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308 lines
12 KiB
C#
308 lines
12 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Mods;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.UI;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Game.Graphics;
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namespace osu.Game.Rulesets.Mania
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{
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public class ManiaRuleset : Ruleset
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{
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public override RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap, bool isForCurrentRuleset) => new ManiaRulesetContainer(this, beatmap, isForCurrentRuleset);
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public override IEnumerable<Mod> GetModsFor(ModType type)
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{
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switch (type)
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{
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case ModType.DifficultyReduction:
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return new Mod[]
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{
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new ManiaModEasy(),
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new ManiaModNoFail(),
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new MultiMod
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{
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Mods = new Mod[]
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{
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new ManiaModHalfTime(),
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new ManiaModDaycore(),
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},
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},
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};
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case ModType.DifficultyIncrease:
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return new Mod[]
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{
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new ManiaModHardRock(),
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new MultiMod
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{
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Mods = new Mod[]
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{
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new ManiaModSuddenDeath(),
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new ManiaModPerfect(),
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},
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},
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new MultiMod
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{
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Mods = new Mod[]
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{
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new ManiaModDoubleTime(),
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new ManiaModNightcore(),
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},
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},
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new MultiMod
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{
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Mods = new Mod[]
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{
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new ManiaModFadeIn(),
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new ManiaModHidden(),
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}
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},
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new ManiaModFlashlight(),
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};
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case ModType.Special:
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return new Mod[]
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{
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new MultiMod
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{
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Mods = new Mod[]
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{
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new ManiaModKey4(),
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new ManiaModKey5(),
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new ManiaModKey6(),
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new ManiaModKey7(),
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new ManiaModKey8(),
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new ManiaModKey9(),
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new ManiaModKey1(),
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new ManiaModKey2(),
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new ManiaModKey3(),
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},
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},
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new ManiaModRandom(),
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new ManiaModDualStages(),
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new MultiMod
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{
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Mods = new Mod[]
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{
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new ManiaModAutoplay(),
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new ModCinema(),
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},
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},
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};
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default:
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return new Mod[] { };
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}
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}
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public override string Description => "osu!mania";
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public override string ShortName => "mania";
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public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_mania_o };
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public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap, Mod[] mods = null) => new ManiaDifficultyCalculator(beatmap);
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public override int LegacyID => 3;
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public ManiaRuleset(RulesetInfo rulesetInfo = null)
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: base(rulesetInfo)
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{
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}
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public override IEnumerable<int> AvailableVariants
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{
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get
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{
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for (int i = 1; i <= 9; i++)
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yield return (int)PlayfieldType.Single + i;
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for (int i = 2; i <= 18; i += 2)
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yield return (int)PlayfieldType.Dual + i;
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}
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}
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public override IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0)
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{
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switch (getPlayfieldType(variant))
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{
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case PlayfieldType.Single:
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return new VariantMappingGenerator
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{
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LeftKeys = new[]
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{
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InputKey.A,
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InputKey.S,
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InputKey.D,
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InputKey.F
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},
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RightKeys = new[]
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{
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InputKey.J,
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InputKey.K,
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InputKey.L,
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InputKey.Semicolon
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},
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SpecialKey = InputKey.Space,
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SpecialAction = ManiaAction.Special1,
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NormalActionStart = ManiaAction.Key1,
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}.GenerateKeyBindingsFor(variant, out _);
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case PlayfieldType.Dual:
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int keys = getDualStageKeyCount(variant);
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var stage1Bindings = new VariantMappingGenerator
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{
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LeftKeys = new[]
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{
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InputKey.Number1,
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InputKey.Number2,
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InputKey.Number3,
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InputKey.Number4,
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},
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RightKeys = new[]
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{
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InputKey.Z,
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InputKey.X,
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InputKey.C,
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InputKey.V
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},
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SpecialKey = InputKey.Tilde,
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SpecialAction = ManiaAction.Special1,
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NormalActionStart = ManiaAction.Key1
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}.GenerateKeyBindingsFor(keys, out var nextNormal);
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var stage2Bindings = new VariantMappingGenerator
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{
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LeftKeys = new[]
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{
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InputKey.Number7,
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InputKey.Number8,
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InputKey.Number9,
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InputKey.Number0
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},
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RightKeys = new[]
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{
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InputKey.O,
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InputKey.P,
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InputKey.BracketLeft,
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InputKey.BracketRight
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},
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SpecialKey = InputKey.BackSlash,
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SpecialAction = ManiaAction.Special2,
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NormalActionStart = nextNormal
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}.GenerateKeyBindingsFor(keys, out _);
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return stage1Bindings.Concat(stage2Bindings);
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}
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return new KeyBinding[0];
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}
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public override string GetVariantName(int variant)
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{
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switch (getPlayfieldType(variant))
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{
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default:
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return $"{variant}K";
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case PlayfieldType.Dual:
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{
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var keys = getDualStageKeyCount(variant);
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return $"{keys}K + {keys}K";
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}
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}
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}
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/// <summary>
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/// Finds the number of keys for each stage in a <see cref="PlayfieldType.Dual"/> variant.
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/// </summary>
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/// <param name="variant">The variant.</param>
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private int getDualStageKeyCount(int variant) => (variant - (int)PlayfieldType.Dual) / 2;
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/// <summary>
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/// Finds the <see cref="PlayfieldType"/> that corresponds to a variant value.
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/// </summary>
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/// <param name="variant">The variant value.</param>
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/// <returns>The <see cref="PlayfieldType"/> that corresponds to <paramref name="variant"/>.</returns>
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private PlayfieldType getPlayfieldType(int variant)
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{
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return (PlayfieldType)Enum.GetValues(typeof(PlayfieldType)).Cast<int>().OrderByDescending(i => i).First(v => variant >= v);
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}
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private class VariantMappingGenerator
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{
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/// <summary>
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/// All the <see cref="InputKey"/>s available to the left hand.
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/// </summary>
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public InputKey[] LeftKeys;
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/// <summary>
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/// All the <see cref="InputKey"/>s available to the right hand.
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/// </summary>
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public InputKey[] RightKeys;
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/// <summary>
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/// The <see cref="InputKey"/> for the special key.
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/// </summary>
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public InputKey SpecialKey;
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/// <summary>
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/// The <see cref="ManiaAction"/> at which the normal columns should begin.
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/// </summary>
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public ManiaAction NormalActionStart;
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/// <summary>
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/// The <see cref="ManiaAction"/> for the special column.
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/// </summary>
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public ManiaAction SpecialAction;
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/// <summary>
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/// Generates a list of <see cref="KeyBinding"/>s for a specific number of columns.
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/// </summary>
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/// <param name="columns">The number of columns that need to be bound.</param>
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/// <param name="nextNormalAction">The next <see cref="ManiaAction"/> to use for normal columns.</param>
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/// <returns>The keybindings.</returns>
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public IEnumerable<KeyBinding> GenerateKeyBindingsFor(int columns, out ManiaAction nextNormalAction)
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{
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ManiaAction currentNormalAction = NormalActionStart;
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var bindings = new List<KeyBinding>();
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for (int i = LeftKeys.Length - columns / 2; i < LeftKeys.Length; i++)
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bindings.Add(new KeyBinding(LeftKeys[i], currentNormalAction++));
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for (int i = 0; i < columns / 2; i++)
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bindings.Add(new KeyBinding(RightKeys[i], currentNormalAction++));
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if (columns % 2 == 1)
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bindings.Add(new KeyBinding(SpecialKey, SpecialAction));
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nextNormalAction = currentNormalAction;
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return bindings;
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}
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}
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}
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public enum PlayfieldType
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{
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/// <summary>
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/// Columns are grouped into a single stage.
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/// Number of columns in this stage lies at (item - Single).
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/// </summary>
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Single = 0,
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/// <summary>
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/// Columns are grouped into two stages.
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/// Overall number of columns lies at (item - Dual), further computation is required for
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/// number of columns in each individual stage.
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/// </summary>
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Dual = 1000,
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}
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}
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