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6b50909f34
Closes https://github.com/ppy/osu/issues/37725. Read inline comment as to why this matters. Or don't, if you wish to preserve sanity.
137 lines
6.2 KiB
C#
137 lines
6.2 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.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterfaceV2;
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using osu.Game.Localisation;
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using osu.Game.Resources.Localisation.Web;
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using osu.Game.Screens.Edit.Setup;
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namespace osu.Game.Rulesets.Catch.Edit.Setup
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{
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public partial class CatchDifficultySection : SetupSection
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{
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private FormSliderBar<float> circleSizeSlider { get; set; } = null!;
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private FormSliderBar<float> healthDrainSlider { get; set; } = null!;
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private FormSliderBar<float> approachRateSlider { get; set; } = null!;
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private FormSliderBar<double> baseVelocitySlider { get; set; } = null!;
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private FormSliderBar<double> tickRateSlider { get; set; } = null!;
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public override LocalisableString Title => EditorSetupStrings.DifficultyHeader;
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[BackgroundDependencyLoader]
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private void load()
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{
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Children = new Drawable[]
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{
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circleSizeSlider = new FormSliderBar<float>
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{
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Caption = BeatmapsetsStrings.ShowStatsCs,
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HintText = EditorSetupStrings.CircleSizeDescription,
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Current = new BindableFloat(Beatmap.Difficulty.CircleSize)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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MaxValue = 10,
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Precision = 0.1f,
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},
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TransferValueOnCommit = true,
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TabbableContentContainer = this,
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},
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healthDrainSlider = new FormSliderBar<float>
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{
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Caption = BeatmapsetsStrings.ShowStatsDrain,
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HintText = EditorSetupStrings.DrainRateDescription,
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Current = new BindableFloat(Beatmap.Difficulty.DrainRate)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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MaxValue = 10,
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Precision = 0.1f,
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},
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TransferValueOnCommit = true,
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TabbableContentContainer = this,
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},
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approachRateSlider = new FormSliderBar<float>
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{
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Caption = BeatmapsetsStrings.ShowStatsAr,
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HintText = EditorSetupStrings.ApproachRateDescription,
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Current = new BindableFloat(Beatmap.Difficulty.ApproachRate)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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MaxValue = 10,
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Precision = 0.1f,
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},
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TransferValueOnCommit = true,
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TabbableContentContainer = this,
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},
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baseVelocitySlider = new FormSliderBar<double>
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{
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Caption = EditorSetupStrings.BaseVelocity,
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HintText = EditorSetupStrings.BaseVelocityDescription,
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KeyboardStep = 0.1f,
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Current = new BindableDouble(Beatmap.Difficulty.SliderMultiplier)
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{
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Default = 1.4,
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MinValue = 0.4,
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MaxValue = 3.6,
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Precision = 0.01f,
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},
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TransferValueOnCommit = true,
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TabbableContentContainer = this,
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},
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tickRateSlider = new FormSliderBar<double>
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{
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Caption = EditorSetupStrings.TickRate,
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HintText = EditorSetupStrings.TickRateDescription,
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KeyboardStep = 1,
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Current = new BindableDouble(Beatmap.Difficulty.SliderTickRate)
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{
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Default = 1,
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MinValue = 1,
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MaxValue = 4,
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Precision = 1,
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},
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TransferValueOnCommit = true,
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TabbableContentContainer = this,
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},
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};
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foreach (var item in Children.OfType<FormSliderBar<float>>())
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item.Current.ValueChanged += _ => updateValues();
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foreach (var item in Children.OfType<FormSliderBar<double>>())
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item.Current.ValueChanged += _ => updateValues();
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}
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private void updateValues()
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{
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// for now, update these on commit rather than making BeatmapMetadata bindables.
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// after switching database engines we can reconsider if switching to bindables is a good direction.
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Beatmap.Difficulty.CircleSize = circleSizeSlider.Current.Value;
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Beatmap.Difficulty.DrainRate = healthDrainSlider.Current.Value;
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Beatmap.Difficulty.ApproachRate = approachRateSlider.Current.Value;
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// in lazer catch, Overall Difficulty does *nothing* - as it should be in a sane world.
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// in stable, it does *one extremely specific thing* which is influence the infamous `difficultyPeppyStars`
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// which in turn affects score V1 (see `LegacyRulesetExtensions.CalculateDifficultyPeppyStars()`).
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// there is a Ranking Criteria rule saying that Overall Difficulty and Approach Rate should match:
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// https://osu.ppy.sh/wiki/en/Ranking_criteria/osu!catch
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// the one case wherein that breaks stable is on some marathon maps;
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// on those setting Overall Difficulty too high can lead to score V1 exceeding 32 bits ("score overflow").
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// that case can be manually handled by mappers.
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Beatmap.Difficulty.OverallDifficulty = approachRateSlider.Current.Value;
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Beatmap.Difficulty.SliderMultiplier = baseVelocitySlider.Current.Value;
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Beatmap.Difficulty.SliderTickRate = tickRateSlider.Current.Value;
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Beatmap.UpdateAllHitObjects();
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Beatmap.SaveState();
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}
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}
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}
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