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05496111d6
Closes https://github.com/ppy/osu/issues/33444. The issue here is that for a set of required mods to make sense in the context of a freestyle playlist item, it must be consistently either valid or invalid *as a combination* across all four default rulesets, because freestyle also permits changing ruleset. There are two pertinent cases here: - Flashlight and Hidden are compatible in osu!, taiko, and catch, but not compatible in mania. In this case I've disallowed both mods because of symmetry, basically - I don't see one "better mod" to disallow here. - Accuracy Challenge and Easy are incompatible in osu!, catch, and mania (because the mod gives extra lives) there, but *compatible* in taiko, where it does not. In this case I've disallowed Accuracy Challenge only, because I find its value in being forced on a freestyle room to be much smaller than Easy's. In the large scale of things I don't see this being very important because my view is that 99% of the use case of required mods in freestyle is going to be changing the track speed. So I don't think anyone is going to care about this going away - but we can reassess if I'm proven wrong.
39 lines
1.1 KiB
C#
39 lines
1.1 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 osu.Game.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModHidden : ModWithVisibilityAdjustment, IApplicableToScoreProcessor
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{
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public override string Name => "Hidden";
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public override string Acronym => "HD";
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public override IconUsage? Icon => OsuIcon.ModHidden;
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public override ModType Type => ModType.DifficultyIncrease;
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public override bool Ranked => UsesDefaultConfiguration;
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public virtual void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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}
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public virtual ScoreRank AdjustRank(ScoreRank rank, double accuracy)
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{
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switch (rank)
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{
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case ScoreRank.X:
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return ScoreRank.XH;
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case ScoreRank.S:
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return ScoreRank.SH;
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default:
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return rank;
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}
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}
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}
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}
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