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osu-lazer/osu.Game/Rulesets/Mods/ModDifficultyAdjust.cs

157 lines
5.9 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Game.Beatmaps;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites;
using System;
using System.Collections.Generic;
using osu.Game.Configuration;
using System.Linq;
namespace osu.Game.Rulesets.Mods
{
public abstract class ModDifficultyAdjust : Mod, IApplicableToDifficulty
{
public override string Name => @"Difficulty Adjust";
public override string Description => @"Override a beatmap's difficulty settings.";
public override string Acronym => "DA";
public override ModType Type => ModType.Conversion;
public override IconUsage? Icon => FontAwesome.Solid.Hammer;
public override double ScoreMultiplier => 1.0;
public override bool RequiresConfiguration => true;
public override Type[] IncompatibleMods => new[] { typeof(ModEasy), typeof(ModHardRock) };
protected const int FIRST_SETTING_ORDER = 1;
protected const int LAST_SETTING_ORDER = 2;
[SettingSource("HP Drain", "Override a beatmap's set HP.", FIRST_SETTING_ORDER)]
public BindableNumber<float> DrainRate { get; } = new BindableFloat
{
Precision = 0.1f,
MinValue = 0,
MaxValue = 10,
Default = 5,
Value = 5,
};
[SettingSource("Accuracy", "Override a beatmap's set OD.", LAST_SETTING_ORDER)]
public BindableNumber<float> OverallDifficulty { get; } = new BindableFloat
{
Precision = 0.1f,
MinValue = 0,
MaxValue = 10,
Default = 5,
Value = 5,
};
public override string SettingDescription
{
get
{
string drainRate = DrainRate.IsDefault ? string.Empty : $"HP {DrainRate.Value:N1}";
string overallDifficulty = OverallDifficulty.IsDefault ? string.Empty : $"OD {OverallDifficulty.Value:N1}";
return string.Join(", ", new[]
{
drainRate,
overallDifficulty
}.Where(s => !string.IsNullOrEmpty(s)));
}
}
private BeatmapDifficulty difficulty;
public void ReadFromDifficulty(BeatmapDifficulty difficulty)
{
if (this.difficulty == null || this.difficulty.ID != difficulty.ID)
{
TransferSettings(difficulty);
this.difficulty = difficulty;
}
}
public void ApplyToDifficulty(BeatmapDifficulty difficulty) => ApplySettings(difficulty);
/// <summary>
/// Transfer initial settings from the beatmap to settings.
/// </summary>
/// <param name="difficulty">The beatmap's initial values.</param>
protected virtual void TransferSettings(BeatmapDifficulty difficulty)
{
TransferSetting(DrainRate, difficulty.DrainRate);
TransferSetting(OverallDifficulty, difficulty.OverallDifficulty);
}
private readonly Dictionary<IBindable, bool> userChangedSettings = new Dictionary<IBindable, bool>();
/// <summary>
/// Transfer a setting from <see cref="BeatmapDifficulty"/> to a configuration bindable.
/// Only performs the transfer if the user is not currently overriding.
/// </summary>
protected void TransferSetting<T>(BindableNumber<T> bindable, T beatmapDefault)
where T : struct, IComparable<T>, IConvertible, IEquatable<T>
{
bindable.UnbindEvents();
userChangedSettings.TryAdd(bindable, false);
bindable.Default = beatmapDefault;
// users generally choose a difficulty setting and want it to stick across multiple beatmap changes.
// we only want to value transfer if the user hasn't changed the value previously.
if (!userChangedSettings[bindable])
bindable.Value = beatmapDefault;
bindable.ValueChanged += _ => userChangedSettings[bindable] = !bindable.IsDefault;
}
internal override void CopyAdjustedSetting(IBindable target, object source)
{
// if the value is non-bindable, it's presumably coming from an external source (like the API) - therefore presume it is not default.
// if the value is bindable, defer to the source's IsDefault to be able to tell.
userChangedSettings[target] = !(source is IBindable bindableSource) || !bindableSource.IsDefault;
base.CopyAdjustedSetting(target, source);
}
/// <summary>
/// Applies a setting from a configuration bindable using <paramref name="applyFunc"/>, if it has been changed by the user.
/// </summary>
protected void ApplySetting<T>(BindableNumber<T> setting, Action<T> applyFunc)
where T : struct, IComparable<T>, IConvertible, IEquatable<T>
{
if (userChangedSettings.TryGetValue(setting, out bool userChangedSetting) && userChangedSetting)
applyFunc.Invoke(setting.Value);
}
/// <summary>
/// Apply all custom settings to the provided beatmap.
/// </summary>
/// <param name="difficulty">The beatmap to have settings applied.</param>
protected virtual void ApplySettings(BeatmapDifficulty difficulty)
{
ApplySetting(DrainRate, dr => difficulty.DrainRate = dr);
ApplySetting(OverallDifficulty, od => difficulty.OverallDifficulty = od);
}
public override void ResetSettingsToDefaults()
{
base.ResetSettingsToDefaults();
if (difficulty != null)
{
// base implementation potentially overwrite modified defaults that came from a beatmap selection.
TransferSettings(difficulty);
}
}
}
}