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osu-lazer/osu.Game.Rulesets.Mania/ManiaRuleset.cs
2018-01-22 14:38:41 +09:00

341 lines
13 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.UI;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Game.Graphics;
namespace osu.Game.Rulesets.Mania
{
public class ManiaRuleset : Ruleset
{
public override RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap, bool isForCurrentRuleset) => new ManiaRulesetContainer(this, beatmap, isForCurrentRuleset);
public override IEnumerable<Mod> GetModsFor(ModType type)
{
switch (type)
{
case ModType.DifficultyReduction:
return new Mod[]
{
new ManiaModEasy(),
new ManiaModNoFail(),
new MultiMod
{
Mods = new Mod[]
{
new ManiaModHalfTime(),
new ManiaModDaycore(),
},
},
};
case ModType.DifficultyIncrease:
return new Mod[]
{
new ManiaModHardRock(),
new MultiMod
{
Mods = new Mod[]
{
new ManiaModSuddenDeath(),
new ManiaModPerfect(),
},
},
new MultiMod
{
Mods = new Mod[]
{
new ManiaModDoubleTime(),
new ManiaModNightcore(),
},
},
new MultiMod
{
Mods = new Mod[]
{
new ManiaModFadeIn(),
new ManiaModHidden(),
}
},
new ManiaModFlashlight(),
};
case ModType.Special:
return new Mod[]
{
new MultiMod
{
Mods = new Mod[]
{
new ManiaModKey4(),
new ManiaModKey5(),
new ManiaModKey6(),
new ManiaModKey7(),
new ManiaModKey8(),
new ManiaModKey9(),
new ManiaModKey1(),
new ManiaModKey2(),
new ManiaModKey3(),
},
},
new ManiaModRandom(),
new ManiaModKeyCoop(),
new MultiMod
{
Mods = new Mod[]
{
new ManiaModAutoplay(),
new ModCinema(),
},
},
};
default:
return new Mod[] { };
}
}
public override string Description => "osu!mania";
public override string ShortName => "mania";
public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_mania_o };
public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap, Mod[] mods = null) => new ManiaDifficultyCalculator(beatmap);
public override int LegacyID => 3;
public ManiaRuleset(RulesetInfo rulesetInfo = null)
: base(rulesetInfo)
{
}
public override IEnumerable<int> AvailableVariants
{
get
{
for (int i = 1; i <= 9; i++)
yield return (int)ManiaKeyBindingVariantType.Solo + i;
for (int i = 2; i <= 18; i++)
yield return (int)ManiaKeyBindingVariantType.Coop + i;
// Todo: Versus mode
}
}
public override IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0)
{
switch (getVariantType(variant))
{
case ManiaKeyBindingVariantType.Solo:
return new VariantMappingGenerator
{
LeftKeys = new[]
{
InputKey.A,
InputKey.S,
InputKey.D,
InputKey.F
},
RightKeys = new[]
{
InputKey.J,
InputKey.K,
InputKey.L,
InputKey.Semicolon
},
SpecialKey = InputKey.Space,
SpecialAction = ManiaAction.Special1,
NormalActionStart = ManiaAction.Key1,
}.GenerateKeyBindingsFor(variant, out _);
case ManiaKeyBindingVariantType.Coop:
case ManiaKeyBindingVariantType.Versus:
getMultiVariantKeyCounts(variant, out int p1K, out int p2K);
var player1Bindings = new VariantMappingGenerator
{
LeftKeys = new[]
{
InputKey.Number1,
InputKey.Number2,
InputKey.Number3,
InputKey.Number4,
},
RightKeys = new[]
{
InputKey.Z,
InputKey.X,
InputKey.C,
InputKey.V
},
SpecialKey = InputKey.Tilde,
SpecialAction = ManiaAction.Special1,
NormalActionStart = ManiaAction.Key1
}.GenerateKeyBindingsFor(p1K, out var nextNormal);
var player2Bindings = new VariantMappingGenerator
{
LeftKeys = new[]
{
InputKey.Number7,
InputKey.Number8,
InputKey.Number9,
InputKey.Number0
},
RightKeys = new[]
{
InputKey.O,
InputKey.P,
InputKey.BracketLeft,
InputKey.BracketRight
},
SpecialKey = InputKey.BackSlash,
SpecialAction = ManiaAction.Special2,
NormalActionStart = nextNormal
}.GenerateKeyBindingsFor(p2K, out _);
return player1Bindings.Concat(player2Bindings);
}
return new KeyBinding[0];
}
public override string GetVariantName(int variant)
{
switch (getVariantType(variant))
{
default:
case ManiaKeyBindingVariantType.Solo:
return $"{variant}K";
case ManiaKeyBindingVariantType.Coop:
{
getMultiVariantKeyCounts(variant, out int p1K, out int p2K);
return $"{p1K}K + {p2K}K";
}
case ManiaKeyBindingVariantType.Versus:
{
getMultiVariantKeyCounts(variant, out int p1K, out int p2K);
return $"{p1K}K Vs. {p2K}K";
}
}
}
/// <summary>
/// Finds the number of keys for each player in <see cref="ManiaKeyBindingVariantType.Coop"/> or <see cref="ManiaKeyBindingVariantType.Versus"/>.
/// </summary>
/// <param name="variant">The variant.</param>
/// <param name="player1Keys">The number of keys for player 1.</param>
/// <param name="player2Keys">The number of keys for player 2.</param>
private void getMultiVariantKeyCounts(int variant, out int player1Keys, out int player2Keys)
{
player1Keys = 0;
player2Keys = 0;
switch (getVariantType(variant))
{
case ManiaKeyBindingVariantType.Coop:
{
int totalKeys = variant - (int)ManiaKeyBindingVariantType.Coop;
player1Keys = (int)Math.Ceiling(totalKeys / 2f);
player2Keys = (int)Math.Floor(totalKeys / 2f);
break;
}
case ManiaKeyBindingVariantType.Versus:
{
int totalKeys = variant - (int)ManiaKeyBindingVariantType.Versus;
player1Keys = totalKeys;
player2Keys = totalKeys;
break;
}
}
}
/// <summary>
/// Finds the <see cref="ManiaKeyBindingVariantType"/> that corresponds to a variant value.
/// </summary>
/// <param name="variant">The variant value.</param>
/// <returns>The <see cref="ManiaKeyBindingVariantType"/> that corresponds to <paramref name="variant"/>.</returns>
private ManiaKeyBindingVariantType getVariantType(int variant)
{
return (ManiaKeyBindingVariantType)Enum.GetValues(typeof(ManiaKeyBindingVariantType)).Cast<int>().OrderByDescending(i => i).First(v => variant >= v);
}
}
public class VariantMappingGenerator
{
/// <summary>
/// All the <see cref="InputKey"/>s available to the left hand.
/// </summary>
public InputKey[] LeftKeys;
/// <summary>
/// All the <see cref="InputKey"/>s available to the right hand.
/// </summary>
public InputKey[] RightKeys;
/// <summary>
/// The <see cref="InputKey"/> for the special key.
/// </summary>
public InputKey SpecialKey;
/// <summary>
/// The <see cref="ManiaAction"/> at which the normal columns should begin.
/// </summary>
public ManiaAction NormalActionStart;
/// <summary>
/// The <see cref="ManiaAction"/> for the special column.
/// </summary>
public ManiaAction SpecialAction;
/// <summary>
/// Generates a list of <see cref="KeyBinding"/>s for a specific number of columns.
/// </summary>
/// <param name="columns">The number of columns that need to be bound.</param>
/// <param name="nextNormalAction">The next <see cref="ManiaAction"/> to use for normal columns.</param>
/// <returns>The keybindings.</returns>
public IEnumerable<KeyBinding> GenerateKeyBindingsFor(int columns, out ManiaAction nextNormalAction)
{
ManiaAction currentNormalAction = NormalActionStart;
var bindings = new List<KeyBinding>();
for (int i = LeftKeys.Length - columns / 2; i < LeftKeys.Length; i++)
bindings.Add(new KeyBinding(LeftKeys[i], currentNormalAction++));
for (int i = 0; i < columns / 2; i++)
bindings.Add(new KeyBinding(RightKeys[i], currentNormalAction++));
if (columns % 2 == 1)
bindings.Add(new KeyBinding(SpecialKey, SpecialAction));
nextNormalAction = currentNormalAction;
return bindings;
}
}
public enum ManiaKeyBindingVariantType
{
/// <summary>
/// Solo play keybinding variant (single stage).
/// </summary>
Solo = 0,
/// <summary>
/// Co-op play keybinding variant (multiple stages).
/// </summary>
Coop = 1000,
/// <summary>
/// Versus play keybinding variant (multiple stages).
/// </summary>
Versus = 10000
}
}