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77 lines
3.0 KiB
C#
77 lines
3.0 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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namespace osu.Game.Rulesets.Edit
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{
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/// <summary>
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/// Represents the context provided by the beatmap verifier to the checks it runs.
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/// Contains information about what is being checked and how it should be checked.
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/// </summary>
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public class BeatmapVerifierContext
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{
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/// <summary>
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/// The playable beatmap instance of the current beatmap.
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/// </summary>
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public readonly IBeatmap Beatmap;
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/// <summary>
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/// The working beatmap instance of the current beatmap.
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/// </summary>
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public readonly IWorkingBeatmap WorkingBeatmap;
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/// <summary>
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/// The difficulty level which the current beatmap is considered to be.
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/// </summary>
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public DifficultyRating InterpretedDifficulty;
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/// <summary>
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/// All beatmap difficulties in the same beatmapset, including the current beatmap.
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/// </summary>
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public readonly IReadOnlyList<IBeatmap> BeatmapsetDifficulties;
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public BeatmapVerifierContext(IBeatmap beatmap, IWorkingBeatmap workingBeatmap, DifficultyRating difficultyRating = DifficultyRating.ExpertPlus, IReadOnlyList<IBeatmap>? beatmapsetDifficulties = null)
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{
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Beatmap = beatmap;
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WorkingBeatmap = workingBeatmap;
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InterpretedDifficulty = difficultyRating;
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BeatmapsetDifficulties = beatmapsetDifficulties ?? new List<IBeatmap> { beatmap };
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}
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public static BeatmapVerifierContext Create(IBeatmap beatmap, IWorkingBeatmap workingBeatmap, DifficultyRating difficultyRating = DifficultyRating.ExpertPlus, BeatmapManager? beatmapManager = null)
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{
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var beatmapSet = beatmap.BeatmapInfo.BeatmapSet;
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if (beatmapSet?.Beatmaps == null)
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{
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return new BeatmapVerifierContext(beatmap, workingBeatmap, difficultyRating, new[] { beatmap });
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}
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var difficulties = new List<IBeatmap>();
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foreach (var beatmapInfo in beatmapSet.Beatmaps)
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{
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// Use the current beatmap if it matches this BeatmapInfo
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if (beatmapInfo.Equals(beatmap.BeatmapInfo))
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{
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difficulties.Add(beatmap);
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continue;
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}
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// Resolve other difficulties using BeatmapManager if available
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if (beatmapManager != null)
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{
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var working = beatmapManager.GetWorkingBeatmap(beatmapInfo);
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var playable = working.GetPlayableBeatmap(beatmapInfo.Ruleset);
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if (playable != null)
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difficulties.Add(playable);
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}
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}
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return new BeatmapVerifierContext(beatmap, workingBeatmap, difficultyRating, difficulties);
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}
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}
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}
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