .NET Framework anyway.
This is required due to https://github.com/NuGet/Home/issues/5740
-->
<NoWarn>$(NoWarn);NU1701</NoWarn>
</PropertyGroup>
<PropertyGroup Label="Nuget">
<IsPackable>false</IsPackable>
<Authors>ppy Pty Ltd</Authors>
@@ -42,7 +34,7 @@
<RepositoryUrl>https://github.com/ppy/osu</RepositoryUrl>
<PackageReleaseNotes>Automated release.</PackageReleaseNotes>
<Company>ppy Pty Ltd</Company>
<Copyright>Copyright (c) 2021 ppy Pty Ltd</Copyright>
<Copyright>Copyright (c) 2022 ppy Pty Ltd</Copyright>
<PackageTags>osu game</PackageTags>
</PropertyGroup>
</Project>
+18 -18
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@@ -8,17 +8,17 @@ GEM
artifactory (3.0.15)
atomos (0.1.3)
aws-eventstream (1.2.0)
aws-partitions (1.553.0)
aws-sdk-core (3.126.0)
aws-partitions (1.570.0)
aws-sdk-core (3.130.0)
aws-eventstream (~> 1, >= 1.0.2)
aws-partitions (~> 1, >= 1.525.0)
aws-sigv4 (~> 1.1)
jmespath (~> 1.0)
aws-sdk-kms (1.54.0)
aws-sdk-core (~> 3, >= 3.126.0)
aws-sdk-kms (1.55.0)
aws-sdk-core (~> 3, >= 3.127.0)
aws-sigv4 (~> 1.1)
aws-sdk-s3 (1.112.0)
aws-sdk-core (~> 3, >= 3.126.0)
aws-sdk-s3 (1.113.0)
aws-sdk-core (~> 3, >= 3.127.0)
aws-sdk-kms (~> 1)
aws-sigv4 (~> 1.4)
aws-sigv4 (1.4.0)
@@ -36,8 +36,8 @@ GEM
unf (>= 0.0.5, < 1.0.0)
dotenv (2.7.6)
emoji_regex (3.2.3)
excon (0.91.0)
faraday (1.9.3)
excon (0.92.1)
faraday (1.10.0)
faraday-em_http (~> 1.0)
faraday-em_synchrony (~> 1.0)
faraday-excon (~> 1.1)
@@ -66,7 +66,7 @@ GEM
faraday_middleware (1.2.0)
faraday (~> 1.0)
fastimage (2.2.6)
fastlane (2.204.2)
fastlane (2.205.1)
CFPropertyList (>= 2.3, < 4.0.0)
addressable (>= 2.8, < 3.0.0)
artifactory (~> 3.0)
@@ -130,10 +130,10 @@ GEM
google-cloud-core (1.6.0)
google-cloud-env (~> 1.0)
google-cloud-errors (~> 1.0)
google-cloud-env (1.5.0)
faraday (>= 0.17.3, < 2.0)
google-cloud-env (1.6.0)
faraday (>= 0.17.3, < 3.0)
google-cloud-errors (1.2.0)
google-cloud-storage (1.36.0)
google-cloud-storage (1.36.1)
addressable (~> 2.8)
digest-crc (~> 0.4)
google-apis-iamcredentials_v1 (~> 0.1)
@@ -141,8 +141,8 @@ GEM
google-cloud-core (~> 1.6)
googleauth (>= 0.16.2, < 2.a)
mini_mime (~> 1.0)
googleauth (1.1.0)
faraday (>= 0.17.3, < 2.0)
googleauth (1.1.2)
faraday (>= 0.17.3, < 3.a)
jwt (>= 1.4, < 3.0)
memoist (~> 0.16)
multi_json (~> 1.11)
@@ -152,7 +152,7 @@ GEM
http-cookie (1.0.4)
domain_name (~> 0.5)
httpclient (2.8.3)
jmespath (1.5.0)
jmespath (1.6.1)
json (2.6.1)
jwt (2.3.0)
memoist (0.16.2)
@@ -182,9 +182,9 @@ GEM
ruby2_keywords (0.0.5)
rubyzip (2.3.2)
security (0.1.3)
signet (0.16.0)
signet (0.16.1)
addressable (~> 2.8)
faraday (>= 0.17.3, < 2.0)
faraday (>= 0.17.5, < 3.0)
jwt (>= 1.5, < 3.0)
multi_json (~> 1.10)
simctl (1.6.8)
@@ -205,7 +205,7 @@ GEM
uber (0.1.0)
unf (0.1.4)
unf_ext
unf_ext (0.0.8)
unf_ext (0.0.8.1)
unicode-display_width (1.8.0)
webrick (1.7.0)
word_wrap (1.0.0)
+1 -1
View File
@@ -5,7 +5,7 @@ dotnet tool restore
# - cmd: dotnet format --dry-run --check
dotnet CodeFileSanity
dotnet jb inspectcode "osu.Desktop.slnf" --output="inspectcodereport.xml" --caches-home="inspectcode" --verbosity=WARN
dotnet jb inspectcode "osu.Desktop.slnf" --no-build --output="inspectcodereport.xml" --caches-home="inspectcode" --verbosity=WARN
dotnet nvika parsereport "inspectcodereport.xml" --treatwarningsaserrors
exit $LASTEXITCODE
+1 -1
View File
@@ -2,5 +2,5 @@
dotnet tool restore
dotnet CodeFileSanity
dotnet jb inspectcode "osu.Desktop.slnf" --output="inspectcodereport.xml" --caches-home="inspectcode" --verbosity=WARN
dotnet jb inspectcode "osu.Desktop.slnf" --no-build --output="inspectcodereport.xml" --caches-home="inspectcode" --verbosity=WARN
dotnet nvika parsereport "inspectcodereport.xml" --treatwarningsaserrors
+1 -1
View File
@@ -1,4 +1,4 @@
Copyright (c) 2021 ppy Pty Ltd <contact@ppy.sh>.
Copyright (c) 2022 ppy Pty Ltd <contact@ppy.sh>.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
+1 -1
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@@ -31,7 +31,7 @@ If you are looking to install or test osu! without setting up a development envi
**Latest build:**
| [Windows 8.1+ (x64)](https://github.com/ppy/osu/releases/latest/download/install.exe) | [macOS 10.15+](https://github.com/ppy/osu/releases/latest/download/osu.app.zip) | [Linux (x64)](https://github.com/ppy/osu/releases/latest/download/osu.AppImage) | [iOS 10+](https://osu.ppy.sh/home/testflight) | [Android 5+](https://github.com/ppy/osu/releases/latest/download/sh.ppy.osulazer.apk)
| [Windows 8.1+ (x64)](https://github.com/ppy/osu/releases/latest/download/install.exe) | macOS 10.15+ ([Intel](https://github.com/ppy/osu/releases/latest/download/osu.app.Intel.zip), [Apple Silicon](https://github.com/ppy/osu/releases/latest/download/osu.app.Apple.Silicon.zip)) | [Linux (x64)](https://github.com/ppy/osu/releases/latest/download/osu.AppImage) | [iOS 10+](https://osu.ppy.sh/home/testflight) | [Android 5+](https://github.com/ppy/osu/releases/latest/download/sh.ppy.osulazer.apk)
| ------------- | ------------- | ------------- | ------------- | ------------- |
- The iOS testflight link may fill up (Apple has a hard limit of 10,000 users). We reset it occasionally when this happens. Please do not ask about this. Check back regularly for link resets or follow [peppy](https://twitter.com/ppy) on twitter for announcements of link resets.
@@ -1,6 +1,7 @@
// 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.Beatmaps;
@@ -25,6 +26,6 @@ namespace osu.Game.Rulesets.EmptyFreeform
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Enumerable.Empty<DifficultyHitObject>();
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[0];
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => Array.Empty<Skill>();
}
}
@@ -3,22 +3,14 @@
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Rulesets.EmptyFreeform.Replays;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.EmptyFreeform.Mods
{
public class EmptyFreeformModAutoplay : ModAutoplay
{
public override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score
{
ScoreInfo = new ScoreInfo
{
User = new APIUser { Username = "sample" },
},
Replay = new EmptyFreeformAutoGenerator(beatmap).Generate(),
};
public override ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<Mod> mods)
=> new ModReplayData(new EmptyFreeformAutoGenerator(beatmap).Generate(), new ModCreatedUser { Username = "sample" });
}
}
@@ -3,22 +3,14 @@
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Pippidon.Replays;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Pippidon.Mods
{
public class PippidonModAutoplay : ModAutoplay
{
public override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score
{
ScoreInfo = new ScoreInfo
{
User = new APIUser { Username = "sample" },
},
Replay = new PippidonAutoGenerator(beatmap).Generate(),
};
public override ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<Mod> mods)
=> new ModReplayData(new PippidonAutoGenerator(beatmap).Generate(), new ModCreatedUser { Username = "sample" });
}
}
@@ -1,6 +1,7 @@
// 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.Beatmaps;
@@ -25,6 +26,6 @@ namespace osu.Game.Rulesets.Pippidon
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Enumerable.Empty<DifficultyHitObject>();
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[0];
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => Array.Empty<Skill>();
}
}
@@ -1,11 +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.
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Pippidon.Scoring
{
public class PippidonScoreProcessor : ScoreProcessor
{
}
}
@@ -1,6 +1,7 @@
// 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.Beatmaps;
@@ -25,6 +26,6 @@ namespace osu.Game.Rulesets.EmptyScrolling
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Enumerable.Empty<DifficultyHitObject>();
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[0];
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => Array.Empty<Skill>();
}
}
@@ -1,24 +1,16 @@
// 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.Beatmaps;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.EmptyScrolling.Replays;
using osu.Game.Scoring;
using System.Collections.Generic;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.EmptyScrolling.Replays;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.EmptyScrolling.Mods
{
public class EmptyScrollingModAutoplay : ModAutoplay
{
public override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score
{
ScoreInfo = new ScoreInfo
{
User = new APIUser { Username = "sample" },
},
Replay = new EmptyScrollingAutoGenerator(beatmap).Generate(),
};
public override ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<Mod> mods)
=> new ModReplayData(new EmptyScrollingAutoGenerator(beatmap).Generate(), new ModCreatedUser { Username = "sample" });
}
}
@@ -3,22 +3,14 @@
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Pippidon.Replays;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Pippidon.Mods
{
public class PippidonModAutoplay : ModAutoplay
{
public override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score
{
ScoreInfo = new ScoreInfo
{
User = new APIUser { Username = "sample" },
},
Replay = new PippidonAutoGenerator(beatmap).Generate(),
};
public override ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<Mod> mods)
=> new ModReplayData(new PippidonAutoGenerator(beatmap).Generate(), new ModCreatedUser { Username = "sample" });
}
}
@@ -1,6 +1,7 @@
// 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.Beatmaps;
@@ -25,6 +26,6 @@ namespace osu.Game.Rulesets.Pippidon
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Enumerable.Empty<DifficultyHitObject>();
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[0];
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => Array.Empty<Skill>();
}
}
+1 -1
View File
@@ -8,7 +8,7 @@
<PackageProjectUrl>https://github.com/ppy/osu/blob/master/Templates</PackageProjectUrl>
<RepositoryUrl>https://github.com/ppy/osu</RepositoryUrl>
<PackageReleaseNotes>Automated release.</PackageReleaseNotes>
<copyright>Copyright (c) 2021 ppy Pty Ltd</copyright>
<copyright>Copyright (c) 2022 ppy Pty Ltd</copyright>
<Description>Templates to use when creating a ruleset for consumption in osu!.</Description>
<PackageTags>dotnet-new;templates;osu</PackageTags>
<TargetFramework>netstandard2.1</TargetFramework>
+2 -2
View File
@@ -51,8 +51,8 @@
<Reference Include="Java.Interop" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Game.Resources" Version="2022.304.0" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2022.314.0" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2022.422.0" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2022.423.0" />
</ItemGroup>
<ItemGroup Label="Transitive Dependencies">
<!-- Realm needs to be directly referenced in all Xamarin projects, as it will not pull in its transitive dependencies otherwise. -->
@@ -19,7 +19,7 @@ namespace osu.Desktop.Security
public class ElevatedPrivilegesChecker : Component
{
[Resolved]
private NotificationOverlay notifications { get; set; }
private INotificationOverlay notifications { get; set; }
private bool elevated;
+3 -3
View File
@@ -25,7 +25,7 @@ namespace osu.Desktop.Updater
public class SquirrelUpdateManager : osu.Game.Updater.UpdateManager
{
private UpdateManager updateManager;
private NotificationOverlay notificationOverlay;
private INotificationOverlay notificationOverlay;
public Task PrepareUpdateAsync() => UpdateManager.RestartAppWhenExited();
@@ -39,9 +39,9 @@ namespace osu.Desktop.Updater
private readonly SquirrelLogger squirrelLogger = new SquirrelLogger();
[BackgroundDependencyLoader]
private void load(NotificationOverlay notification)
private void load(INotificationOverlay notifications)
{
notificationOverlay = notification;
notificationOverlay = notifications;
SquirrelLocator.CurrentMutable.Register(() => squirrelLogger, typeof(ILogger));
}
+1 -3
View File
@@ -24,8 +24,7 @@
<ProjectReference Include="..\osu.Game.Rulesets.Taiko\osu.Game.Rulesets.Taiko.csproj" />
</ItemGroup>
<ItemGroup Label="Package References">
<PackageReference Include="Clowd.Squirrel" Version="2.8.28-pre" />
<PackageReference Include="Microsoft.NETCore.Targets" Version="5.0.0" />
<PackageReference Include="Clowd.Squirrel" Version="2.9.23-gc8da1a" />
<PackageReference Include="Mono.Posix.NETStandard" Version="1.0.0" />
<PackageReference Include="System.IO.Packaging" Version="6.0.0" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="5.0.14" />
@@ -33,7 +32,6 @@
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Microsoft.Win32.Registry" Version="5.0.0" />
<PackageReference Include="DiscordRichPresence" Version="1.0.175" />
</ItemGroup>
<ItemGroup Label="Resources">
+1 -1
View File
@@ -11,7 +11,7 @@
<requireLicenseAcceptance>false</requireLicenseAcceptance>
<description>A free-to-win rhythm game. Rhythm is just a *click* away!</description>
<releaseNotes>testing</releaseNotes>
<copyright>Copyright (c) 2021 ppy Pty Ltd</copyright>
<copyright>Copyright (c) 2022 ppy Pty Ltd</copyright>
<language>en-AU</language>
</metadata>
<files>
+1 -1
View File
@@ -27,7 +27,7 @@ namespace osu.Game.Benchmarks
storage = new TemporaryNativeStorage("realm-benchmark");
storage.DeleteDirectory(string.Empty);
realm = new RealmAccess(storage, "client");
realm = new RealmAccess(storage, OsuGameBase.CLIENT_DATABASE_FILENAME);
realm.Run(r =>
{
@@ -14,13 +14,13 @@ namespace osu.Game.Rulesets.Catch.Tests
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Catch";
[TestCase(4.0505463516206195d, "diffcalc-test")]
public void Test(double expected, string name)
=> base.Test(expected, name);
[TestCase(4.0505463516206195d, 127, "diffcalc-test")]
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
=> base.Test(expectedStarRating, expectedMaxCombo, name);
[TestCase(5.1696411260785498d, "diffcalc-test")]
public void TestClockRateAdjusted(double expected, string name)
=> Test(expected, name, new CatchModDoubleTime());
[TestCase(5.1696411260785498d, 127, "diffcalc-test")]
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new CatchModDoubleTime());
protected override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => new CatchDifficultyCalculator(new CatchRuleset().RulesetInfo, beatmap);
@@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Catch.Tests
{
public TestLegacySkin(SkinInfo skin, IResourceStore<byte[]> storage)
// Bypass LegacySkinResourceStore to avoid returning null for retrieving files due to bad skin info (SkinInfo.Files = null).
: base(skin, storage, null, "skin.ini")
: base(skin, null, storage)
{
}
}
@@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Catch.Tests
[SetUp]
public void SetUp() => Schedule(() =>
{
scoreProcessor = new ScoreProcessor();
scoreProcessor = new ScoreProcessor(new CatchRuleset());
SetContents(_ => new CatchComboDisplay
{
+1 -2
View File
@@ -19,7 +19,6 @@ using osu.Game.Rulesets.Catch.Difficulty;
using osu.Game.Rulesets.Catch.Scoring;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using System;
using osu.Framework.Extensions.EnumExtensions;
using osu.Game.Rulesets.Catch.Edit;
@@ -182,7 +181,7 @@ namespace osu.Game.Rulesets.Catch
public override ISkin CreateLegacySkinProvider(ISkin skin, IBeatmap beatmap) => new CatchLegacySkinTransformer(skin);
public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new CatchPerformanceCalculator(this, attributes, score);
public override PerformanceCalculator CreatePerformanceCalculator() => new CatchPerformanceCalculator();
public int LegacyID => 2;
@@ -13,33 +13,29 @@ namespace osu.Game.Rulesets.Catch.Difficulty
{
public class CatchPerformanceCalculator : PerformanceCalculator
{
protected new CatchDifficultyAttributes Attributes => (CatchDifficultyAttributes)base.Attributes;
private Mod[] mods;
private int fruitsHit;
private int ticksHit;
private int tinyTicksHit;
private int tinyTicksMissed;
private int misses;
public CatchPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
: base(ruleset, attributes, score)
public CatchPerformanceCalculator()
: base(new CatchRuleset())
{
}
public override PerformanceAttributes Calculate()
protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes)
{
mods = Score.Mods;
var catchAttributes = (CatchDifficultyAttributes)attributes;
fruitsHit = Score.Statistics.GetValueOrDefault(HitResult.Great);
ticksHit = Score.Statistics.GetValueOrDefault(HitResult.LargeTickHit);
tinyTicksHit = Score.Statistics.GetValueOrDefault(HitResult.SmallTickHit);
tinyTicksMissed = Score.Statistics.GetValueOrDefault(HitResult.SmallTickMiss);
misses = Score.Statistics.GetValueOrDefault(HitResult.Miss);
fruitsHit = score.Statistics.GetValueOrDefault(HitResult.Great);
ticksHit = score.Statistics.GetValueOrDefault(HitResult.LargeTickHit);
tinyTicksHit = score.Statistics.GetValueOrDefault(HitResult.SmallTickHit);
tinyTicksMissed = score.Statistics.GetValueOrDefault(HitResult.SmallTickMiss);
misses = score.Statistics.GetValueOrDefault(HitResult.Miss);
// We are heavily relying on aim in catch the beat
double value = Math.Pow(5.0 * Math.Max(1.0, Attributes.StarRating / 0.0049) - 4.0, 2.0) / 100000.0;
double value = Math.Pow(5.0 * Math.Max(1.0, catchAttributes.StarRating / 0.0049) - 4.0, 2.0) / 100000.0;
// Longer maps are worth more. "Longer" means how many hits there are which can contribute to combo
int numTotalHits = totalComboHits();
@@ -52,10 +48,10 @@ namespace osu.Game.Rulesets.Catch.Difficulty
value *= Math.Pow(0.97, misses);
// Combo scaling
if (Attributes.MaxCombo > 0)
value *= Math.Min(Math.Pow(Score.MaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
if (catchAttributes.MaxCombo > 0)
value *= Math.Min(Math.Pow(score.MaxCombo, 0.8) / Math.Pow(catchAttributes.MaxCombo, 0.8), 1.0);
double approachRate = Attributes.ApproachRate;
double approachRate = catchAttributes.ApproachRate;
double approachRateFactor = 1.0;
if (approachRate > 9.0)
approachRateFactor += 0.1 * (approachRate - 9.0); // 10% for each AR above 9
@@ -66,7 +62,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
value *= approachRateFactor;
if (mods.Any(m => m is ModHidden))
if (score.Mods.Any(m => m is ModHidden))
{
// Hiddens gives almost nothing on max approach rate, and more the lower it is
if (approachRate <= 10.0)
@@ -75,12 +71,12 @@ namespace osu.Game.Rulesets.Catch.Difficulty
value *= 1.01 + 0.04 * (11.0 - Math.Min(11.0, approachRate)); // 5% at AR 10, 1% at AR 11
}
if (mods.Any(m => m is ModFlashlight))
if (score.Mods.Any(m => m is ModFlashlight))
value *= 1.35 * lengthBonus;
value *= Math.Pow(accuracy(), 5.5);
if (mods.Any(m => m is ModNoFail))
if (score.Mods.Any(m => m is ModNoFail))
value *= 0.90;
return new CatchPerformanceAttributes
@@ -3,19 +3,14 @@
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Rulesets.Catch.Replays;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Catch.Mods
{
public class CatchModAutoplay : ModAutoplay
{
public override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score
{
ScoreInfo = new ScoreInfo { User = new APIUser { Username = "osu!salad" } },
Replay = new CatchAutoGenerator(beatmap).Generate(),
};
public override ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<Mod> mods)
=> new ModReplayData(new CatchAutoGenerator(beatmap).Generate(), new ModCreatedUser { Username = "osu!salad" });
}
}
@@ -3,20 +3,15 @@
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.Replays;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Catch.Mods
{
public class CatchModCinema : ModCinema<CatchHitObject>
{
public override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score
{
ScoreInfo = new ScoreInfo { User = new APIUser { Username = "osu!salad" } },
Replay = new CatchAutoGenerator(beatmap).Generate(),
};
public override ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<Mod> mods)
=> new ModReplayData(new CatchAutoGenerator(beatmap).Generate(), new ModCreatedUser { Username = "osu!salad" });
}
}
@@ -7,6 +7,11 @@ namespace osu.Game.Rulesets.Catch.Scoring
{
public class CatchScoreProcessor : ScoreProcessor
{
public CatchScoreProcessor()
: base(new CatchRuleset())
{
}
protected override double ClassicScoreMultiplier => 28;
}
}
@@ -14,13 +14,13 @@ namespace osu.Game.Rulesets.Mania.Tests
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Mania";
[TestCase(2.3449735700206298d, "diffcalc-test")]
public void Test(double expected, string name)
=> base.Test(expected, name);
[TestCase(2.3449735700206298d, 151, "diffcalc-test")]
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
=> base.Test(expectedStarRating, expectedMaxCombo, name);
[TestCase(2.7879104989252959d, "diffcalc-test")]
public void TestClockRateAdjusted(double expected, string name)
=> Test(expected, name, new ManiaModDoubleTime());
[TestCase(2.7879104989252959d, 151, "diffcalc-test")]
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new ManiaModDoubleTime());
protected override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => new ManiaDifficultyCalculator(new ManiaRuleset().RulesetInfo, beatmap);
@@ -13,10 +13,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
{
public class ManiaPerformanceCalculator : PerformanceCalculator
{
protected new ManiaDifficultyAttributes Attributes => (ManiaDifficultyAttributes)base.Attributes;
private Mod[] mods;
// Score after being scaled by non-difficulty-increasing mods
private double scaledScore;
@@ -27,39 +23,40 @@ namespace osu.Game.Rulesets.Mania.Difficulty
private int countMeh;
private int countMiss;
public ManiaPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
: base(ruleset, attributes, score)
public ManiaPerformanceCalculator()
: base(new ManiaRuleset())
{
}
public override PerformanceAttributes Calculate()
protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes)
{
mods = Score.Mods;
scaledScore = Score.TotalScore;
countPerfect = Score.Statistics.GetValueOrDefault(HitResult.Perfect);
countGreat = Score.Statistics.GetValueOrDefault(HitResult.Great);
countGood = Score.Statistics.GetValueOrDefault(HitResult.Good);
countOk = Score.Statistics.GetValueOrDefault(HitResult.Ok);
countMeh = Score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss);
var maniaAttributes = (ManiaDifficultyAttributes)attributes;
if (Attributes.ScoreMultiplier > 0)
scaledScore = score.TotalScore;
countPerfect = score.Statistics.GetValueOrDefault(HitResult.Perfect);
countGreat = score.Statistics.GetValueOrDefault(HitResult.Great);
countGood = score.Statistics.GetValueOrDefault(HitResult.Good);
countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
if (maniaAttributes.ScoreMultiplier > 0)
{
// Scale score up, so it's comparable to other keymods
scaledScore *= 1.0 / Attributes.ScoreMultiplier;
scaledScore *= 1.0 / maniaAttributes.ScoreMultiplier;
}
// Arbitrary initial value for scaling pp in order to standardize distributions across game modes.
// The specific number has no intrinsic meaning and can be adjusted as needed.
double multiplier = 0.8;
if (mods.Any(m => m is ModNoFail))
if (score.Mods.Any(m => m is ModNoFail))
multiplier *= 0.9;
if (mods.Any(m => m is ModEasy))
if (score.Mods.Any(m => m is ModEasy))
multiplier *= 0.5;
double difficultyValue = computeDifficultyValue();
double accValue = computeAccuracyValue(difficultyValue);
double difficultyValue = computeDifficultyValue(maniaAttributes);
double accValue = computeAccuracyValue(difficultyValue, maniaAttributes);
double totalValue =
Math.Pow(
Math.Pow(difficultyValue, 1.1) +
@@ -75,9 +72,9 @@ namespace osu.Game.Rulesets.Mania.Difficulty
};
}
private double computeDifficultyValue()
private double computeDifficultyValue(ManiaDifficultyAttributes attributes)
{
double difficultyValue = Math.Pow(5 * Math.Max(1, Attributes.StarRating / 0.2) - 4.0, 2.2) / 135.0;
double difficultyValue = Math.Pow(5 * Math.Max(1, attributes.StarRating / 0.2) - 4.0, 2.2) / 135.0;
difficultyValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
@@ -97,14 +94,14 @@ namespace osu.Game.Rulesets.Mania.Difficulty
return difficultyValue;
}
private double computeAccuracyValue(double difficultyValue)
private double computeAccuracyValue(double difficultyValue, ManiaDifficultyAttributes attributes)
{
if (Attributes.GreatHitWindow <= 0)
if (attributes.GreatHitWindow <= 0)
return 0;
// Lots of arbitrary values from testing.
// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
double accuracyValue = Math.Max(0.0, 0.2 - (Attributes.GreatHitWindow - 34) * 0.006667)
double accuracyValue = Math.Max(0.0, 0.2 - (attributes.GreatHitWindow - 34) * 0.006667)
* difficultyValue
* Math.Pow(Math.Max(0.0, scaledScore - 960000) / 40000, 1.1);
+1 -1
View File
@@ -53,7 +53,7 @@ namespace osu.Game.Rulesets.Mania
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap, this);
public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new ManiaPerformanceCalculator(this, attributes, score);
public override PerformanceCalculator CreatePerformanceCalculator() => new ManiaPerformanceCalculator();
public const string SHORT_NAME = "mania";
@@ -3,20 +3,15 @@
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Mania.Mods
{
public class ManiaModAutoplay : ModAutoplay
{
public override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score
{
ScoreInfo = new ScoreInfo { User = new APIUser { Username = "osu!topus" } },
Replay = new ManiaAutoGenerator((ManiaBeatmap)beatmap).Generate(),
};
public override ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<Mod> mods)
=> new ModReplayData(new ManiaAutoGenerator((ManiaBeatmap)beatmap).Generate(), new ModCreatedUser { Username = "osu!topus" });
}
}
@@ -3,21 +3,16 @@
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Mania.Mods
{
public class ManiaModCinema : ModCinema<ManiaHitObject>
{
public override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score
{
ScoreInfo = new ScoreInfo { User = new APIUser { Username = "osu!topus" } },
Replay = new ManiaAutoGenerator((ManiaBeatmap)beatmap).Generate(),
};
public override ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<Mod> mods)
=> new ModReplayData(new ManiaAutoGenerator((ManiaBeatmap)beatmap).Generate(), new ModCreatedUser { Username = "osu!topus" });
}
}
@@ -7,6 +7,11 @@ namespace osu.Game.Rulesets.Mania.Scoring
{
internal class ManiaScoreProcessor : ScoreProcessor
{
public ManiaScoreProcessor()
: base(new ManiaRuleset())
{
}
protected override double DefaultAccuracyPortion => 0.99;
protected override double DefaultComboPortion => 0.01;
@@ -0,0 +1,108 @@
// 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 enable
using System;
using System.Diagnostics;
using System.Linq;
using Moq;
using NUnit.Framework;
using osu.Framework.Graphics.OpenGL.Textures;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Testing;
using osu.Game.Rulesets.Osu.Skinning.Legacy;
using osu.Game.Skinning;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Osu.Tests
{
[HeadlessTest]
public class LegacyMainCirclePieceTest : OsuTestScene
{
private static readonly object?[][] texture_priority_cases =
{
// default priority lookup
new object?[]
{
// available textures
new[] { @"hitcircle", @"hitcircleoverlay" },
// priority lookup prefix
null,
// expected circle and overlay
@"hitcircle", @"hitcircleoverlay",
},
// custom priority lookup
new object?[]
{
new[] { @"hitcircle", @"hitcircleoverlay", @"sliderstartcircle", @"sliderstartcircleoverlay" },
@"sliderstartcircle",
@"sliderstartcircle", @"sliderstartcircleoverlay",
},
// when no sprites are available for the specified prefix, fall back to "hitcircle"/"hitcircleoverlay".
new object?[]
{
new[] { @"hitcircle", @"hitcircleoverlay" },
@"sliderstartcircle",
@"hitcircle", @"hitcircleoverlay",
},
// when a circle is available for the specified prefix but no overlay exists, no overlay is displayed.
new object?[]
{
new[] { @"hitcircle", @"hitcircleoverlay", @"sliderstartcircle" },
@"sliderstartcircle",
@"sliderstartcircle", null
},
// when no circle is available for the specified prefix but an overlay exists, the overlay is ignored.
new object?[]
{
new[] { @"hitcircle", @"hitcircleoverlay", @"sliderstartcircleoverlay" },
@"sliderstartcircle",
@"hitcircle", @"hitcircleoverlay",
}
};
[TestCaseSource(nameof(texture_priority_cases))]
public void TestTexturePriorities(string[] textureFilenames, string priorityLookup, string? expectedCircle, string? expectedOverlay)
{
TestLegacyMainCirclePiece piece = null!;
AddStep("load circle piece", () =>
{
var skin = new Mock<ISkinSource>();
// shouldn't be required as GetTexture(string) calls GetTexture(string, WrapMode, WrapMode) by default,
// but moq doesn't handle that well, therefore explicitly requiring to use `CallBase`:
// https://github.com/moq/moq4/issues/972
skin.Setup(s => s.GetTexture(It.IsAny<string>())).CallBase();
skin.Setup(s => s.GetTexture(It.IsIn(textureFilenames), It.IsAny<WrapMode>(), It.IsAny<WrapMode>()))
.Returns((string componentName, WrapMode _, WrapMode __) => new Texture(1, 1) { AssetName = componentName });
Child = new DependencyProvidingContainer
{
CachedDependencies = new (Type, object)[] { (typeof(ISkinSource), skin.Object) },
Child = piece = new TestLegacyMainCirclePiece(priorityLookup),
};
var sprites = this.ChildrenOfType<Sprite>().Where(s => s.Texture.AssetName != null).DistinctBy(s => s.Texture.AssetName).ToArray();
Debug.Assert(sprites.Length <= 2);
});
AddAssert("check circle sprite", () => piece.CircleSprite?.Texture?.AssetName == expectedCircle);
AddAssert("check overlay sprite", () => piece.OverlaySprite?.Texture?.AssetName == expectedOverlay);
}
private class TestLegacyMainCirclePiece : LegacyMainCirclePiece
{
public new Sprite? CircleSprite => base.CircleSprite.ChildrenOfType<Sprite>().DistinctBy(s => s.Texture.AssetName).SingleOrDefault();
public new Sprite? OverlaySprite => base.OverlaySprite.ChildrenOfType<Sprite>().DistinctBy(s => s.Texture.AssetName).SingleOrDefault();
public TestLegacyMainCirclePiece(string? priorityLookupPrefix)
: base(priorityLookupPrefix, false)
{
}
}
}
}
@@ -6,18 +6,18 @@ using osu.Game.Rulesets.Osu.Mods;
namespace osu.Game.Rulesets.Osu.Tests.Mods
{
public class TestSceneOsuModAimAssist : OsuModTestScene
public class TestSceneOsuModMagnetised : OsuModTestScene
{
[TestCase(0.1f)]
[TestCase(0.5f)]
[TestCase(1)]
public void TestAimAssist(float strength)
public void TestMagnetised(float strength)
{
CreateModTest(new ModTestData
{
Mod = new OsuModAimAssist
Mod = new OsuModMagnetised
{
AssistStrength = { Value = strength },
AttractionStrength = { Value = strength },
},
PassCondition = () => true,
Autoplay = false,
@@ -15,15 +15,20 @@ namespace osu.Game.Rulesets.Osu.Tests
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Osu";
[TestCase(6.6972307565739273d, "diffcalc-test")]
[TestCase(1.4484754139145539d, "zero-length-sliders")]
public void Test(double expected, string name)
=> base.Test(expected, name);
[TestCase(6.6972307565739273d, 206, "diffcalc-test")]
[TestCase(1.4484754139145539d, 45, "zero-length-sliders")]
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
=> base.Test(expectedStarRating, expectedMaxCombo, name);
[TestCase(8.9382559208689809d, "diffcalc-test")]
[TestCase(1.7548875851757628d, "zero-length-sliders")]
public void TestClockRateAdjusted(double expected, string name)
=> Test(expected, name, new OsuModDoubleTime());
[TestCase(8.9382559208689809d, 206, "diffcalc-test")]
[TestCase(1.7548875851757628d, 45, "zero-length-sliders")]
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModDoubleTime());
[TestCase(6.6972307218715166d, 239, "diffcalc-test")]
[TestCase(1.4484754139145537d, 54, "zero-length-sliders")]
public void TestClassicMod(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModClassic());
protected override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => new OsuDifficultyCalculator(new OsuRuleset().RulesetInfo, beatmap);
@@ -4,7 +4,6 @@
using System.Collections.Generic;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Replays;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Beatmaps;
@@ -13,7 +12,6 @@ using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Tests.Visual;
using osuTK;
@@ -67,11 +65,8 @@ namespace osu.Game.Rulesets.Osu.Tests
private class TestAutoMod : OsuModAutoplay
{
public override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score
{
ScoreInfo = new ScoreInfo { User = new APIUser { Username = "Autoplay" } },
Replay = new MissingAutoGenerator(beatmap, mods).Generate()
};
public override ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<Mod> mods)
=> new ModReplayData(new MissingAutoGenerator(beatmap, mods).Generate(), new ModCreatedUser { Username = "Autoplay" });
}
private class MissingAutoGenerator : OsuAutoGeneratorBase
+3 -2
View File
@@ -4,6 +4,7 @@
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Resources.Localisation.Web;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Beatmaps
@@ -20,13 +21,13 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
{
new BeatmapStatistic
{
Name = @"Circle Count",
Name = BeatmapsetsStrings.ShowStatsCountCircles,
Content = circles.ToString(),
CreateIcon = () => new BeatmapStatisticIcon(BeatmapStatisticsIconType.Circles),
},
new BeatmapStatistic
{
Name = @"Slider Count",
Name = BeatmapsetsStrings.ShowStatsCountSliders,
Content = sliders.ToString(),
CreateIcon = () => new BeatmapStatisticIcon(BeatmapStatisticsIconType.Sliders),
},
@@ -61,10 +61,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
double drainRate = beatmap.Difficulty.DrainRate;
int maxCombo = beatmap.HitObjects.Count;
// Add the ticks + tail of the slider. 1 is subtracted because the head circle would be counted twice (once for the slider itself in the line above)
maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
int maxCombo = beatmap.GetMaxCombo();
int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
@@ -5,7 +5,6 @@ using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
@@ -14,10 +13,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuPerformanceCalculator : PerformanceCalculator
{
public new OsuDifficultyAttributes Attributes => (OsuDifficultyAttributes)base.Attributes;
private Mod[] mods;
private double accuracy;
private int scoreMaxCombo;
private int countGreat;
@@ -27,31 +22,32 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private double effectiveMissCount;
public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
: base(ruleset, attributes, score)
public OsuPerformanceCalculator()
: base(new OsuRuleset())
{
}
public override PerformanceAttributes Calculate()
protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes)
{
mods = Score.Mods;
accuracy = Score.Accuracy;
scoreMaxCombo = Score.MaxCombo;
countGreat = Score.Statistics.GetValueOrDefault(HitResult.Great);
countOk = Score.Statistics.GetValueOrDefault(HitResult.Ok);
countMeh = Score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss);
effectiveMissCount = calculateEffectiveMissCount();
var osuAttributes = (OsuDifficultyAttributes)attributes;
accuracy = score.Accuracy;
scoreMaxCombo = score.MaxCombo;
countGreat = score.Statistics.GetValueOrDefault(HitResult.Great);
countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
effectiveMissCount = calculateEffectiveMissCount(osuAttributes);
double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
if (mods.Any(m => m is OsuModNoFail))
if (score.Mods.Any(m => m is OsuModNoFail))
multiplier *= Math.Max(0.90, 1.0 - 0.02 * effectiveMissCount);
if (mods.Any(m => m is OsuModSpunOut) && totalHits > 0)
multiplier *= 1.0 - Math.Pow((double)Attributes.SpinnerCount / totalHits, 0.85);
if (score.Mods.Any(m => m is OsuModSpunOut) && totalHits > 0)
multiplier *= 1.0 - Math.Pow((double)osuAttributes.SpinnerCount / totalHits, 0.85);
if (mods.Any(h => h is OsuModRelax))
if (score.Mods.Any(h => h is OsuModRelax))
{
// As we're adding Oks and Mehs to an approximated number of combo breaks the result can be higher than total hits in specific scenarios (which breaks some calculations) so we need to clamp it.
effectiveMissCount = Math.Min(effectiveMissCount + countOk + countMeh, totalHits);
@@ -59,10 +55,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
multiplier *= 0.6;
}
double aimValue = computeAimValue();
double speedValue = computeSpeedValue();
double accuracyValue = computeAccuracyValue();
double flashlightValue = computeFlashlightValue();
double aimValue = computeAimValue(score, osuAttributes);
double speedValue = computeSpeedValue(score, osuAttributes);
double accuracyValue = computeAccuracyValue(score, osuAttributes);
double flashlightValue = computeFlashlightValue(score, osuAttributes);
double totalValue =
Math.Pow(
Math.Pow(aimValue, 1.1) +
@@ -82,11 +78,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
};
}
private double computeAimValue()
private double computeAimValue(ScoreInfo score, OsuDifficultyAttributes attributes)
{
double rawAim = Attributes.AimDifficulty;
double rawAim = attributes.AimDifficulty;
if (mods.Any(m => m is OsuModTouchDevice))
if (score.Mods.Any(m => m is OsuModTouchDevice))
rawAim = Math.Pow(rawAim, 0.8);
double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0;
@@ -99,44 +95,44 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (effectiveMissCount > 0)
aimValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), effectiveMissCount);
aimValue *= getComboScalingFactor();
aimValue *= getComboScalingFactor(attributes);
double approachRateFactor = 0.0;
if (Attributes.ApproachRate > 10.33)
approachRateFactor = 0.3 * (Attributes.ApproachRate - 10.33);
else if (Attributes.ApproachRate < 8.0)
approachRateFactor = 0.1 * (8.0 - Attributes.ApproachRate);
if (attributes.ApproachRate > 10.33)
approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);
else if (attributes.ApproachRate < 8.0)
approachRateFactor = 0.1 * (8.0 - attributes.ApproachRate);
aimValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
if (mods.Any(m => m is OsuModBlinds))
aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * Attributes.DrainRate * Attributes.DrainRate);
else if (mods.Any(h => h is OsuModHidden))
if (score.Mods.Any(m => m is OsuModBlinds))
aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * attributes.DrainRate * attributes.DrainRate);
else if (score.Mods.Any(h => h is OsuModHidden))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
aimValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
}
// We assume 15% of sliders in a map are difficult since there's no way to tell from the performance calculator.
double estimateDifficultSliders = Attributes.SliderCount * 0.15;
double estimateDifficultSliders = attributes.SliderCount * 0.15;
if (Attributes.SliderCount > 0)
if (attributes.SliderCount > 0)
{
double estimateSliderEndsDropped = Math.Clamp(Math.Min(countOk + countMeh + countMiss, Attributes.MaxCombo - scoreMaxCombo), 0, estimateDifficultSliders);
double sliderNerfFactor = (1 - Attributes.SliderFactor) * Math.Pow(1 - estimateSliderEndsDropped / estimateDifficultSliders, 3) + Attributes.SliderFactor;
double estimateSliderEndsDropped = Math.Clamp(Math.Min(countOk + countMeh + countMiss, attributes.MaxCombo - scoreMaxCombo), 0, estimateDifficultSliders);
double sliderNerfFactor = (1 - attributes.SliderFactor) * Math.Pow(1 - estimateSliderEndsDropped / estimateDifficultSliders, 3) + attributes.SliderFactor;
aimValue *= sliderNerfFactor;
}
aimValue *= accuracy;
// It is important to consider accuracy difficulty when scaling with accuracy.
aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
aimValue *= 0.98 + Math.Pow(attributes.OverallDifficulty, 2) / 2500;
return aimValue;
}
private double computeSpeedValue()
private double computeSpeedValue(ScoreInfo score, OsuDifficultyAttributes attributes)
{
double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedDifficulty / 0.0675) - 4.0, 3.0) / 100000.0;
double speedValue = Math.Pow(5.0 * Math.Max(1.0, attributes.SpeedDifficulty / 0.0675) - 4.0, 3.0) / 100000.0;
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
@@ -146,27 +142,27 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (effectiveMissCount > 0)
speedValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
speedValue *= getComboScalingFactor();
speedValue *= getComboScalingFactor(attributes);
double approachRateFactor = 0.0;
if (Attributes.ApproachRate > 10.33)
approachRateFactor = 0.3 * (Attributes.ApproachRate - 10.33);
if (attributes.ApproachRate > 10.33)
approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);
speedValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
if (mods.Any(m => m is OsuModBlinds))
if (score.Mods.Any(m => m is OsuModBlinds))
{
// Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given.
speedValue *= 1.12;
}
else if (mods.Any(m => m is OsuModHidden))
else if (score.Mods.Any(m => m is OsuModHidden))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
speedValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
}
// Scale the speed value with accuracy and OD.
speedValue *= (0.95 + Math.Pow(Attributes.OverallDifficulty, 2) / 750) * Math.Pow(accuracy, (14.5 - Math.Max(Attributes.OverallDifficulty, 8)) / 2);
speedValue *= (0.95 + Math.Pow(attributes.OverallDifficulty, 2) / 750) * Math.Pow(accuracy, (14.5 - Math.Max(attributes.OverallDifficulty, 8)) / 2);
// Scale the speed value with # of 50s to punish doubletapping.
speedValue *= Math.Pow(0.98, countMeh < totalHits / 500.0 ? 0 : countMeh - totalHits / 500.0);
@@ -174,14 +170,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return speedValue;
}
private double computeAccuracyValue()
private double computeAccuracyValue(ScoreInfo score, OsuDifficultyAttributes attributes)
{
if (mods.Any(h => h is OsuModRelax))
if (score.Mods.Any(h => h is OsuModRelax))
return 0.0;
// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window.
double betterAccuracyPercentage;
int amountHitObjectsWithAccuracy = Attributes.HitCircleCount;
int amountHitObjectsWithAccuracy = attributes.HitCircleCount;
if (amountHitObjectsWithAccuracy > 0)
betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6);
@@ -194,43 +190,43 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Lots of arbitrary values from testing.
// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution.
double accuracyValue = Math.Pow(1.52163, Attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;
double accuracyValue = Math.Pow(1.52163, attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;
// Bonus for many hitcircles - it's harder to keep good accuracy up for longer.
accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));
// Increasing the accuracy value by object count for Blinds isn't ideal, so the minimum buff is given.
if (mods.Any(m => m is OsuModBlinds))
if (score.Mods.Any(m => m is OsuModBlinds))
accuracyValue *= 1.14;
else if (mods.Any(m => m is OsuModHidden))
else if (score.Mods.Any(m => m is OsuModHidden))
accuracyValue *= 1.08;
if (mods.Any(m => m is OsuModFlashlight))
if (score.Mods.Any(m => m is OsuModFlashlight))
accuracyValue *= 1.02;
return accuracyValue;
}
private double computeFlashlightValue()
private double computeFlashlightValue(ScoreInfo score, OsuDifficultyAttributes attributes)
{
if (!mods.Any(h => h is OsuModFlashlight))
if (!score.Mods.Any(h => h is OsuModFlashlight))
return 0.0;
double rawFlashlight = Attributes.FlashlightDifficulty;
double rawFlashlight = attributes.FlashlightDifficulty;
if (mods.Any(m => m is OsuModTouchDevice))
if (score.Mods.Any(m => m is OsuModTouchDevice))
rawFlashlight = Math.Pow(rawFlashlight, 0.8);
double flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0;
if (mods.Any(h => h is OsuModHidden))
if (score.Mods.Any(h => h is OsuModHidden))
flashlightValue *= 1.3;
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
if (effectiveMissCount > 0)
flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
flashlightValue *= getComboScalingFactor();
flashlightValue *= getComboScalingFactor(attributes);
// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
flashlightValue *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
@@ -239,19 +235,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Scale the flashlight value with accuracy _slightly_.
flashlightValue *= 0.5 + accuracy / 2.0;
// It is important to also consider accuracy difficulty when doing that.
flashlightValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
flashlightValue *= 0.98 + Math.Pow(attributes.OverallDifficulty, 2) / 2500;
return flashlightValue;
}
private double calculateEffectiveMissCount()
private double calculateEffectiveMissCount(OsuDifficultyAttributes attributes)
{
// Guess the number of misses + slider breaks from combo
double comboBasedMissCount = 0.0;
if (Attributes.SliderCount > 0)
if (attributes.SliderCount > 0)
{
double fullComboThreshold = Attributes.MaxCombo - 0.1 * Attributes.SliderCount;
double fullComboThreshold = attributes.MaxCombo - 0.1 * attributes.SliderCount;
if (scoreMaxCombo < fullComboThreshold)
comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
}
@@ -262,7 +258,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return Math.Max(countMiss, comboBasedMissCount);
}
private double getComboScalingFactor() => Attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
private double getComboScalingFactor(OsuDifficultyAttributes attributes) => attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(attributes.MaxCombo, 0.8), 1.0);
private int totalHits => countGreat + countOk + countMeh + countMiss;
private int totalSuccessfulHits => countGreat + countOk + countMeh;
}
@@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override ModType Type => ModType.Automation;
public override string Description => @"Automatic cursor movement - just follow the rhythm.";
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModFailCondition), typeof(ModNoFail), typeof(ModAutoplay), typeof(OsuModAimAssist) };
public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModFailCondition), typeof(ModNoFail), typeof(ModAutoplay), typeof(OsuModMagnetised) };
public bool PerformFail() => false;
+3 -8
View File
@@ -5,21 +5,16 @@ using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModAutoplay : ModAutoplay
{
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModAimAssist), typeof(OsuModAutopilot), typeof(OsuModSpunOut) }).ToArray();
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModMagnetised), typeof(OsuModAutopilot), typeof(OsuModSpunOut) }).ToArray();
public override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score
{
ScoreInfo = new ScoreInfo { User = new APIUser { Username = "Autoplay" } },
Replay = new OsuAutoGenerator(beatmap, mods).Generate()
};
public override ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<Mod> mods)
=> new ModReplayData(new OsuAutoGenerator(beatmap, mods).Generate(), new ModCreatedUser { Username = "Autoplay" });
}
}
@@ -29,6 +29,8 @@ namespace osu.Game.Rulesets.Osu.Mods
public override ModType Type => ModType.DifficultyIncrease;
public override double ScoreMultiplier => 1.12;
public override Type[] IncompatibleMods => new[] { typeof(OsuModFlashlight) };
private DrawableOsuBlinds blinds;
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
+3 -8
View File
@@ -5,22 +5,17 @@ using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModCinema : ModCinema<OsuHitObject>
{
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModAimAssist), typeof(OsuModAutopilot), typeof(OsuModSpunOut) }).ToArray();
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModMagnetised), typeof(OsuModAutopilot), typeof(OsuModSpunOut) }).ToArray();
public override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score
{
ScoreInfo = new ScoreInfo { User = new APIUser { Username = "Autoplay" } },
Replay = new OsuAutoGenerator(beatmap, mods).Generate()
};
public override ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<Mod> mods)
=> new ModReplayData(new OsuAutoGenerator(beatmap, mods).Generate(), new ModCreatedUser { Username = "Autoplay" });
}
}
@@ -1,6 +1,7 @@
// 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.Linq;
using osu.Framework.Bindables;
using osu.Game.Configuration;
@@ -16,6 +17,8 @@ namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModClassic : ModClassic, IApplicableToHitObject, IApplicableToDrawableHitObject, IApplicableToDrawableRuleset<OsuHitObject>
{
public override Type[] IncompatibleMods => new[] { typeof(OsuModStrictTracking) };
[SettingSource("No slider head accuracy requirement", "Scores sliders proportionally to the number of ticks hit.")]
public Bindable<bool> NoSliderHeadAccuracy { get; } = new BindableBool(true);
@@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Input;
@@ -19,6 +20,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public class OsuModFlashlight : ModFlashlight<OsuHitObject>, IApplicableToDrawableHitObject
{
public override double ScoreMultiplier => 1.12;
public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModBlinds)).ToArray();
private const double default_follow_delay = 120;
@@ -16,20 +16,20 @@ using osuTK;
namespace osu.Game.Rulesets.Osu.Mods
{
internal class OsuModAimAssist : Mod, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
internal class OsuModMagnetised : Mod, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
{
public override string Name => "Aim Assist";
public override string Acronym => "AA";
public override IconUsage? Icon => FontAwesome.Solid.MousePointer;
public override string Name => "Magnetised";
public override string Acronym => "MG";
public override IconUsage? Icon => FontAwesome.Solid.Magnet;
public override ModType Type => ModType.Fun;
public override string Description => "No need to chase the circle the circle chases you!";
public override string Description => "No need to chase the circles your cursor is a magnet!";
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay) };
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModRelax) };
private IFrameStableClock gameplayClock;
[SettingSource("Assist strength", "How much this mod will assist you.", 0)]
public BindableFloat AssistStrength { get; } = new BindableFloat(0.5f)
[SettingSource("Attraction strength", "How strong the pull is.", 0)]
public BindableFloat AttractionStrength { get; } = new BindableFloat(0.5f)
{
Precision = 0.05f,
MinValue = 0.05f,
@@ -72,7 +72,7 @@ namespace osu.Game.Rulesets.Osu.Mods
private void easeTo(DrawableHitObject hitObject, Vector2 destination)
{
double dampLength = Interpolation.Lerp(3000, 40, AssistStrength.Value);
double dampLength = Interpolation.Lerp(3000, 40, AttractionStrength.Value);
float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, gameplayClock.ElapsedFrameTime);
float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, gameplayClock.ElapsedFrameTime);
@@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.Mods
protected virtual float EndScale => 1;
public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn) };
public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn), typeof(OsuModObjectScaleTween) };
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
+8 -316
View File
@@ -4,19 +4,14 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Osu.Utils;
using osuTK;
namespace osu.Game.Rulesets.Osu.Mods
{
@@ -28,12 +23,6 @@ namespace osu.Game.Rulesets.Osu.Mods
public override string Description => "It never gets boring!";
private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
private static readonly Vector2 playfield_centre = OsuPlayfield.BASE_SIZE / 2;
/// <summary>
/// Number of previous hitobjects to be shifted together when another object is being moved.
/// </summary>
private const int preceding_hitobjects_to_shift = 10;
private Random? rng;
@@ -42,330 +31,33 @@ namespace osu.Game.Rulesets.Osu.Mods
if (!(beatmap is OsuBeatmap osuBeatmap))
return;
var hitObjects = osuBeatmap.HitObjects;
Seed.Value ??= RNG.Next();
rng = new Random((int)Seed.Value);
var randomObjects = randomiseObjects(hitObjects);
var positionInfos = OsuHitObjectGenerationUtils.GeneratePositionInfos(osuBeatmap.HitObjects);
applyRandomisation(hitObjects, randomObjects);
}
/// <summary>
/// Randomise the position of each hit object and return a list of <see cref="RandomObjectInfo"/>s describing how each hit object should be placed.
/// </summary>
/// <param name="hitObjects">A list of <see cref="OsuHitObject"/>s to have their positions randomised.</param>
/// <returns>A list of <see cref="RandomObjectInfo"/>s describing how each hit object should be placed.</returns>
private List<RandomObjectInfo> randomiseObjects(IEnumerable<OsuHitObject> hitObjects)
{
Debug.Assert(rng != null, $"{nameof(ApplyToBeatmap)} was not called before randomising objects");
var randomObjects = new List<RandomObjectInfo>();
RandomObjectInfo? previous = null;
float rateOfChangeMultiplier = 0;
foreach (OsuHitObject hitObject in hitObjects)
foreach (var positionInfo in positionInfos)
{
var current = new RandomObjectInfo(hitObject);
randomObjects.Add(current);
// rateOfChangeMultiplier only changes every 5 iterations in a combo
// to prevent shaky-line-shaped streams
if (hitObject.IndexInCurrentCombo % 5 == 0)
if (positionInfo.HitObject.IndexInCurrentCombo % 5 == 0)
rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
if (previous == null)
if (positionInfo == positionInfos.First())
{
current.DistanceFromPrevious = (float)(rng.NextDouble() * OsuPlayfield.BASE_SIZE.X / 2);
current.RelativeAngle = (float)(rng.NextDouble() * 2 * Math.PI - Math.PI);
positionInfo.DistanceFromPrevious = (float)(rng.NextDouble() * OsuPlayfield.BASE_SIZE.X / 2);
positionInfo.RelativeAngle = (float)(rng.NextDouble() * 2 * Math.PI - Math.PI);
}
else
{
current.DistanceFromPrevious = Vector2.Distance(previous.EndPositionOriginal, current.PositionOriginal);
// The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object)
// is proportional to the distance between the last and the current hit object
// to allow jumps and prevent too sharp turns during streams.
// Allow maximum jump angle when jump distance is more than half of playfield diagonal length
current.RelativeAngle = rateOfChangeMultiplier * 2 * (float)Math.PI * Math.Min(1f, current.DistanceFromPrevious / (playfield_diagonal * 0.5f));
positionInfo.RelativeAngle = rateOfChangeMultiplier * 2 * (float)Math.PI * Math.Min(1f, positionInfo.DistanceFromPrevious / (playfield_diagonal * 0.5f));
}
previous = current;
}
return randomObjects;
}
/// <summary>
/// Reposition the hit objects according to the information in <paramref name="randomObjects"/>.
/// </summary>
/// <param name="hitObjects">The hit objects to be repositioned.</param>
/// <param name="randomObjects">A list of <see cref="RandomObjectInfo"/> describing how each hit object should be placed.</param>
private void applyRandomisation(IReadOnlyList<OsuHitObject> hitObjects, IReadOnlyList<RandomObjectInfo> randomObjects)
{
RandomObjectInfo? previous = null;
for (int i = 0; i < hitObjects.Count; i++)
{
var hitObject = hitObjects[i];
var current = randomObjects[i];
if (hitObject is Spinner)
{
previous = null;
continue;
}
computeRandomisedPosition(current, previous, i > 1 ? randomObjects[i - 2] : null);
// Move hit objects back into the playfield if they are outside of it
Vector2 shift = Vector2.Zero;
switch (hitObject)
{
case HitCircle circle:
shift = clampHitCircleToPlayfield(circle, current);
break;
case Slider slider:
shift = clampSliderToPlayfield(slider, current);
break;
}
if (shift != Vector2.Zero)
{
var toBeShifted = new List<OsuHitObject>();
for (int j = i - 1; j >= i - preceding_hitobjects_to_shift && j >= 0; j--)
{
// only shift hit circles
if (!(hitObjects[j] is HitCircle)) break;
toBeShifted.Add(hitObjects[j]);
}
if (toBeShifted.Count > 0)
applyDecreasingShift(toBeShifted, shift);
}
previous = current;
}
}
/// <summary>
/// Compute the randomised position of a hit object while attempting to keep it inside the playfield.
/// </summary>
/// <param name="current">The <see cref="RandomObjectInfo"/> representing the hit object to have the randomised position computed for.</param>
/// <param name="previous">The <see cref="RandomObjectInfo"/> representing the hit object immediately preceding the current one.</param>
/// <param name="beforePrevious">The <see cref="RandomObjectInfo"/> representing the hit object immediately preceding the <paramref name="previous"/> one.</param>
private void computeRandomisedPosition(RandomObjectInfo current, RandomObjectInfo? previous, RandomObjectInfo? beforePrevious)
{
float previousAbsoluteAngle = 0f;
if (previous != null)
{
Vector2 earliestPosition = beforePrevious?.HitObject.EndPosition ?? playfield_centre;
Vector2 relativePosition = previous.HitObject.Position - earliestPosition;
previousAbsoluteAngle = (float)Math.Atan2(relativePosition.Y, relativePosition.X);
}
float absoluteAngle = previousAbsoluteAngle + current.RelativeAngle;
var posRelativeToPrev = new Vector2(
current.DistanceFromPrevious * (float)Math.Cos(absoluteAngle),
current.DistanceFromPrevious * (float)Math.Sin(absoluteAngle)
);
Vector2 lastEndPosition = previous?.EndPositionRandomised ?? playfield_centre;
posRelativeToPrev = OsuHitObjectGenerationUtils.RotateAwayFromEdge(lastEndPosition, posRelativeToPrev);
current.PositionRandomised = lastEndPosition + posRelativeToPrev;
}
/// <summary>
/// Move the randomised position of a hit circle so that it fits inside the playfield.
/// </summary>
/// <returns>The deviation from the original randomised position in order to fit within the playfield.</returns>
private Vector2 clampHitCircleToPlayfield(HitCircle circle, RandomObjectInfo objectInfo)
{
var previousPosition = objectInfo.PositionRandomised;
objectInfo.EndPositionRandomised = objectInfo.PositionRandomised = clampToPlayfieldWithPadding(
objectInfo.PositionRandomised,
(float)circle.Radius
);
circle.Position = objectInfo.PositionRandomised;
return objectInfo.PositionRandomised - previousPosition;
}
/// <summary>
/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
/// </summary>
/// <returns>The deviation from the original randomised position in order to fit within the playfield.</returns>
private Vector2 clampSliderToPlayfield(Slider slider, RandomObjectInfo objectInfo)
{
var possibleMovementBounds = calculatePossibleMovementBounds(slider);
var previousPosition = objectInfo.PositionRandomised;
// Clamp slider position to the placement area
// If the slider is larger than the playfield, force it to stay at the original position
float newX = possibleMovementBounds.Width < 0
? objectInfo.PositionOriginal.X
: Math.Clamp(previousPosition.X, possibleMovementBounds.Left, possibleMovementBounds.Right);
float newY = possibleMovementBounds.Height < 0
? objectInfo.PositionOriginal.Y
: Math.Clamp(previousPosition.Y, possibleMovementBounds.Top, possibleMovementBounds.Bottom);
slider.Position = objectInfo.PositionRandomised = new Vector2(newX, newY);
objectInfo.EndPositionRandomised = slider.EndPosition;
shiftNestedObjects(slider, objectInfo.PositionRandomised - objectInfo.PositionOriginal);
return objectInfo.PositionRandomised - previousPosition;
}
/// <summary>
/// Decreasingly shift a list of <see cref="OsuHitObject"/>s by a specified amount.
/// The first item in the list is shifted by the largest amount, while the last item is shifted by the smallest amount.
/// </summary>
/// <param name="hitObjects">The list of hit objects to be shifted.</param>
/// <param name="shift">The amount to be shifted.</param>
private void applyDecreasingShift(IList<OsuHitObject> hitObjects, Vector2 shift)
{
for (int i = 0; i < hitObjects.Count; i++)
{
var hitObject = hitObjects[i];
// The first object is shifted by a vector slightly smaller than shift
// The last object is shifted by a vector slightly larger than zero
Vector2 position = hitObject.Position + shift * ((hitObjects.Count - i) / (float)(hitObjects.Count + 1));
hitObject.Position = clampToPlayfieldWithPadding(position, (float)hitObject.Radius);
}
}
/// <summary>
/// Calculates a <see cref="RectangleF"/> which contains all of the possible movements of the slider (in relative X/Y coordinates)
/// such that the entire slider is inside the playfield.
/// </summary>
/// <remarks>
/// If the slider is larger than the playfield, the returned <see cref="RectangleF"/> may have negative width/height.
/// </remarks>
private RectangleF calculatePossibleMovementBounds(Slider slider)
{
var pathPositions = new List<Vector2>();
slider.Path.GetPathToProgress(pathPositions, 0, 1);
float minX = float.PositiveInfinity;
float maxX = float.NegativeInfinity;
float minY = float.PositiveInfinity;
float maxY = float.NegativeInfinity;
// Compute the bounding box of the slider.
foreach (var pos in pathPositions)
{
minX = MathF.Min(minX, pos.X);
maxX = MathF.Max(maxX, pos.X);
minY = MathF.Min(minY, pos.Y);
maxY = MathF.Max(maxY, pos.Y);
}
// Take the circle radius into account.
float radius = (float)slider.Radius;
minX -= radius;
minY -= radius;
maxX += radius;
maxY += radius;
// Given the bounding box of the slider (via min/max X/Y),
// the amount that the slider can move to the left is minX (with the sign flipped, since positive X is to the right),
// and the amount that it can move to the right is WIDTH - maxX.
// Same calculation applies for the Y axis.
float left = -minX;
float right = OsuPlayfield.BASE_SIZE.X - maxX;
float top = -minY;
float bottom = OsuPlayfield.BASE_SIZE.Y - maxY;
return new RectangleF(left, top, right - left, bottom - top);
}
/// <summary>
/// Shifts all nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s by the specified shift.
/// </summary>
/// <param name="slider"><see cref="Slider"/> whose nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted</param>
/// <param name="shift">The <see cref="Vector2"/> the <see cref="Slider"/>'s nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted by</param>
private void shiftNestedObjects(Slider slider, Vector2 shift)
{
foreach (var hitObject in slider.NestedHitObjects.Where(o => o is SliderTick || o is SliderRepeat))
{
if (!(hitObject is OsuHitObject osuHitObject))
continue;
osuHitObject.Position += shift;
}
}
/// <summary>
/// Clamp a position to playfield, keeping a specified distance from the edges.
/// </summary>
/// <param name="position">The position to be clamped.</param>
/// <param name="padding">The minimum distance allowed from playfield edges.</param>
/// <returns>The clamped position.</returns>
private Vector2 clampToPlayfieldWithPadding(Vector2 position, float padding)
{
return new Vector2(
Math.Clamp(position.X, padding, OsuPlayfield.BASE_SIZE.X - padding),
Math.Clamp(position.Y, padding, OsuPlayfield.BASE_SIZE.Y - padding)
);
}
private class RandomObjectInfo
{
/// <summary>
/// The jump angle from the previous hit object to this one, relative to the previous hit object's jump angle.
/// </summary>
/// <remarks>
/// <see cref="RelativeAngle"/> of the first hit object in a beatmap represents the absolute angle from playfield center to the object.
/// </remarks>
/// <example>
/// If <see cref="RelativeAngle"/> is 0, the player's cursor doesn't need to change its direction of movement when passing
/// the previous object to reach this one.
/// </example>
public float RelativeAngle { get; set; }
/// <summary>
/// The jump distance from the previous hit object to this one.
/// </summary>
/// <remarks>
/// <see cref="DistanceFromPrevious"/> of the first hit object in a beatmap is relative to the playfield center.
/// </remarks>
public float DistanceFromPrevious { get; set; }
public Vector2 PositionOriginal { get; }
public Vector2 PositionRandomised { get; set; }
public Vector2 EndPositionOriginal { get; }
public Vector2 EndPositionRandomised { get; set; }
public OsuHitObject HitObject { get; }
public RandomObjectInfo(OsuHitObject hitObject)
{
PositionRandomised = PositionOriginal = hitObject.Position;
EndPositionRandomised = EndPositionOriginal = hitObject.EndPosition;
HitObject = hitObject;
}
osuBeatmap.HitObjects = OsuHitObjectGenerationUtils.RepositionHitObjects(positionInfos);
}
}
}
+1 -1
View File
@@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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 Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModAutopilot)).ToArray();
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModAutopilot), typeof(OsuModMagnetised) }).ToArray();
/// <summary>
/// How early before a hitobject's start time to trigger a hit.
@@ -0,0 +1,148 @@
// 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.Linq;
using System.Threading;
using osu.Framework.Graphics.Sprites;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModStrictTracking : Mod, IApplicableAfterBeatmapConversion, IApplicableToDrawableHitObject, IApplicableToDrawableRuleset<OsuHitObject>
{
public override string Name => @"Strict Tracking";
public override string Acronym => @"ST";
public override IconUsage? Icon => FontAwesome.Solid.PenFancy;
public override ModType Type => ModType.DifficultyIncrease;
public override string Description => @"Follow circles just got serious...";
public override double ScoreMultiplier => 1.0;
public override Type[] IncompatibleMods => new[] { typeof(ModClassic) };
public void ApplyToDrawableHitObject(DrawableHitObject drawable)
{
if (drawable is DrawableSlider slider)
{
slider.Tracking.ValueChanged += e =>
{
if (e.NewValue || slider.Judged) return;
var tail = slider.NestedHitObjects.OfType<StrictTrackingDrawableSliderTail>().First();
if (!tail.Judged)
tail.MissForcefully();
};
}
}
public void ApplyToBeatmap(IBeatmap beatmap)
{
var osuBeatmap = (OsuBeatmap)beatmap;
if (osuBeatmap.HitObjects.Count == 0) return;
var hitObjects = osuBeatmap.HitObjects.Select(ho =>
{
if (ho is Slider slider)
{
var newSlider = new StrictTrackingSlider(slider);
return newSlider;
}
return ho;
}).ToList();
osuBeatmap.HitObjects = hitObjects;
}
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
drawableRuleset.Playfield.RegisterPool<StrictTrackingSliderTailCircle, StrictTrackingDrawableSliderTail>(10, 100);
}
private class StrictTrackingSliderTailCircle : SliderTailCircle
{
public StrictTrackingSliderTailCircle(Slider slider)
: base(slider)
{
}
public override Judgement CreateJudgement() => new OsuJudgement();
}
private class StrictTrackingDrawableSliderTail : DrawableSliderTail
{
public override bool DisplayResult => true;
}
private class StrictTrackingSlider : Slider
{
public StrictTrackingSlider(Slider original)
{
StartTime = original.StartTime;
Samples = original.Samples;
Path = original.Path;
NodeSamples = original.NodeSamples;
RepeatCount = original.RepeatCount;
Position = original.Position;
NewCombo = original.NewCombo;
ComboOffset = original.ComboOffset;
LegacyLastTickOffset = original.LegacyLastTickOffset;
TickDistanceMultiplier = original.TickDistanceMultiplier;
}
protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
{
var sliderEvents = SliderEventGenerator.Generate(StartTime, SpanDuration, Velocity, TickDistance, Path.Distance, this.SpanCount(), LegacyLastTickOffset, cancellationToken);
foreach (var e in sliderEvents)
{
switch (e.Type)
{
case SliderEventType.Head:
AddNested(HeadCircle = new SliderHeadCircle
{
StartTime = e.Time,
Position = Position,
StackHeight = StackHeight,
});
break;
case SliderEventType.LegacyLastTick:
AddNested(TailCircle = new StrictTrackingSliderTailCircle(this)
{
RepeatIndex = e.SpanIndex,
StartTime = e.Time,
Position = EndPosition,
StackHeight = StackHeight
});
break;
case SliderEventType.Repeat:
AddNested(new SliderRepeat(this)
{
RepeatIndex = e.SpanIndex,
StartTime = StartTime + (e.SpanIndex + 1) * SpanDuration,
Position = Position + Path.PositionAt(e.PathProgress),
StackHeight = StackHeight,
Scale = Scale,
});
break;
}
}
UpdateNestedSamples();
}
}
}
}
@@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override ModType Type => ModType.Fun;
public override string Description => "Everything rotates. EVERYTHING.";
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModWiggle), typeof(OsuModAimAssist) };
public override Type[] IncompatibleMods => new[] { typeof(OsuModWiggle), typeof(OsuModMagnetised) };
private float theta;
+1 -1
View File
@@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override ModType Type => ModType.Fun;
public override string Description => "They just won't stay still...";
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModTransform), typeof(OsuModAimAssist) };
public override Type[] IncompatibleMods => new[] { typeof(OsuModTransform), typeof(OsuModMagnetised) };
private const int wiggle_duration = 90; // (ms) Higher = fewer wiggles
private const int wiggle_strength = 10; // Higher = stronger wiggles
@@ -6,10 +6,10 @@ using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets.Osu.UI;
using osuTK;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
@@ -21,10 +21,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
public readonly IBindable<float> ScaleBindable = new BindableFloat();
public readonly IBindable<int> IndexInCurrentComboBindable = new Bindable<int>();
// Must be set to update IsHovered as it's used in relax mdo to detect osu hit objects.
// Must be set to update IsHovered as it's used in relax mod to detect osu hit objects.
public override bool HandlePositionalInput => true;
protected override float SamplePlaybackPosition => HitObject.X / OsuPlayfield.BASE_SIZE.X;
protected override float SamplePlaybackPosition => CalculateDrawableRelativePosition(this);
/// <summary>
/// Whether this <see cref="DrawableOsuHitObject"/> can be hit, given a time value.
@@ -89,6 +89,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
/// </summary>
public void MissForcefully() => ApplyResult(r => r.Type = r.Judgement.MinResult);
private RectangleF parentScreenSpaceRectangle => ((DrawableOsuHitObject)ParentHitObject)?.parentScreenSpaceRectangle ?? Parent.ScreenSpaceDrawQuad.AABBFloat;
/// <summary>
/// Calculates the position of the given <paramref name="drawable"/> relative to the playfield area.
/// </summary>
/// <param name="drawable">The drawable to calculate its relative position.</param>
protected float CalculateDrawableRelativePosition(Drawable drawable) => (drawable.ScreenSpaceDrawQuad.Centre.X - parentScreenSpaceRectangle.X) / parentScreenSpaceRectangle.Width;
protected override JudgementResult CreateResult(Judgement judgement) => new OsuJudgementResult(HitObject, judgement);
}
}
@@ -13,7 +13,6 @@ using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Skinning;
using osu.Game.Rulesets.Osu.Skinning.Default;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osuTK;
@@ -208,7 +207,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
if (Tracking.Value && slidingSample != null)
// keep the sliding sample playing at the current tracking position
slidingSample.Balance.Value = CalculateSamplePlaybackBalance(Ball.X / OsuPlayfield.BASE_SIZE.X);
slidingSample.Balance.Value = CalculateSamplePlaybackBalance(CalculateDrawableRelativePosition(Ball));
double completionProgress = Math.Clamp((Time.Current - HitObject.StartTime) / HitObject.Duration, 0, 1);
+3 -3
View File
@@ -154,7 +154,7 @@ namespace osu.Game.Rulesets.Osu.Objects
public Slider()
{
SamplesBindable.CollectionChanged += (_, __) => updateNestedSamples();
SamplesBindable.CollectionChanged += (_, __) => UpdateNestedSamples();
Path.Version.ValueChanged += _ => updateNestedPositions();
}
@@ -227,7 +227,7 @@ namespace osu.Game.Rulesets.Osu.Objects
}
}
updateNestedSamples();
UpdateNestedSamples();
}
private void updateNestedPositions()
@@ -241,7 +241,7 @@ namespace osu.Game.Rulesets.Osu.Objects
TailCircle.Position = EndPosition;
}
private void updateNestedSamples()
protected void UpdateNestedSamples()
{
var firstSample = Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL)
?? Samples.FirstOrDefault(); // TODO: remove this when guaranteed sort is present for samples (https://github.com/ppy/osu/issues/1933)
+3 -2
View File
@@ -159,6 +159,7 @@ namespace osu.Game.Rulesets.Osu
new MultiMod(new OsuModDoubleTime(), new OsuModNightcore()),
new OsuModHidden(),
new MultiMod(new OsuModFlashlight(), new OsuModBlinds()),
new OsuModStrictTracking()
};
case ModType.Conversion:
@@ -194,7 +195,7 @@ namespace osu.Game.Rulesets.Osu
new OsuModApproachDifferent(),
new OsuModMuted(),
new OsuModNoScope(),
new OsuModAimAssist(),
new OsuModMagnetised(),
new ModAdaptiveSpeed()
};
@@ -213,7 +214,7 @@ namespace osu.Game.Rulesets.Osu
public override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => new OsuDifficultyCalculator(RulesetInfo, beatmap);
public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new OsuPerformanceCalculator(this, attributes, score);
public override PerformanceCalculator CreatePerformanceCalculator() => new OsuPerformanceCalculator();
public override HitObjectComposer CreateHitObjectComposer() => new OsuHitObjectComposer(this);
@@ -11,6 +11,11 @@ namespace osu.Game.Rulesets.Osu.Scoring
{
public class OsuScoreProcessor : ScoreProcessor
{
public OsuScoreProcessor()
: base(new OsuRuleset())
{
}
protected override double ClassicScoreMultiplier => 36;
protected override HitEvent CreateHitEvent(JudgementResult result)
@@ -3,10 +3,10 @@
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.Objects.Drawables;
@@ -16,63 +16,61 @@ using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
#nullable enable
namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
public class LegacyMainCirclePiece : CompositeDrawable
{
public override bool RemoveCompletedTransforms => false;
private readonly string priorityLookup;
/// <summary>
/// A prioritised prefix to perform texture lookups with.
/// </summary>
private readonly string? priorityLookupPrefix;
private readonly bool hasNumber;
public LegacyMainCirclePiece(string priorityLookup = null, bool hasNumber = true)
protected Drawable CircleSprite = null!;
protected Drawable OverlaySprite = null!;
protected Container OverlayLayer { get; private set; } = null!;
private SkinnableSpriteText hitCircleText = null!;
private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
[Resolved(canBeNull: true)]
private DrawableHitObject? drawableObject { get; set; }
[Resolved]
private ISkinSource skin { get; set; } = null!;
public LegacyMainCirclePiece(string? priorityLookupPrefix = null, bool hasNumber = true)
{
this.priorityLookup = priorityLookup;
this.priorityLookupPrefix = priorityLookupPrefix;
this.hasNumber = hasNumber;
Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
}
private Drawable hitCircleSprite;
protected Container OverlayLayer { get; private set; }
private Drawable hitCircleOverlay;
private SkinnableSpriteText hitCircleText;
private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
[Resolved]
private DrawableHitObject drawableObject { get; set; }
[Resolved]
private ISkinSource skin { get; set; }
[BackgroundDependencyLoader]
private void load()
{
var drawableOsuObject = (DrawableOsuHitObject)drawableObject;
var drawableOsuObject = (DrawableOsuHitObject?)drawableObject;
bool allowFallback = false;
// attempt lookup using priority specification
Texture baseTexture = getTextureWithFallback(string.Empty);
// if the base texture was not found without a fallback, switch on fallback mode and re-perform the lookup.
if (baseTexture == null)
{
allowFallback = true;
baseTexture = getTextureWithFallback(string.Empty);
}
// if a base texture for the specified prefix exists, continue using it for subsequent lookups.
// otherwise fall back to the default prefix "hitcircle".
string circleName = (priorityLookupPrefix != null && skin.GetTexture(priorityLookupPrefix) != null) ? priorityLookupPrefix : @"hitcircle";
// at this point, any further texture fetches should be correctly using the priority source if the base texture was retrieved using it.
// the flow above handles the case where a sliderendcircle.png is retrieved from the skin, but sliderendcircleoverlay.png doesn't exist.
// expected behaviour in this scenario is not showing the overlay, rather than using hitcircleoverlay.png (potentially from the default/fall-through skin).
// the conditional above handles the case where a sliderendcircle.png is retrieved from the skin, but sliderendcircleoverlay.png doesn't exist.
// expected behaviour in this scenario is not showing the overlay, rather than using hitcircleoverlay.png.
InternalChildren = new[]
{
hitCircleSprite = new KiaiFlashingDrawable(() => new Sprite { Texture = baseTexture })
CircleSprite = new KiaiFlashingDrawable(() => new Sprite { Texture = skin.GetTexture(circleName) })
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
@@ -81,7 +79,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Child = hitCircleOverlay = new KiaiFlashingDrawable(() => getAnimationWithFallback(@"overlay", 1000 / 2d))
Child = OverlaySprite = new KiaiFlashingDrawable(() => skin.GetAnimation(@$"{circleName}overlay", true, true, frameLength: 1000 / 2d))
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
@@ -105,39 +103,12 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
bool overlayAboveNumber = skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.HitCircleOverlayAboveNumber)?.Value ?? true;
if (overlayAboveNumber)
OverlayLayer.ChangeChildDepth(hitCircleOverlay, float.MinValue);
OverlayLayer.ChangeChildDepth(OverlaySprite, float.MinValue);
accentColour.BindTo(drawableObject.AccentColour);
indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
Texture getTextureWithFallback(string name)
if (drawableOsuObject != null)
{
Texture tex = null;
if (!string.IsNullOrEmpty(priorityLookup))
{
tex = skin.GetTexture($"{priorityLookup}{name}");
if (!allowFallback)
return tex;
}
return tex ?? skin.GetTexture($"hitcircle{name}");
}
Drawable getAnimationWithFallback(string name, double frameLength)
{
Drawable animation = null;
if (!string.IsNullOrEmpty(priorityLookup))
{
animation = skin.GetAnimation($"{priorityLookup}{name}", true, true, frameLength: frameLength);
if (!allowFallback)
return animation;
}
return animation ?? skin.GetAnimation($"hitcircle{name}", true, true, frameLength: frameLength);
accentColour.BindTo(drawableOsuObject.AccentColour);
indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
}
}
@@ -145,28 +116,31 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
base.LoadComplete();
accentColour.BindValueChanged(colour => hitCircleSprite.Colour = LegacyColourCompatibility.DisallowZeroAlpha(colour.NewValue), true);
accentColour.BindValueChanged(colour => CircleSprite.Colour = LegacyColourCompatibility.DisallowZeroAlpha(colour.NewValue), true);
if (hasNumber)
indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
drawableObject.ApplyCustomUpdateState += updateStateTransforms;
updateStateTransforms(drawableObject, drawableObject.State.Value);
if (drawableObject != null)
{
drawableObject.ApplyCustomUpdateState += updateStateTransforms;
updateStateTransforms(drawableObject, drawableObject.State.Value);
}
}
private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
{
const double legacy_fade_duration = 240;
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
using (BeginAbsoluteSequence(drawableObject.AsNonNull().HitStateUpdateTime))
{
switch (state)
{
case ArmedState.Hit:
hitCircleSprite.FadeOut(legacy_fade_duration, Easing.Out);
hitCircleSprite.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
CircleSprite.FadeOut(legacy_fade_duration, Easing.Out);
CircleSprite.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
hitCircleOverlay.FadeOut(legacy_fade_duration, Easing.Out);
hitCircleOverlay.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
OverlaySprite.FadeOut(legacy_fade_duration, Easing.Out);
OverlaySprite.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
if (hasNumber)
{
@@ -33,7 +33,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
switch (osuComponent.Component)
{
case OsuSkinComponents.FollowPoint:
return this.GetAnimation(component.LookupName, true, false, true, startAtCurrentTime: false);
return this.GetAnimation(component.LookupName, true, true, true, startAtCurrentTime: false);
case OsuSkinComponents.SliderFollowCircle:
var followCircle = this.GetAnimation("sliderfollowcircle", true, true, true);
@@ -11,7 +11,7 @@ using osuTK;
namespace osu.Game.Rulesets.Osu.Utils
{
public static class OsuHitObjectGenerationUtils
public static partial class OsuHitObjectGenerationUtils
{
// The relative distance to the edge of the playfield before objects' positions should start to "turn around" and curve towards the middle.
// The closer the hit objects draw to the border, the sharper the turn
@@ -0,0 +1,340 @@
// 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.Framework.Graphics.Primitives;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.UI;
using osuTK;
#nullable enable
namespace osu.Game.Rulesets.Osu.Utils
{
public static partial class OsuHitObjectGenerationUtils
{
/// <summary>
/// Number of previous hitobjects to be shifted together when an object is being moved.
/// </summary>
private const int preceding_hitobjects_to_shift = 10;
private static readonly Vector2 playfield_centre = OsuPlayfield.BASE_SIZE / 2;
/// <summary>
/// Generate a list of <see cref="ObjectPositionInfo"/>s containing information for how the given list of
/// <see cref="OsuHitObject"/>s are positioned.
/// </summary>
/// <param name="hitObjects">A list of <see cref="OsuHitObject"/>s to process.</param>
/// <returns>A list of <see cref="ObjectPositionInfo"/>s describing how each hit object is positioned relative to the previous one.</returns>
public static List<ObjectPositionInfo> GeneratePositionInfos(IEnumerable<OsuHitObject> hitObjects)
{
var positionInfos = new List<ObjectPositionInfo>();
Vector2 previousPosition = playfield_centre;
float previousAngle = 0;
foreach (OsuHitObject hitObject in hitObjects)
{
Vector2 relativePosition = hitObject.Position - previousPosition;
float absoluteAngle = (float)Math.Atan2(relativePosition.Y, relativePosition.X);
float relativeAngle = absoluteAngle - previousAngle;
positionInfos.Add(new ObjectPositionInfo(hitObject)
{
RelativeAngle = relativeAngle,
DistanceFromPrevious = relativePosition.Length
});
previousPosition = hitObject.EndPosition;
previousAngle = absoluteAngle;
}
return positionInfos;
}
/// <summary>
/// Reposition the hit objects according to the information in <paramref name="objectPositionInfos"/>.
/// </summary>
/// <param name="objectPositionInfos">Position information for each hit object.</param>
/// <returns>The repositioned hit objects.</returns>
public static List<OsuHitObject> RepositionHitObjects(IEnumerable<ObjectPositionInfo> objectPositionInfos)
{
List<WorkingObject> workingObjects = objectPositionInfos.Select(o => new WorkingObject(o)).ToList();
WorkingObject? previous = null;
for (int i = 0; i < workingObjects.Count; i++)
{
var current = workingObjects[i];
var hitObject = current.HitObject;
if (hitObject is Spinner)
{
previous = null;
continue;
}
computeModifiedPosition(current, previous, i > 1 ? workingObjects[i - 2] : null);
// Move hit objects back into the playfield if they are outside of it
Vector2 shift = Vector2.Zero;
switch (hitObject)
{
case HitCircle _:
shift = clampHitCircleToPlayfield(current);
break;
case Slider _:
shift = clampSliderToPlayfield(current);
break;
}
if (shift != Vector2.Zero)
{
var toBeShifted = new List<OsuHitObject>();
for (int j = i - 1; j >= i - preceding_hitobjects_to_shift && j >= 0; j--)
{
// only shift hit circles
if (!(workingObjects[j].HitObject is HitCircle)) break;
toBeShifted.Add(workingObjects[j].HitObject);
}
if (toBeShifted.Count > 0)
applyDecreasingShift(toBeShifted, shift);
}
previous = current;
}
return workingObjects.Select(p => p.HitObject).ToList();
}
/// <summary>
/// Compute the modified position of a hit object while attempting to keep it inside the playfield.
/// </summary>
/// <param name="current">The <see cref="WorkingObject"/> representing the hit object to have the modified position computed for.</param>
/// <param name="previous">The <see cref="WorkingObject"/> representing the hit object immediately preceding the current one.</param>
/// <param name="beforePrevious">The <see cref="WorkingObject"/> representing the hit object immediately preceding the <paramref name="previous"/> one.</param>
private static void computeModifiedPosition(WorkingObject current, WorkingObject? previous, WorkingObject? beforePrevious)
{
float previousAbsoluteAngle = 0f;
if (previous != null)
{
Vector2 earliestPosition = beforePrevious?.HitObject.EndPosition ?? playfield_centre;
Vector2 relativePosition = previous.HitObject.Position - earliestPosition;
previousAbsoluteAngle = (float)Math.Atan2(relativePosition.Y, relativePosition.X);
}
float absoluteAngle = previousAbsoluteAngle + current.PositionInfo.RelativeAngle;
var posRelativeToPrev = new Vector2(
current.PositionInfo.DistanceFromPrevious * (float)Math.Cos(absoluteAngle),
current.PositionInfo.DistanceFromPrevious * (float)Math.Sin(absoluteAngle)
);
Vector2 lastEndPosition = previous?.EndPositionModified ?? playfield_centre;
posRelativeToPrev = RotateAwayFromEdge(lastEndPosition, posRelativeToPrev);
current.PositionModified = lastEndPosition + posRelativeToPrev;
}
/// <summary>
/// Move the modified position of a <see cref="HitCircle"/> so that it fits inside the playfield.
/// </summary>
/// <returns>The deviation from the original modified position in order to fit within the playfield.</returns>
private static Vector2 clampHitCircleToPlayfield(WorkingObject workingObject)
{
var previousPosition = workingObject.PositionModified;
workingObject.EndPositionModified = workingObject.PositionModified = clampToPlayfieldWithPadding(
workingObject.PositionModified,
(float)workingObject.HitObject.Radius
);
workingObject.HitObject.Position = workingObject.PositionModified;
return workingObject.PositionModified - previousPosition;
}
/// <summary>
/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
/// </summary>
/// <returns>The deviation from the original modified position in order to fit within the playfield.</returns>
private static Vector2 clampSliderToPlayfield(WorkingObject workingObject)
{
var slider = (Slider)workingObject.HitObject;
var possibleMovementBounds = calculatePossibleMovementBounds(slider);
var previousPosition = workingObject.PositionModified;
// Clamp slider position to the placement area
// If the slider is larger than the playfield, force it to stay at the original position
float newX = possibleMovementBounds.Width < 0
? workingObject.PositionOriginal.X
: Math.Clamp(previousPosition.X, possibleMovementBounds.Left, possibleMovementBounds.Right);
float newY = possibleMovementBounds.Height < 0
? workingObject.PositionOriginal.Y
: Math.Clamp(previousPosition.Y, possibleMovementBounds.Top, possibleMovementBounds.Bottom);
slider.Position = workingObject.PositionModified = new Vector2(newX, newY);
workingObject.EndPositionModified = slider.EndPosition;
shiftNestedObjects(slider, workingObject.PositionModified - workingObject.PositionOriginal);
return workingObject.PositionModified - previousPosition;
}
/// <summary>
/// Decreasingly shift a list of <see cref="OsuHitObject"/>s by a specified amount.
/// The first item in the list is shifted by the largest amount, while the last item is shifted by the smallest amount.
/// </summary>
/// <param name="hitObjects">The list of hit objects to be shifted.</param>
/// <param name="shift">The amount to be shifted.</param>
private static void applyDecreasingShift(IList<OsuHitObject> hitObjects, Vector2 shift)
{
for (int i = 0; i < hitObjects.Count; i++)
{
var hitObject = hitObjects[i];
// The first object is shifted by a vector slightly smaller than shift
// The last object is shifted by a vector slightly larger than zero
Vector2 position = hitObject.Position + shift * ((hitObjects.Count - i) / (float)(hitObjects.Count + 1));
hitObject.Position = clampToPlayfieldWithPadding(position, (float)hitObject.Radius);
}
}
/// <summary>
/// Calculates a <see cref="RectangleF"/> which contains all of the possible movements of the slider (in relative X/Y coordinates)
/// such that the entire slider is inside the playfield.
/// </summary>
/// <remarks>
/// If the slider is larger than the playfield, the returned <see cref="RectangleF"/> may have negative width/height.
/// </remarks>
private static RectangleF calculatePossibleMovementBounds(Slider slider)
{
var pathPositions = new List<Vector2>();
slider.Path.GetPathToProgress(pathPositions, 0, 1);
float minX = float.PositiveInfinity;
float maxX = float.NegativeInfinity;
float minY = float.PositiveInfinity;
float maxY = float.NegativeInfinity;
// Compute the bounding box of the slider.
foreach (var pos in pathPositions)
{
minX = MathF.Min(minX, pos.X);
maxX = MathF.Max(maxX, pos.X);
minY = MathF.Min(minY, pos.Y);
maxY = MathF.Max(maxY, pos.Y);
}
// Take the circle radius into account.
float radius = (float)slider.Radius;
minX -= radius;
minY -= radius;
maxX += radius;
maxY += radius;
// Given the bounding box of the slider (via min/max X/Y),
// the amount that the slider can move to the left is minX (with the sign flipped, since positive X is to the right),
// and the amount that it can move to the right is WIDTH - maxX.
// Same calculation applies for the Y axis.
float left = -minX;
float right = OsuPlayfield.BASE_SIZE.X - maxX;
float top = -minY;
float bottom = OsuPlayfield.BASE_SIZE.Y - maxY;
return new RectangleF(left, top, right - left, bottom - top);
}
/// <summary>
/// Shifts all nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s by the specified shift.
/// </summary>
/// <param name="slider"><see cref="Slider"/> whose nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted</param>
/// <param name="shift">The <see cref="Vector2"/> the <see cref="Slider"/>'s nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted by</param>
private static void shiftNestedObjects(Slider slider, Vector2 shift)
{
foreach (var hitObject in slider.NestedHitObjects.Where(o => o is SliderTick || o is SliderRepeat))
{
if (!(hitObject is OsuHitObject osuHitObject))
continue;
osuHitObject.Position += shift;
}
}
/// <summary>
/// Clamp a position to playfield, keeping a specified distance from the edges.
/// </summary>
/// <param name="position">The position to be clamped.</param>
/// <param name="padding">The minimum distance allowed from playfield edges.</param>
/// <returns>The clamped position.</returns>
private static Vector2 clampToPlayfieldWithPadding(Vector2 position, float padding)
{
return new Vector2(
Math.Clamp(position.X, padding, OsuPlayfield.BASE_SIZE.X - padding),
Math.Clamp(position.Y, padding, OsuPlayfield.BASE_SIZE.Y - padding)
);
}
public class ObjectPositionInfo
{
/// <summary>
/// The jump angle from the previous hit object to this one, relative to the previous hit object's jump angle.
/// </summary>
/// <remarks>
/// <see cref="RelativeAngle"/> of the first hit object in a beatmap represents the absolute angle from playfield center to the object.
/// </remarks>
/// <example>
/// If <see cref="RelativeAngle"/> is 0, the player's cursor doesn't need to change its direction of movement when passing
/// the previous object to reach this one.
/// </example>
public float RelativeAngle { get; set; }
/// <summary>
/// The jump distance from the previous hit object to this one.
/// </summary>
/// <remarks>
/// <see cref="DistanceFromPrevious"/> of the first hit object in a beatmap is relative to the playfield center.
/// </remarks>
public float DistanceFromPrevious { get; set; }
/// <summary>
/// The hit object associated with this <see cref="ObjectPositionInfo"/>.
/// </summary>
public OsuHitObject HitObject { get; }
public ObjectPositionInfo(OsuHitObject hitObject)
{
HitObject = hitObject;
}
}
private class WorkingObject
{
public Vector2 PositionOriginal { get; }
public Vector2 PositionModified { get; set; }
public Vector2 EndPositionModified { get; set; }
public ObjectPositionInfo PositionInfo { get; }
public OsuHitObject HitObject => PositionInfo.HitObject;
public WorkingObject(ObjectPositionInfo positionInfo)
{
PositionInfo = positionInfo;
PositionModified = PositionOriginal = HitObject.Position;
EndPositionModified = HitObject.EndPosition;
}
}
}
}
@@ -14,15 +14,15 @@ namespace osu.Game.Rulesets.Taiko.Tests
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko";
[TestCase(2.2420075288523802d, "diffcalc-test")]
[TestCase(2.2420075288523802d, "diffcalc-test-strong")]
public void Test(double expected, string name)
=> base.Test(expected, name);
[TestCase(2.2420075288523802d, 200, "diffcalc-test")]
[TestCase(2.2420075288523802d, 200, "diffcalc-test-strong")]
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
=> base.Test(expectedStarRating, expectedMaxCombo, name);
[TestCase(3.134084469440479d, "diffcalc-test")]
[TestCase(3.134084469440479d, "diffcalc-test-strong")]
public void TestClockRateAdjusted(double expected, string name)
=> Test(expected, name, new TaikoModDoubleTime());
[TestCase(3.134084469440479d, 200, "diffcalc-test")]
[TestCase(3.134084469440479d, 200, "diffcalc-test-strong")]
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new TaikoModDoubleTime());
protected override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => new TaikoDifficultyCalculator(new TaikoRuleset().RulesetInfo, beatmap);
@@ -28,9 +28,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
// flying hits all land in one common scrolling container (and stay there for rewind purposes),
// so we need to manually get the latest one.
flyingHit = this.ChildrenOfType<DrawableFlyingHit>()
.OrderByDescending(h => h.HitObject.StartTime)
.FirstOrDefault();
flyingHit = this.ChildrenOfType<DrawableFlyingHit>().MaxBy(h => h.HitObject.StartTime);
});
AddAssert("hit type is correct", () => flyingHit.HitObject.Type == hitType);
@@ -14,37 +14,35 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
{
public class TaikoPerformanceCalculator : PerformanceCalculator
{
protected new TaikoDifficultyAttributes Attributes => (TaikoDifficultyAttributes)base.Attributes;
private Mod[] mods;
private int countGreat;
private int countOk;
private int countMeh;
private int countMiss;
public TaikoPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
: base(ruleset, attributes, score)
public TaikoPerformanceCalculator()
: base(new TaikoRuleset())
{
}
public override PerformanceAttributes Calculate()
protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes)
{
mods = Score.Mods;
countGreat = Score.Statistics.GetValueOrDefault(HitResult.Great);
countOk = Score.Statistics.GetValueOrDefault(HitResult.Ok);
countMeh = Score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss);
var taikoAttributes = (TaikoDifficultyAttributes)attributes;
countGreat = score.Statistics.GetValueOrDefault(HitResult.Great);
countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
double multiplier = 1.1; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
if (mods.Any(m => m is ModNoFail))
if (score.Mods.Any(m => m is ModNoFail))
multiplier *= 0.90;
if (mods.Any(m => m is ModHidden))
if (score.Mods.Any(m => m is ModHidden))
multiplier *= 1.10;
double difficultyValue = computeDifficultyValue();
double accuracyValue = computeAccuracyValue();
double difficultyValue = computeDifficultyValue(score, taikoAttributes);
double accuracyValue = computeAccuracyValue(score, taikoAttributes);
double totalValue =
Math.Pow(
Math.Pow(difficultyValue, 1.1) +
@@ -59,30 +57,30 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
};
}
private double computeDifficultyValue()
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
{
double difficultyValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.StarRating / 0.0075) - 4.0, 2.0) / 100000.0;
double difficultyValue = Math.Pow(5.0 * Math.Max(1.0, attributes.StarRating / 0.0075) - 4.0, 2.0) / 100000.0;
double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
difficultyValue *= lengthBonus;
difficultyValue *= Math.Pow(0.985, countMiss);
if (mods.Any(m => m is ModHidden))
if (score.Mods.Any(m => m is ModHidden))
difficultyValue *= 1.025;
if (mods.Any(m => m is ModFlashlight<TaikoHitObject>))
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
difficultyValue *= 1.05 * lengthBonus;
return difficultyValue * Score.Accuracy;
return difficultyValue * score.Accuracy;
}
private double computeAccuracyValue()
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
{
if (Attributes.GreatHitWindow <= 0)
if (attributes.GreatHitWindow <= 0)
return 0;
double accValue = Math.Pow(150.0 / Attributes.GreatHitWindow, 1.1) * Math.Pow(Score.Accuracy, 15) * 22.0;
double accValue = Math.Pow(150.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 15) * 22.0;
// Bonus for many objects - it's harder to keep good accuracy up for longer
return accValue * Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
@@ -3,19 +3,14 @@
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Replays;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Taiko.Mods
{
public class TaikoModAutoplay : ModAutoplay
{
public override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score
{
ScoreInfo = new ScoreInfo { User = new APIUser { Username = "mekkadosu!" } },
Replay = new TaikoAutoGenerator(beatmap).Generate(),
};
public override ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<Mod> mods)
=> new ModReplayData(new TaikoAutoGenerator(beatmap).Generate(), new ModCreatedUser { Username = "mekkadosu!" });
}
}
@@ -3,20 +3,15 @@
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Replays;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Taiko.Mods
{
public class TaikoModCinema : ModCinema<TaikoHitObject>
{
public override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score
{
ScoreInfo = new ScoreInfo { User = new APIUser { Username = "mekkadosu!" } },
Replay = new TaikoAutoGenerator(beatmap).Generate(),
};
public override ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<Mod> mods)
=> new ModReplayData(new TaikoAutoGenerator(beatmap).Generate(), new ModCreatedUser { Username = "mekkadosu!" });
}
}
@@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
/// <summary>
/// Default size of a drawable taiko hit object.
/// </summary>
public const float DEFAULT_SIZE = 0.45f;
public const float DEFAULT_SIZE = 0.475f;
public override Judgement CreateJudgement() => new TaikoJudgement();
@@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
/// <summary>
/// Scale multiplier for a strong drawable taiko hit object.
/// </summary>
public const float STRONG_SCALE = 1.4f;
public const float STRONG_SCALE = 1 / 0.65f;
/// <summary>
/// Default size of a strong drawable taiko hit object.
@@ -7,6 +7,11 @@ namespace osu.Game.Rulesets.Taiko.Scoring
{
internal class TaikoScoreProcessor : ScoreProcessor
{
public TaikoScoreProcessor()
: base(new TaikoRuleset())
{
}
protected override double DefaultAccuracyPortion => 0.75;
protected override double DefaultComboPortion => 0.25;
@@ -11,6 +11,7 @@ using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets.Taiko.Objects;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Taiko.Skinning.Default
@@ -24,8 +25,9 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
/// </summary>
public abstract class CirclePiece : BeatSyncedContainer, IHasAccentColour
{
public const float SYMBOL_SIZE = 0.45f;
public const float SYMBOL_SIZE = TaikoHitObject.DEFAULT_SIZE;
public const float SYMBOL_BORDER = 8;
private const double pre_beat_transition_time = 80;
private Color4 accentColour;
@@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
new Sprite
{
Texture = skin.GetTexture("approachcircle"),
Scale = new Vector2(0.73f),
Scale = new Vector2(0.83f),
Alpha = 0.47f, // eyeballed to match stable
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
@@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
new Sprite
{
Texture = skin.GetTexture("taikobigcircle"),
Scale = new Vector2(0.7f),
Scale = new Vector2(0.8f),
Alpha = 0.22f, // eyeballed to match stable
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
+1 -1
View File
@@ -171,7 +171,7 @@ namespace osu.Game.Rulesets.Taiko
public override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => new TaikoDifficultyCalculator(RulesetInfo, beatmap);
public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new TaikoPerformanceCalculator(this, attributes, score);
public override PerformanceCalculator CreatePerformanceCalculator() => new TaikoPerformanceCalculator();
public int LegacyID => 1;
@@ -175,7 +175,7 @@ namespace osu.Game.Tests.Beatmaps.Formats
private class TestLegacySkin : LegacySkin
{
public TestLegacySkin(IResourceStore<byte[]> storage, string fileName)
: base(new SkinInfo { Name = "Test Skin", Creator = "Craftplacer" }, storage, null, fileName)
: base(new SkinInfo { Name = "Test Skin", Creator = "Craftplacer" }, null, storage, fileName)
{
}
}
@@ -8,6 +8,7 @@ using System.Linq;
using NUnit.Framework;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Formats;
using osu.Game.Replays;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Catch;
@@ -64,6 +65,62 @@ namespace osu.Game.Tests.Beatmaps.Formats
}
}
[TestCase(3, true)]
[TestCase(6, false)]
[TestCase(LegacyBeatmapDecoder.LATEST_VERSION, false)]
public void TestLegacyBeatmapReplayOffsetsDecode(int beatmapVersion, bool offsetApplied)
{
const double first_frame_time = 48;
const double second_frame_time = 65;
var decoder = new TestLegacyScoreDecoder(beatmapVersion);
using (var resourceStream = TestResources.OpenResource("Replays/mania-replay.osr"))
{
var score = decoder.Parse(resourceStream);
Assert.That(score.Replay.Frames[0].Time, Is.EqualTo(first_frame_time + (offsetApplied ? LegacyBeatmapDecoder.EARLY_VERSION_TIMING_OFFSET : 0)));
Assert.That(score.Replay.Frames[1].Time, Is.EqualTo(second_frame_time + (offsetApplied ? LegacyBeatmapDecoder.EARLY_VERSION_TIMING_OFFSET : 0)));
}
}
[TestCase(3)]
[TestCase(6)]
[TestCase(LegacyBeatmapDecoder.LATEST_VERSION)]
public void TestLegacyBeatmapReplayOffsetsEncodeDecode(int beatmapVersion)
{
const double first_frame_time = 2000;
const double second_frame_time = 3000;
var ruleset = new OsuRuleset().RulesetInfo;
var scoreInfo = TestResources.CreateTestScoreInfo(ruleset);
var beatmap = new TestBeatmap(ruleset)
{
BeatmapInfo =
{
BeatmapVersion = beatmapVersion
}
};
var score = new Score
{
ScoreInfo = scoreInfo,
Replay = new Replay
{
Frames = new List<ReplayFrame>
{
new OsuReplayFrame(first_frame_time, OsuPlayfield.BASE_SIZE / 2, OsuAction.LeftButton),
new OsuReplayFrame(second_frame_time, OsuPlayfield.BASE_SIZE / 2, OsuAction.LeftButton)
}
}
};
var decodedAfterEncode = encodeThenDecode(beatmapVersion, score, beatmap);
Assert.That(decodedAfterEncode.Replay.Frames[0].Time, Is.EqualTo(first_frame_time));
Assert.That(decodedAfterEncode.Replay.Frames[1].Time, Is.EqualTo(second_frame_time));
}
[Test]
public void TestCultureInvariance()
{
@@ -86,15 +143,7 @@ namespace osu.Game.Tests.Beatmaps.Formats
// rather than the classic ASCII U+002D HYPHEN-MINUS.
CultureInfo.CurrentCulture = new CultureInfo("se");
var encodeStream = new MemoryStream();
var encoder = new LegacyScoreEncoder(score, beatmap);
encoder.Encode(encodeStream);
var decodeStream = new MemoryStream(encodeStream.GetBuffer());
var decoder = new TestLegacyScoreDecoder();
var decodedAfterEncode = decoder.Parse(decodeStream);
var decodedAfterEncode = encodeThenDecode(LegacyBeatmapDecoder.LATEST_VERSION, score, beatmap);
Assert.Multiple(() =>
{
@@ -110,6 +159,20 @@ namespace osu.Game.Tests.Beatmaps.Formats
});
}
private static Score encodeThenDecode(int beatmapVersion, Score score, TestBeatmap beatmap)
{
var encodeStream = new MemoryStream();
var encoder = new LegacyScoreEncoder(score, beatmap);
encoder.Encode(encodeStream);
var decodeStream = new MemoryStream(encodeStream.GetBuffer());
var decoder = new TestLegacyScoreDecoder(beatmapVersion);
var decodedAfterEncode = decoder.Parse(decodeStream);
return decodedAfterEncode;
}
[TearDown]
public void TearDown()
{
@@ -118,6 +181,8 @@ namespace osu.Game.Tests.Beatmaps.Formats
private class TestLegacyScoreDecoder : LegacyScoreDecoder
{
private readonly int beatmapVersion;
private static readonly Dictionary<int, Ruleset> rulesets = new Ruleset[]
{
new OsuRuleset(),
@@ -126,6 +191,11 @@ namespace osu.Game.Tests.Beatmaps.Formats
new ManiaRuleset()
}.ToDictionary(ruleset => ((ILegacyRuleset)ruleset).LegacyID);
public TestLegacyScoreDecoder(int beatmapVersion = LegacyBeatmapDecoder.LATEST_VERSION)
{
this.beatmapVersion = beatmapVersion;
}
protected override Ruleset GetRuleset(int rulesetId) => rulesets[rulesetId];
protected override WorkingBeatmap GetBeatmap(string md5Hash) => new TestWorkingBeatmap(new Beatmap
@@ -134,7 +204,8 @@ namespace osu.Game.Tests.Beatmaps.Formats
{
MD5Hash = md5Hash,
Ruleset = new OsuRuleset().RulesetInfo,
Difficulty = new BeatmapDifficulty()
Difficulty = new BeatmapDifficulty(),
BeatmapVersion = beatmapVersion,
}
});
}
@@ -147,7 +147,10 @@ namespace osu.Game.Tests.Database
Live<BeatmapSetInfo>? imported;
using (var reader = new ZipArchiveReader(TestResources.GetTestBeatmapStream()))
{
imported = await importer.Import(reader);
EnsureLoaded(realm.Realm);
}
Assert.AreEqual(1, realm.Realm.All<BeatmapSetInfo>().Count());
@@ -510,6 +513,8 @@ namespace osu.Game.Tests.Database
new ImportTask(zipStream, string.Empty)
);
realm.Run(r => r.Refresh());
checkBeatmapSetCount(realm.Realm, 0);
checkBeatmapCount(realm.Realm, 0);
@@ -565,6 +570,8 @@ namespace osu.Game.Tests.Database
{
}
EnsureLoaded(realm.Realm);
checkBeatmapSetCount(realm.Realm, 1);
checkBeatmapCount(realm.Realm, 12);
@@ -590,6 +597,8 @@ namespace osu.Game.Tests.Database
Assert.IsTrue(imported.DeletePending);
var originalAddedDate = imported.DateAdded;
var importedSecondTime = await LoadOszIntoStore(importer, realm.Realm);
// check the newly "imported" beatmap is actually just the restored previous import. since it matches hash.
@@ -597,6 +606,7 @@ namespace osu.Game.Tests.Database
Assert.IsTrue(imported.Beatmaps.First().ID == importedSecondTime.Beatmaps.First().ID);
Assert.IsFalse(imported.DeletePending);
Assert.IsFalse(importedSecondTime.DeletePending);
Assert.That(importedSecondTime.DateAdded, Is.GreaterThan(originalAddedDate));
});
}
@@ -646,6 +656,8 @@ namespace osu.Game.Tests.Database
Assert.IsTrue(imported.DeletePending);
var originalAddedDate = imported.DateAdded;
var importedSecondTime = await LoadOszIntoStore(importer, realm.Realm);
// check the newly "imported" beatmap is actually just the restored previous import. since it matches hash.
@@ -653,6 +665,7 @@ namespace osu.Game.Tests.Database
Assert.IsTrue(imported.Beatmaps.First().ID == importedSecondTime.Beatmaps.First().ID);
Assert.IsFalse(imported.DeletePending);
Assert.IsFalse(importedSecondTime.DeletePending);
Assert.That(importedSecondTime.DateAdded, Is.GreaterThan(originalAddedDate));
});
}
@@ -720,6 +733,8 @@ namespace osu.Game.Tests.Database
var imported = importer.Import(toImport);
realm.Run(r => r.Refresh());
Assert.NotNull(imported);
Debug.Assert(imported != null);
@@ -885,6 +900,8 @@ namespace osu.Game.Tests.Database
string? temp = TestResources.GetTestBeatmapForImport();
await importer.Import(temp);
EnsureLoaded(realm.Realm);
// Update via the beatmap, not the beatmap info, to ensure correct linking
BeatmapSetInfo setToUpdate = realm.Realm.All<BeatmapSetInfo>().First();
+2 -2
View File
@@ -39,7 +39,7 @@ namespace osu.Game.Tests.Database
// ReSharper disable once AccessToDisposedClosure
var testStorage = new OsuStorage(host, storage.GetStorageForDirectory(caller));
using (var realm = new RealmAccess(testStorage, "client"))
using (var realm = new RealmAccess(testStorage, OsuGameBase.CLIENT_DATABASE_FILENAME))
{
Logger.Log($"Running test using realm file {testStorage.GetFullPath(realm.Filename)}");
testAction(realm, testStorage);
@@ -62,7 +62,7 @@ namespace osu.Game.Tests.Database
{
var testStorage = storage.GetStorageForDirectory(caller);
using (var realm = new RealmAccess(testStorage, "client"))
using (var realm = new RealmAccess(testStorage, OsuGameBase.CLIENT_DATABASE_FILENAME))
{
Logger.Log($"Running test using realm file {testStorage.GetFullPath(realm.Filename)}");
await testAction(realm, testStorage);
@@ -26,6 +26,12 @@ namespace osu.Game.Tests.Gameplay
Dependencies.Cache(localConfig = new OsuConfigManager(LocalStorage));
}
[SetUpSteps]
public void SetUpSteps()
{
AddStep("reset audio offset", () => localConfig.SetValue(OsuSetting.AudioOffset, 0.0));
}
[Test]
public void TestStartThenElapsedTime()
{
@@ -36,7 +42,7 @@ namespace osu.Game.Tests.Gameplay
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
working.LoadTrack();
Add(gameplayClockContainer = new MasterGameplayClockContainer(working, 0));
Child = gameplayClockContainer = new MasterGameplayClockContainer(working, 0);
});
AddStep("start clock", () => gameplayClockContainer.Start());
@@ -53,7 +59,7 @@ namespace osu.Game.Tests.Gameplay
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
working.LoadTrack();
Add(gameplayClockContainer = new MasterGameplayClockContainer(working, 0));
Child = gameplayClockContainer = new MasterGameplayClockContainer(working, 0);
});
AddStep("start clock", () => gameplayClockContainer.Start());
@@ -73,26 +79,29 @@ namespace osu.Game.Tests.Gameplay
public void TestSeekPerformsInGameplayTime(
[Values(1.0, 0.5, 2.0)] double clockRate,
[Values(0.0, 200.0, -200.0)] double userOffset,
[Values(false, true)] bool whileStopped)
[Values(false, true)] bool whileStopped,
[Values(false, true)] bool setAudioOffsetBeforeConstruction)
{
ClockBackedTestWorkingBeatmap working = null;
GameplayClockContainer gameplayClockContainer = null;
if (setAudioOffsetBeforeConstruction)
AddStep($"preset audio offset to {userOffset}", () => localConfig.SetValue(OsuSetting.AudioOffset, userOffset));
AddStep("create container", () =>
{
working = new ClockBackedTestWorkingBeatmap(new OsuRuleset().RulesetInfo, new FramedClock(new ManualClock()), Audio);
working.LoadTrack();
Add(gameplayClockContainer = new MasterGameplayClockContainer(working, 0));
Child = gameplayClockContainer = new MasterGameplayClockContainer(working, 0);
if (whileStopped)
gameplayClockContainer.Stop();
gameplayClockContainer.Reset();
gameplayClockContainer.Reset(startClock: !whileStopped);
});
AddStep($"set clock rate to {clockRate}", () => working.Track.AddAdjustment(AdjustableProperty.Frequency, new BindableDouble(clockRate)));
AddStep($"set audio offset to {userOffset}", () => localConfig.SetValue(OsuSetting.AudioOffset, userOffset));
if (!setAudioOffsetBeforeConstruction)
AddStep($"set audio offset to {userOffset}", () => localConfig.SetValue(OsuSetting.AudioOffset, userOffset));
AddStep("seek to 2500", () => gameplayClockContainer.Seek(2500));
AddAssert("gameplay clock time = 2500", () => Precision.AlmostEquals(gameplayClockContainer.CurrentTime, 2500, 10f));
@@ -25,7 +25,7 @@ namespace osu.Game.Tests.Gameplay
{
var beatmap = new Beatmap<HitObject> { HitObjects = { new HitObject() } };
var scoreProcessor = new ScoreProcessor();
var scoreProcessor = new ScoreProcessor(new OsuRuleset());
scoreProcessor.ApplyBeatmap(beatmap);
// Apply a miss judgement
@@ -39,7 +39,7 @@ namespace osu.Game.Tests.Gameplay
{
var beatmap = new Beatmap<HitObject> { HitObjects = { new HitObject() } };
var scoreProcessor = new ScoreProcessor();
var scoreProcessor = new ScoreProcessor(new OsuRuleset());
scoreProcessor.ApplyBeatmap(beatmap);
// Apply a judgement
@@ -53,7 +53,7 @@ namespace osu.Game.Tests.Gameplay
{
var beatmap = new Beatmap<HitObject> { HitObjects = { new HitCircle() } };
var scoreProcessor = new ScoreProcessor();
var scoreProcessor = new ScoreProcessor(new OsuRuleset());
scoreProcessor.ApplyBeatmap(beatmap);
scoreProcessor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new TestJudgement(HitResult.Great)) { Type = HitResult.Great });
@@ -88,7 +88,7 @@ namespace osu.Game.Tests.Gameplay
[Test]
public void TestSampleHasLifetimeEndWithInitialClockTime()
{
GameplayClockContainer gameplayContainer = null;
MasterGameplayClockContainer gameplayContainer = null;
DrawableStoryboardSample sample = null;
AddStep("create container", () =>
@@ -96,8 +96,11 @@ namespace osu.Game.Tests.Gameplay
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
working.LoadTrack();
Add(gameplayContainer = new MasterGameplayClockContainer(working, 1000, true)
const double start_time = 1000;
Add(gameplayContainer = new MasterGameplayClockContainer(working, start_time)
{
StartTime = start_time,
IsPaused = { Value = true },
Child = new FrameStabilityContainer
{
@@ -148,7 +151,7 @@ namespace osu.Game.Tests.Gameplay
private class TestSkin : LegacySkin
{
public TestSkin(string resourceName, IStorageResourceProvider resources)
: base(DefaultLegacySkin.CreateInfo(), new TestResourceStore(resourceName), resources, "skin.ini")
: base(DefaultLegacySkin.CreateInfo(), resources, new TestResourceStore(resourceName))
{
}
}
@@ -0,0 +1,65 @@
// 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 NUnit.Framework;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Catch;
using osu.Game.Rulesets.Mania;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Taiko;
using osu.Game.Utils;
namespace osu.Game.Tests.Mods
{
[TestFixture]
public class MultiModIncompatibilityTest
{
/// <summary>
/// Ensures that all mods grouped into <see cref="MultiMod"/>s, as declared by the default rulesets, are pairwise incompatible with each other.
/// </summary>
[TestCase(typeof(OsuRuleset))]
[TestCase(typeof(TaikoRuleset))]
[TestCase(typeof(CatchRuleset))]
[TestCase(typeof(ManiaRuleset))]
public void TestAllMultiModsFromRulesetAreIncompatible(Type rulesetType)
{
var ruleset = (Ruleset)Activator.CreateInstance(rulesetType);
Assert.That(ruleset, Is.Not.Null);
var allMultiMods = getMultiMods(ruleset);
Assert.Multiple(() =>
{
foreach (var multiMod in allMultiMods)
{
int modCount = multiMod.Mods.Length;
for (int i = 0; i < modCount; ++i)
{
// indexing from i + 1 ensures that only pairs of different mods are checked, and are checked only once
// (indexing from 0 would check each pair twice, and also check each mod against itself).
for (int j = i + 1; j < modCount; ++j)
{
var firstMod = multiMod.Mods[i];
var secondMod = multiMod.Mods[j];
Assert.That(
ModUtils.CheckCompatibleSet(new[] { firstMod, secondMod }), Is.False,
$"{firstMod.Name} ({firstMod.Acronym}) and {secondMod.Name} ({secondMod.Acronym}) should be incompatible.");
}
}
}
});
}
/// <remarks>
/// This local helper is used rather than <see cref="Ruleset.CreateAllMods"/>, because the aforementioned method flattens multi mods.
/// </remarks>>
private static IEnumerable<MultiMod> getMultiMods(Ruleset ruleset)
=> Enum.GetValues(typeof(ModType)).Cast<ModType>().SelectMany(ruleset.GetModsFor).OfType<MultiMod>();
}
}
@@ -143,14 +143,14 @@ namespace osu.Game.Tests.NonVisual
Assert.That(osuStorage, Is.Not.Null);
// In the following tests, realm files are ignored as
// - in the case of checking the source, interacting with the pipe files (client.realm.note) may
// - in the case of checking the source, interacting with the pipe files (.realm.note) may
// lead to unexpected behaviour.
// - in the case of checking the destination, the files may have already been recreated by the game
// as part of the standard migration flow.
foreach (string file in osuStorage.IgnoreFiles)
{
if (!file.Contains("realm", StringComparison.Ordinal))
if (!file.Contains(".realm", StringComparison.Ordinal))
{
Assert.That(File.Exists(Path.Combine(originalDirectory, file)));
Assert.That(storage.Exists(file), Is.False, () => $"{file} exists in destination when it was expected to be ignored");
@@ -159,7 +159,7 @@ namespace osu.Game.Tests.NonVisual
foreach (string dir in osuStorage.IgnoreDirectories)
{
if (!dir.Contains("realm", StringComparison.Ordinal))
if (!dir.Contains(".realm", StringComparison.Ordinal))
{
Assert.That(Directory.Exists(Path.Combine(originalDirectory, dir)));
Assert.That(storage.Exists(dir), Is.False, () => $"{dir} exists in destination when it was expected to be ignored");
@@ -188,19 +188,17 @@ namespace osu.Game.Tests.NonVisual
{
var osu = LoadOsuIntoHost(host);
const string database_filename = "client.realm";
Assert.DoesNotThrow(() => osu.Migrate(customPath));
Assert.That(File.Exists(Path.Combine(customPath, database_filename)));
Assert.That(File.Exists(Path.Combine(customPath, OsuGameBase.CLIENT_DATABASE_FILENAME)));
Assert.DoesNotThrow(() => osu.Migrate(customPath2));
Assert.That(File.Exists(Path.Combine(customPath2, database_filename)));
Assert.That(File.Exists(Path.Combine(customPath2, OsuGameBase.CLIENT_DATABASE_FILENAME)));
// some files may have been left behind for whatever reason, but that's not what we're testing here.
cleanupPath(customPath);
Assert.DoesNotThrow(() => osu.Migrate(customPath));
Assert.That(File.Exists(Path.Combine(customPath, database_filename)));
Assert.That(File.Exists(Path.Combine(customPath, OsuGameBase.CLIENT_DATABASE_FILENAME)));
}
finally
{
@@ -233,6 +231,46 @@ namespace osu.Game.Tests.NonVisual
}
}
[Test]
public void TestMigrationFailsOnExistingData()
{
string customPath = prepareCustomPath();
string customPath2 = prepareCustomPath();
using (var host = new CustomTestHeadlessGameHost())
{
try
{
var osu = LoadOsuIntoHost(host);
var storage = osu.Dependencies.Get<Storage>();
var osuStorage = storage as OsuStorage;
string originalDirectory = storage.GetFullPath(".");
Assert.DoesNotThrow(() => osu.Migrate(customPath));
Assert.That(File.Exists(Path.Combine(customPath, OsuGameBase.CLIENT_DATABASE_FILENAME)));
Directory.CreateDirectory(customPath2);
File.Copy(Path.Combine(customPath, OsuGameBase.CLIENT_DATABASE_FILENAME), Path.Combine(customPath2, OsuGameBase.CLIENT_DATABASE_FILENAME));
// Fails because file already exists.
Assert.Throws<ArgumentException>(() => osu.Migrate(customPath2));
osuStorage?.ChangeDataPath(customPath2);
Assert.That(osuStorage?.CustomStoragePath, Is.EqualTo(customPath2));
Assert.That(new StreamReader(Path.Combine(originalDirectory, "storage.ini")).ReadToEnd().Contains($"FullPath = {customPath2}"));
}
finally
{
host.Exit();
cleanupPath(customPath);
cleanupPath(customPath2);
}
}
}
[Test]
public void TestMigrationToNestedTargetFails()
{
@@ -1,12 +1,21 @@
// 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.IO;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using NUnit.Framework;
using osu.Framework.Graphics.OpenGL.Textures;
using osu.Framework.Audio;
using osu.Framework.Graphics.Textures;
using osu.Framework.IO.Stores;
using osu.Game.Database;
using osu.Game.IO;
using osu.Game.Skinning;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
namespace osu.Game.Tests.NonVisual.Skinning
{
@@ -60,6 +69,34 @@ namespace osu.Game.Tests.NonVisual.Skinning
"Gameplay/osu/followpoint",
"followpoint", 1
},
new object[]
{
// Looking up a filename with extension specified should work.
new[] { "followpoint.png" },
"followpoint.png",
"followpoint.png", 1
},
new object[]
{
// Looking up a filename with extension specified should also work with @2x sprites.
new[] { "followpoint@2x.png" },
"followpoint.png",
"followpoint@2x.png", 2
},
new object[]
{
// Looking up a path with extension specified should work.
new[] { "Gameplay/osu/followpoint.png" },
"Gameplay/osu/followpoint.png",
"Gameplay/osu/followpoint.png", 1
},
new object[]
{
// Looking up a path with extension specified should also work with @2x sprites.
new[] { "Gameplay/osu/followpoint@2x.png" },
"Gameplay/osu/followpoint.png",
"Gameplay/osu/followpoint@2x.png", 2
},
};
[TestCaseSource(nameof(fallbackTestCases))]
@@ -71,7 +108,7 @@ namespace osu.Game.Tests.NonVisual.Skinning
var texture = legacySkin.GetTexture(requestedComponent);
Assert.IsNotNull(texture);
Assert.AreEqual(textureStore.Textures[expectedTexture], texture);
Assert.AreEqual(textureStore.Textures[expectedTexture].Width, texture.Width);
Assert.AreEqual(expectedScale, texture.ScaleAdjust);
}
@@ -88,23 +125,50 @@ namespace osu.Game.Tests.NonVisual.Skinning
private class TestLegacySkin : LegacySkin
{
public TestLegacySkin(TextureStore textureStore)
: base(new SkinInfo(), null, null, string.Empty)
public TestLegacySkin(IResourceStore<TextureUpload> textureStore)
: base(new SkinInfo(), new TestResourceProvider(textureStore), null, string.Empty)
{
Textures = textureStore;
}
private class TestResourceProvider : IStorageResourceProvider
{
private readonly IResourceStore<TextureUpload> textureStore;
public TestResourceProvider(IResourceStore<TextureUpload> textureStore)
{
this.textureStore = textureStore;
}
public AudioManager AudioManager => null;
public IResourceStore<byte[]> Files => null;
public IResourceStore<byte[]> Resources => null;
public RealmAccess RealmAccess => null;
public IResourceStore<TextureUpload> CreateTextureLoaderStore(IResourceStore<byte[]> underlyingStore) => textureStore;
}
}
private class TestTextureStore : TextureStore
private class TestTextureStore : IResourceStore<TextureUpload>
{
public readonly Dictionary<string, Texture> Textures;
public readonly Dictionary<string, TextureUpload> Textures;
public TestTextureStore(params string[] fileNames)
{
Textures = fileNames.ToDictionary(fileName => fileName, fileName => new Texture(1, 1));
// use an incrementing width to allow assertion matching on correct textures as they turn from uploads into actual textures.
int width = 1;
Textures = fileNames.ToDictionary(fileName => fileName, fileName => new TextureUpload(new Image<Rgba32>(width, width++)));
}
public override Texture Get(string name, WrapMode wrapModeS, WrapMode wrapModeT) => Textures.GetValueOrDefault(name);
public TextureUpload Get(string name) => Textures.GetValueOrDefault(name);
public Task<TextureUpload> GetAsync(string name, CancellationToken cancellationToken = new CancellationToken()) => Task.FromResult(Get(name));
public Stream GetStream(string name) => throw new NotImplementedException();
public IEnumerable<string> GetAvailableResources() => throw new NotImplementedException();
public void Dispose()
{
}
}
}
}
@@ -33,9 +33,10 @@ namespace osu.Game.Tests.Online
var converted = deserialized?.ToMod(new TestRuleset());
Assert.NotNull(converted);
Assert.That(converted, Is.TypeOf(typeof(UnknownMod)));
Assert.That(converted?.Type, Is.EqualTo(ModType.System));
Assert.That(converted?.Acronym, Is.EqualTo("WNG??"));
Assert.That(converted.Type, Is.EqualTo(ModType.System));
Assert.That(converted.Acronym, Is.EqualTo("WNG??"));
}
[Test]
@@ -27,7 +27,7 @@ namespace osu.Game.Tests.Rulesets.Scoring
[SetUp]
public void SetUp()
{
scoreProcessor = new ScoreProcessor();
scoreProcessor = new ScoreProcessor(new TestRuleset());
beatmap = new TestBeatmap(new RulesetInfo())
{
HitObjects = new List<HitObject>
+22
View File
@@ -11,6 +11,7 @@ using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Platform;
using osu.Game.Database;
using osu.Game.Extensions;
using osu.Game.IO;
using osu.Game.IO.Archives;
using osu.Game.Skinning;
@@ -110,6 +111,27 @@ namespace osu.Game.Tests.Skins.IO
assertImportedOnce(import1, import2);
});
[Test]
public Task TestImportExportedSkinFilename() => runSkinTest(async osu =>
{
MemoryStream exportStream = new MemoryStream();
var import1 = await loadSkinIntoOsu(osu, new ZipArchiveReader(createOskWithIni("name 1", "author 1"), "custom.osk"));
assertCorrectMetadata(import1, "name 1 [custom]", "author 1", osu);
import1.PerformRead(s =>
{
new LegacySkinExporter(osu.Dependencies.Get<Storage>()).ExportModelTo(s, exportStream);
});
string exportFilename = import1.GetDisplayString();
var import2 = await loadSkinIntoOsu(osu, new ZipArchiveReader(exportStream, $"{exportFilename}.osk"));
assertCorrectMetadata(import2, "name 1 [custom]", "author 1", osu);
assertImportedOnce(import1, import2);
});
[Test]
public Task TestSameMetadataNameSameFolderName() => runSkinTest(async osu =>
{
@@ -77,7 +77,7 @@ namespace osu.Game.Tests.Skins
public class BeatmapSkinSource : LegacyBeatmapSkin
{
public BeatmapSkinSource()
: base(new TestBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo, null, null)
: base(new TestBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo, null)
{
}
@@ -202,7 +202,7 @@ namespace osu.Game.Tests.Skins
public class BeatmapSkinSource : LegacyBeatmapSkin
{
public BeatmapSkinSource()
: base(new TestBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo, null, null)
: base(new TestBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo, null)
{
}
}
@@ -359,9 +359,9 @@ namespace osu.Game.Tests.Visual.Background
protected override BackgroundScreen CreateBackground() =>
new FadeAccessibleBackground(Beatmap.Value);
public override void OnEntering(IScreen last)
public override void OnEntering(ScreenTransitionEvent e)
{
base.OnEntering(last);
base.OnEntering(e);
ApplyToBackground(b => ReplacesBackground.BindTo(b.StoryboardReplacesBackground));
}
@@ -50,7 +50,7 @@ namespace osu.Game.Tests.Visual.Collections
});
Dependencies.Cache(manager);
Dependencies.Cache(dialogOverlay);
Dependencies.CacheAs<IDialogOverlay>(dialogOverlay);
}
[SetUp]
@@ -1,44 +1,71 @@
// 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.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Compose;
using osu.Game.Skinning;
namespace osu.Game.Tests.Visual.Editing
{
[TestFixture]
public class TestSceneComposeScreen : EditorClockTestScene
{
[Cached(typeof(EditorBeatmap))]
[Cached(typeof(IBeatSnapProvider))]
private readonly EditorBeatmap editorBeatmap =
new EditorBeatmap(new OsuBeatmap
{
BeatmapInfo =
{
Ruleset = new OsuRuleset().RulesetInfo
}
});
private EditorBeatmap editorBeatmap;
[Cached]
private EditorClipboard clipboard = new EditorClipboard();
protected override void LoadComplete()
[SetUpSteps]
public void SetUpSteps()
{
base.LoadComplete();
Beatmap.Value = CreateWorkingBeatmap(editorBeatmap.PlayableBeatmap);
Child = new ComposeScreen
AddStep("setup compose screen", () =>
{
State = { Value = Visibility.Visible },
};
var beatmap = new OsuBeatmap
{
BeatmapInfo = { Ruleset = new OsuRuleset().RulesetInfo }
};
editorBeatmap = new EditorBeatmap(beatmap, new LegacyBeatmapSkin(beatmap.BeatmapInfo, null));
Beatmap.Value = CreateWorkingBeatmap(editorBeatmap.PlayableBeatmap);
Child = new DependencyProvidingContainer
{
RelativeSizeAxes = Axes.Both,
CachedDependencies = new (Type, object)[]
{
(typeof(EditorBeatmap), editorBeatmap),
(typeof(IBeatSnapProvider), editorBeatmap),
},
Child = new ComposeScreen { State = { Value = Visibility.Visible } },
};
});
AddUntilStep("wait for composer", () => this.ChildrenOfType<HitObjectComposer>().SingleOrDefault()?.IsLoaded == true);
}
/// <summary>
/// Ensures that the skin of the edited beatmap is properly wrapped in a <see cref="LegacySkinTransformer"/>.
/// </summary>
[Test]
public void TestLegacyBeatmapSkinHasTransformer()
{
AddAssert("legacy beatmap skin has transformer", () =>
{
var sources = this.ChildrenOfType<BeatmapSkinProvidingContainer>().First().AllSources;
return sources.OfType<LegacySkinTransformer>().Count(t => t.Skin == editorBeatmap.BeatmapSkin.AsNonNull().Skin) == 1;
});
}
}
}

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