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osu-lazer/osu.Game/Rulesets/Edit/BeatmapVerifierContext.cs
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Bartłomiej Dach 19f28813a0 Clean up ctors
There were too many of them, and they were a bit twisty for my liking.
2025-08-13 12:32:17 +02:00

90 lines
3.7 KiB
C#

// 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.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
namespace osu.Game.Rulesets.Edit
{
/// <summary>
/// Represents the context provided by the beatmap verifier to the checks it runs.
/// Contains information about what is being checked and how it should be checked.
/// </summary>
public class BeatmapVerifierContext
{
/// <summary>
/// Collects the constituent parts of a beatmap being verified.
/// </summary>
/// <param name="Working">
/// Use this to access beatmap resources like its track, storyboard, waveform, or similar.
/// </param>
/// <param name="Playable">
/// The <see cref="IBeatmap"/> in its actual playable state after beatmap conversion.
/// Use this to inspect the actual beatmap contents, like its hitobjects, timing points, breaks, etc.
/// </param>
public record VerifiedBeatmap(IWorkingBeatmap Working, IBeatmap Playable);
/// <summary>
/// The difficulty level which the current beatmap is considered to be.
/// </summary>
public DifficultyRating InterpretedDifficulty;
/// <summary>
/// The current beatmap being checked.
/// </summary>
public readonly VerifiedBeatmap CurrentDifficulty;
/// <summary>
/// Other beatmaps in the same beatmapset.
/// </summary>
public readonly IReadOnlyList<VerifiedBeatmap> OtherDifficulties;
/// <summary>
/// All beatmaps in the same beatmapset.
/// </summary>
public IEnumerable<VerifiedBeatmap> AllDifficulties => OtherDifficulties.Prepend(CurrentDifficulty);
public BeatmapVerifierContext(VerifiedBeatmap currentDifficulty, IReadOnlyList<VerifiedBeatmap> otherDifficulties, DifficultyRating difficultyRating)
{
CurrentDifficulty = currentDifficulty;
InterpretedDifficulty = difficultyRating;
OtherDifficulties = otherDifficulties;
}
/// <summary>
/// Backwards-compatible constructor that allows creating a context from a single playable and working beatmap.
/// </summary>
public BeatmapVerifierContext(IBeatmap beatmap, IWorkingBeatmap workingBeatmap, DifficultyRating difficultyRating = DifficultyRating.ExpertPlus)
: this(new VerifiedBeatmap(workingBeatmap, beatmap), [], difficultyRating)
{
}
public static BeatmapVerifierContext Create(IBeatmap beatmap, IWorkingBeatmap workingBeatmap, DifficultyRating difficultyRating = DifficultyRating.ExpertPlus, BeatmapManager? beatmapManager = null)
{
var beatmapSet = beatmap.BeatmapInfo.BeatmapSet;
var current = new VerifiedBeatmap(workingBeatmap, beatmap);
if (beatmapSet?.Beatmaps == null || beatmapSet.Beatmaps.Count == 1)
return new BeatmapVerifierContext(current, [], difficultyRating);
var others = new List<VerifiedBeatmap>();
foreach (var info in beatmapSet.Beatmaps)
{
if (info.Equals(beatmap.BeatmapInfo))
continue;
var otherWorking = beatmapManager?.GetWorkingBeatmap(info);
var otherPlayable = otherWorking?.GetPlayableBeatmap(info.Ruleset);
if (otherWorking != null && otherPlayable != null)
others.Add(new VerifiedBeatmap(otherWorking, otherPlayable));
}
return new BeatmapVerifierContext(current, others, difficultyRating);
}
}
}