// 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.Diagnostics.CodeAnalysis; using System.Linq; using osu.Framework.Extensions.LocalisationExtensions; using osu.Framework.Localisation; using osu.Game.Online.API; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; namespace osu.Game.Utils { /// <summary> /// A set of utilities to handle <see cref="Mod"/> combinations. /// </summary> public static class ModUtils { /// <summary> /// Checks that all <see cref="Mod"/>s are compatible with each-other, and that all appear within a set of allowed types. /// </summary> /// <remarks> /// The allowed types must contain exact <see cref="Mod"/> types for the respective <see cref="Mod"/>s to be allowed. /// </remarks> /// <param name="combination">The <see cref="Mod"/>s to check.</param> /// <param name="allowedTypes">The set of allowed <see cref="Mod"/> types.</param> /// <returns>Whether all <see cref="Mod"/>s are compatible with each-other and appear in the set of allowed types.</returns> public static bool CheckCompatibleSetAndAllowed(IEnumerable<Mod> combination, IEnumerable<Type> allowedTypes) { // Prevent multiple-enumeration. var combinationList = combination as ICollection<Mod> ?? combination.ToArray(); return CheckCompatibleSet(combinationList, out _) && CheckAllowed(combinationList, allowedTypes); } /// <summary> /// Checks that all <see cref="Mod"/>s in a combination are compatible with each-other. /// </summary> /// <param name="combination">The <see cref="Mod"/> combination to check.</param> /// <returns>Whether all <see cref="Mod"/>s in the combination are compatible with each-other.</returns> public static bool CheckCompatibleSet(IEnumerable<Mod> combination) => CheckCompatibleSet(combination, out _); /// <summary> /// Checks that all <see cref="Mod"/>s in a combination are compatible with each-other. /// </summary> /// <param name="combination">The <see cref="Mod"/> combination to check.</param> /// <param name="invalidMods">Any invalid mods in the set.</param> /// <returns>Whether all <see cref="Mod"/>s in the combination are compatible with each-other.</returns> public static bool CheckCompatibleSet(IEnumerable<Mod> combination, [NotNullWhen(false)] out List<Mod>? invalidMods) { var mods = FlattenMods(combination).ToArray(); invalidMods = null; // ensure there are no duplicate mod definitions. for (int i = 0; i < mods.Length; i++) { var candidate = mods[i]; for (int j = i + 1; j < mods.Length; j++) { var m = mods[j]; if (candidate.Equals(m)) { invalidMods ??= new List<Mod>(); invalidMods.Add(m); } } } foreach (var mod in mods) { foreach (var type in mod.IncompatibleMods) { foreach (var invalid in mods.Where(m => type.IsInstanceOfType(m))) { if (invalid == mod) continue; invalidMods ??= new List<Mod>(); invalidMods.Add(invalid); } } } return invalidMods == null; } /// <summary> /// Checks that all <see cref="Mod"/>s in a combination appear within a set of allowed types. /// </summary> /// <remarks> /// The set of allowed types must contain exact <see cref="Mod"/> types for the respective <see cref="Mod"/>s to be allowed. /// </remarks> /// <param name="combination">The <see cref="Mod"/> combination to check.</param> /// <param name="allowedTypes">The set of allowed <see cref="Mod"/> types.</param> /// <returns>Whether all <see cref="Mod"/>s in the combination are allowed.</returns> public static bool CheckAllowed(IEnumerable<Mod> combination, IEnumerable<Type> allowedTypes) { var allowedSet = new HashSet<Type>(allowedTypes); return combination.SelectMany(FlattenMod) .All(m => allowedSet.Contains(m.GetType())); } /// <summary> /// Checks that all <see cref="Mod"/>s in a combination are valid for a local gameplay session. /// </summary> /// <param name="mods">The mods to check.</param> /// <param name="invalidMods">Invalid mods, if any were found. Will be null if all mods were valid.</param> /// <returns>Whether the input mods were all valid. If false, <paramref name="invalidMods"/> will contain all invalid entries.</returns> public static bool CheckValidForGameplay(IEnumerable<Mod> mods, [NotNullWhen(false)] out List<Mod>? invalidMods) { mods = mods.ToArray(); // checking compatibility of multi mods would try to flatten them and return incompatible mods. // in gameplay context, we never want MultiMod selected in the first place, therefore check against it first. if (!checkValid(mods, m => !(m is MultiMod), out invalidMods)) return false; if (!CheckCompatibleSet(mods, out invalidMods)) return false; return checkValid(mods, m => m.HasImplementation, out invalidMods); } /// <summary> /// Checks that all <see cref="Mod"/>s in a combination are valid as "required mods" in a multiplayer match session. /// </summary> /// <param name="mods">The mods to check.</param> /// <param name="invalidMods">Invalid mods, if any were found. Will be null if all mods were valid.</param> /// <returns>Whether the input mods were all valid. If false, <paramref name="invalidMods"/> will contain all invalid entries.</returns> public static bool CheckValidRequiredModsForMultiplayer(IEnumerable<Mod> mods, [NotNullWhen(false)] out List<Mod>? invalidMods) { mods = mods.ToArray(); // checking compatibility of multi mods would try to flatten them and return incompatible mods. // in gameplay context, we never want MultiMod selected in the first place, therefore check against it first. if (!checkValid(mods, m => !(m is MultiMod), out invalidMods)) return false; if (!CheckCompatibleSet(mods, out invalidMods)) return false; return checkValid(mods, m => m.Type != ModType.System && m.HasImplementation && m.ValidForMultiplayer, out invalidMods); } /// <summary> /// Checks that all <see cref="Mod"/>s in a combination are valid as "free mods" in a multiplayer match session. /// </summary> /// <remarks> /// Note that this does not check compatibility between mods, /// given that the passed mods are expected to be the ones to be allowed for the multiplayer match, /// not to be confused with the list of mods the user currently has selected for the multiplayer match. /// </remarks> /// <param name="mods">The mods to check.</param> /// <param name="invalidMods">Invalid mods, if any were found. Will be null if all mods were valid.</param> /// <returns>Whether the input mods were all valid. If false, <paramref name="invalidMods"/> will contain all invalid entries.</returns> public static bool CheckValidFreeModsForMultiplayer(IEnumerable<Mod> mods, [NotNullWhen(false)] out List<Mod>? invalidMods) => checkValid(mods, m => m.Type != ModType.System && m.HasImplementation && m.ValidForMultiplayerAsFreeMod && !(m is MultiMod), out invalidMods); private static bool checkValid(IEnumerable<Mod> mods, Predicate<Mod> valid, [NotNullWhen(false)] out List<Mod>? invalidMods) { mods = mods.ToArray(); invalidMods = null; foreach (var mod in mods) { if (!valid(mod)) { invalidMods ??= new List<Mod>(); invalidMods.Add(mod); } } return invalidMods == null; } /// <summary> /// Flattens a set of <see cref="Mod"/>s, returning a new set with all <see cref="MultiMod"/>s removed. /// </summary> /// <param name="mods">The set of <see cref="Mod"/>s to flatten.</param> /// <returns>The new set, containing all <see cref="Mod"/>s in <paramref name="mods"/> recursively with all <see cref="MultiMod"/>s removed.</returns> public static IEnumerable<Mod> FlattenMods(IEnumerable<Mod> mods) => mods.SelectMany(FlattenMod); /// <summary> /// Flattens a <see cref="Mod"/>, returning a set of <see cref="Mod"/>s in-place of any <see cref="MultiMod"/>s. /// </summary> /// <param name="mod">The <see cref="Mod"/> to flatten.</param> /// <returns>A set of singular "flattened" <see cref="Mod"/>s</returns> public static IEnumerable<Mod> FlattenMod(Mod mod) { if (mod is MultiMod multi) { foreach (var m in multi.Mods.SelectMany(FlattenMod)) yield return m; } else yield return mod; } /// <summary> /// Verifies all proposed mods are valid for a given ruleset and returns instantiated <see cref="Mod"/>s for further processing. /// </summary> /// <param name="ruleset">The ruleset to verify mods against.</param> /// <param name="proposedMods">The proposed mods.</param> /// <param name="valid">Mods instantiated from <paramref name="proposedMods"/> which were valid for the given <paramref name="ruleset"/>.</param> /// <returns>Whether all <paramref name="proposedMods"/> were valid for the given <paramref name="ruleset"/>.</returns> public static bool InstantiateValidModsForRuleset(Ruleset ruleset, IEnumerable<APIMod> proposedMods, out List<Mod> valid) { valid = new List<Mod>(); bool proposedWereValid = true; foreach (var apiMod in proposedMods) { var mod = apiMod.ToMod(ruleset); if (mod is UnknownMod) { proposedWereValid = false; continue; } valid.Add(mod); } return proposedWereValid; } /// <summary> /// Verifies all mods provided belong to the given ruleset. /// </summary> /// <param name="ruleset">The ruleset to check the proposed mods against.</param> /// <param name="proposedMods">The mods proposed for checking.</param> /// <returns>Whether all <paramref name="proposedMods"/> belong to the given <paramref name="ruleset"/>.</returns> public static bool CheckModsBelongToRuleset(Ruleset ruleset, IEnumerable<Mod> proposedMods) { var rulesetModsTypes = ruleset.AllMods.Select(m => m.GetType()).ToList(); foreach (var proposedMod in proposedMods) { bool found = false; var proposedModType = proposedMod.GetType(); foreach (var rulesetModType in rulesetModsTypes) { if (rulesetModType.IsAssignableFrom(proposedModType)) { found = true; break; } } if (!found) return false; } return true; } /// <summary> /// Given a value of a score multiplier, returns a string version with special handling for a value near 1.00x. /// </summary> /// <param name="scoreMultiplier">The value of the score multiplier.</param> /// <returns>A formatted score multiplier with a trailing "x" symbol</returns> public static LocalisableString FormatScoreMultiplier(double scoreMultiplier) { // Round multiplier values away from 1.00x to two significant digits. if (scoreMultiplier > 1) scoreMultiplier = Math.Ceiling(Math.Round(scoreMultiplier * 100, 12)) / 100; else scoreMultiplier = Math.Floor(Math.Round(scoreMultiplier * 100, 12)) / 100; return scoreMultiplier.ToLocalisableString("0.00x"); } /// <summary> /// Calculate the rate for the song with the selected mods. /// </summary> /// <param name="mods">The list of selected mods.</param> /// <returns>The rate with mods.</returns> public static double CalculateRateWithMods(IEnumerable<Mod> mods) { double rate = 1; // TODO: This doesn't consider mods which apply variable rates, yet. foreach (var mod in mods.OfType<IApplicableToRate>()) rate = mod.ApplyToRate(0, rate); return rate; } } }