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a407e267a2
Upon investigating an user report in #6091 that indicated that viewing replays using the Perfect mod would also display the Sudden Death mod icon despite Perfect being the more restrictive of the two, it turned out that the logic of importing legacy scores was missing that corner case. A similar case of Double Time/Nightcore mutual exclusion was handled, but PF/SD was missed. Add analogous handling of PF/SD legacy mods for all four rulesets, and additionally cover a tiny fraction of all cases with unit tests. The most problematic cases (NC+HD and PF+SD) are covered in all four basic rulesets.
138 lines
5.1 KiB
C#
138 lines
5.1 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.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.UI;
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using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Rulesets.Taiko.Replays;
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using osu.Game.Beatmaps.Legacy;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Rulesets.Taiko.Difficulty;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Taiko
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{
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public class TaikoRuleset : Ruleset
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{
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public override DrawableRuleset CreateDrawableRulesetWith(IWorkingBeatmap beatmap, IReadOnlyList<Mod> mods) => new DrawableTaikoRuleset(this, beatmap, mods);
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TaikoBeatmapConverter(beatmap);
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public const string SHORT_NAME = "taiko";
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public override IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0) => new[]
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{
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new KeyBinding(InputKey.MouseLeft, TaikoAction.LeftCentre),
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new KeyBinding(InputKey.MouseRight, TaikoAction.LeftRim),
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new KeyBinding(InputKey.D, TaikoAction.LeftRim),
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new KeyBinding(InputKey.F, TaikoAction.LeftCentre),
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new KeyBinding(InputKey.J, TaikoAction.RightCentre),
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new KeyBinding(InputKey.K, TaikoAction.RightRim),
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};
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public override IEnumerable<Mod> ConvertLegacyMods(LegacyMods mods)
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{
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if (mods.HasFlag(LegacyMods.Nightcore))
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yield return new TaikoModNightcore();
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else if (mods.HasFlag(LegacyMods.DoubleTime))
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yield return new TaikoModDoubleTime();
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if (mods.HasFlag(LegacyMods.Perfect))
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yield return new TaikoModPerfect();
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else if (mods.HasFlag(LegacyMods.SuddenDeath))
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yield return new TaikoModSuddenDeath();
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if (mods.HasFlag(LegacyMods.Autoplay))
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yield return new TaikoModAutoplay();
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if (mods.HasFlag(LegacyMods.Easy))
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yield return new TaikoModEasy();
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if (mods.HasFlag(LegacyMods.Flashlight))
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yield return new TaikoModFlashlight();
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if (mods.HasFlag(LegacyMods.HalfTime))
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yield return new TaikoModHalfTime();
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if (mods.HasFlag(LegacyMods.HardRock))
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yield return new TaikoModHardRock();
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if (mods.HasFlag(LegacyMods.Hidden))
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yield return new TaikoModHidden();
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if (mods.HasFlag(LegacyMods.NoFail))
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yield return new TaikoModNoFail();
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if (mods.HasFlag(LegacyMods.Relax))
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yield return new TaikoModRelax();
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}
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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 TaikoModEasy(),
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new TaikoModNoFail(),
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new MultiMod(new TaikoModHalfTime(), new TaikoModDaycore()),
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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 TaikoModHardRock(),
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new MultiMod(new TaikoModSuddenDeath(), new TaikoModPerfect()),
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new MultiMod(new TaikoModDoubleTime(), new TaikoModNightcore()),
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new TaikoModHidden(),
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new TaikoModFlashlight(),
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};
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case ModType.Automation:
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return new Mod[]
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{
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new MultiMod(new TaikoModAutoplay(), new ModCinema()),
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new TaikoModRelax(),
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};
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case ModType.Fun:
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return new Mod[]
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{
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new MultiMod(new ModWindUp(), new ModWindDown())
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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!taiko";
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public override string ShortName => SHORT_NAME;
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public override Drawable CreateIcon() => new SpriteIcon { Icon = OsuIcon.RulesetTaiko };
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public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(this, beatmap);
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public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new TaikoPerformanceCalculator(this, beatmap, score);
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public override int? LegacyID => 1;
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public override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new TaikoReplayFrame();
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public TaikoRuleset(RulesetInfo rulesetInfo = null)
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: base(rulesetInfo)
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{
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}
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}
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}
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