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19f28813a0
There were too many of them, and they were a bit twisty for my liking.
90 lines
3.7 KiB
C#
90 lines
3.7 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 System.Linq;
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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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/// Collects the constituent parts of a beatmap being verified.
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/// </summary>
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/// <param name="Working">
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/// Use this to access beatmap resources like its track, storyboard, waveform, or similar.
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/// </param>
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/// <param name="Playable">
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/// The <see cref="IBeatmap"/> in its actual playable state after beatmap conversion.
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/// Use this to inspect the actual beatmap contents, like its hitobjects, timing points, breaks, etc.
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/// </param>
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public record VerifiedBeatmap(IWorkingBeatmap Working, IBeatmap Playable);
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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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/// The current beatmap being checked.
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/// </summary>
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public readonly VerifiedBeatmap CurrentDifficulty;
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/// <summary>
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/// Other beatmaps in the same beatmapset.
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/// </summary>
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public readonly IReadOnlyList<VerifiedBeatmap> OtherDifficulties;
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/// <summary>
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/// All beatmaps in the same beatmapset.
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/// </summary>
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public IEnumerable<VerifiedBeatmap> AllDifficulties => OtherDifficulties.Prepend(CurrentDifficulty);
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public BeatmapVerifierContext(VerifiedBeatmap currentDifficulty, IReadOnlyList<VerifiedBeatmap> otherDifficulties, DifficultyRating difficultyRating)
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{
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CurrentDifficulty = currentDifficulty;
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InterpretedDifficulty = difficultyRating;
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OtherDifficulties = otherDifficulties;
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}
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/// <summary>
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/// Backwards-compatible constructor that allows creating a context from a single playable and working beatmap.
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/// </summary>
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public BeatmapVerifierContext(IBeatmap beatmap, IWorkingBeatmap workingBeatmap, DifficultyRating difficultyRating = DifficultyRating.ExpertPlus)
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: this(new VerifiedBeatmap(workingBeatmap, beatmap), [], difficultyRating)
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{
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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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var current = new VerifiedBeatmap(workingBeatmap, beatmap);
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if (beatmapSet?.Beatmaps == null || beatmapSet.Beatmaps.Count == 1)
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return new BeatmapVerifierContext(current, [], difficultyRating);
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var others = new List<VerifiedBeatmap>();
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foreach (var info in beatmapSet.Beatmaps)
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{
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if (info.Equals(beatmap.BeatmapInfo))
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continue;
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var otherWorking = beatmapManager?.GetWorkingBeatmap(info);
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var otherPlayable = otherWorking?.GetPlayableBeatmap(info.Ruleset);
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if (otherWorking != null && otherPlayable != null)
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others.Add(new VerifiedBeatmap(otherWorking, otherPlayable));
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}
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return new BeatmapVerifierContext(current, others, difficultyRating);
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}
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}
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}
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