mirror of
https://github.com/ppy/osu.git
synced 2024-11-16 14:17:27 +08:00
281 lines
13 KiB
C#
281 lines
13 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 System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics.CodeAnalysis;
|
|
using System.Linq;
|
|
using osu.Framework.Extensions.LocalisationExtensions;
|
|
using osu.Framework.Localisation;
|
|
using osu.Game.Online.API;
|
|
using osu.Game.Rulesets;
|
|
using osu.Game.Rulesets.Mods;
|
|
|
|
namespace osu.Game.Utils
|
|
{
|
|
/// <summary>
|
|
/// A set of utilities to handle <see cref="Mod"/> combinations.
|
|
/// </summary>
|
|
public static class ModUtils
|
|
{
|
|
/// <summary>
|
|
/// Checks that all <see cref="Mod"/>s are compatible with each-other, and that all appear within a set of allowed types.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The allowed types must contain exact <see cref="Mod"/> types for the respective <see cref="Mod"/>s to be allowed.
|
|
/// </remarks>
|
|
/// <param name="combination">The <see cref="Mod"/>s to check.</param>
|
|
/// <param name="allowedTypes">The set of allowed <see cref="Mod"/> types.</param>
|
|
/// <returns>Whether all <see cref="Mod"/>s are compatible with each-other and appear in the set of allowed types.</returns>
|
|
public static bool CheckCompatibleSetAndAllowed(IEnumerable<Mod> combination, IEnumerable<Type> allowedTypes)
|
|
{
|
|
// Prevent multiple-enumeration.
|
|
var combinationList = combination as ICollection<Mod> ?? combination.ToArray();
|
|
return CheckCompatibleSet(combinationList, out _) && CheckAllowed(combinationList, allowedTypes);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks that all <see cref="Mod"/>s in a combination are compatible with each-other.
|
|
/// </summary>
|
|
/// <param name="combination">The <see cref="Mod"/> combination to check.</param>
|
|
/// <returns>Whether all <see cref="Mod"/>s in the combination are compatible with each-other.</returns>
|
|
public static bool CheckCompatibleSet(IEnumerable<Mod> combination)
|
|
=> CheckCompatibleSet(combination, out _);
|
|
|
|
/// <summary>
|
|
/// Checks that all <see cref="Mod"/>s in a combination are compatible with each-other.
|
|
/// </summary>
|
|
/// <param name="combination">The <see cref="Mod"/> combination to check.</param>
|
|
/// <param name="invalidMods">Any invalid mods in the set.</param>
|
|
/// <returns>Whether all <see cref="Mod"/>s in the combination are compatible with each-other.</returns>
|
|
public static bool CheckCompatibleSet(IEnumerable<Mod> combination, [NotNullWhen(false)] out List<Mod>? invalidMods)
|
|
{
|
|
var mods = FlattenMods(combination).ToArray();
|
|
invalidMods = null;
|
|
|
|
// ensure there are no duplicate mod definitions.
|
|
for (int i = 0; i < mods.Length; i++)
|
|
{
|
|
var candidate = mods[i];
|
|
|
|
for (int j = i + 1; j < mods.Length; j++)
|
|
{
|
|
var m = mods[j];
|
|
|
|
if (candidate.Equals(m))
|
|
{
|
|
invalidMods ??= new List<Mod>();
|
|
invalidMods.Add(m);
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (var mod in mods)
|
|
{
|
|
foreach (var type in mod.IncompatibleMods)
|
|
{
|
|
foreach (var invalid in mods.Where(m => type.IsInstanceOfType(m)))
|
|
{
|
|
if (invalid == mod)
|
|
continue;
|
|
|
|
invalidMods ??= new List<Mod>();
|
|
invalidMods.Add(invalid);
|
|
}
|
|
}
|
|
}
|
|
|
|
return invalidMods == null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks that all <see cref="Mod"/>s in a combination appear within a set of allowed types.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The set of allowed types must contain exact <see cref="Mod"/> types for the respective <see cref="Mod"/>s to be allowed.
|
|
/// </remarks>
|
|
/// <param name="combination">The <see cref="Mod"/> combination to check.</param>
|
|
/// <param name="allowedTypes">The set of allowed <see cref="Mod"/> types.</param>
|
|
/// <returns>Whether all <see cref="Mod"/>s in the combination are allowed.</returns>
|
|
public static bool CheckAllowed(IEnumerable<Mod> combination, IEnumerable<Type> allowedTypes)
|
|
{
|
|
var allowedSet = new HashSet<Type>(allowedTypes);
|
|
|
|
return combination.SelectMany(FlattenMod)
|
|
.All(m => allowedSet.Contains(m.GetType()));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks that all <see cref="Mod"/>s in a combination are valid for a local gameplay session.
|
|
/// </summary>
|
|
/// <param name="mods">The mods to check.</param>
|
|
/// <param name="invalidMods">Invalid mods, if any were found. Will be null if all mods were valid.</param>
|
|
/// <returns>Whether the input mods were all valid. If false, <paramref name="invalidMods"/> will contain all invalid entries.</returns>
|
|
public static bool CheckValidForGameplay(IEnumerable<Mod> mods, [NotNullWhen(false)] out List<Mod>? invalidMods)
|
|
{
|
|
mods = mods.ToArray();
|
|
|
|
// checking compatibility of multi mods would try to flatten them and return incompatible mods.
|
|
// in gameplay context, we never want MultiMod selected in the first place, therefore check against it first.
|
|
if (!checkValid(mods, m => !(m is MultiMod), out invalidMods))
|
|
return false;
|
|
|
|
if (!CheckCompatibleSet(mods, out invalidMods))
|
|
return false;
|
|
|
|
return checkValid(mods, m => m.HasImplementation, out invalidMods);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks that all <see cref="Mod"/>s in a combination are valid as "required mods" in a multiplayer match session.
|
|
/// </summary>
|
|
/// <param name="mods">The mods to check.</param>
|
|
/// <param name="invalidMods">Invalid mods, if any were found. Will be null if all mods were valid.</param>
|
|
/// <returns>Whether the input mods were all valid. If false, <paramref name="invalidMods"/> will contain all invalid entries.</returns>
|
|
public static bool CheckValidRequiredModsForMultiplayer(IEnumerable<Mod> mods, [NotNullWhen(false)] out List<Mod>? invalidMods)
|
|
{
|
|
mods = mods.ToArray();
|
|
|
|
// checking compatibility of multi mods would try to flatten them and return incompatible mods.
|
|
// in gameplay context, we never want MultiMod selected in the first place, therefore check against it first.
|
|
if (!checkValid(mods, m => !(m is MultiMod), out invalidMods))
|
|
return false;
|
|
|
|
if (!CheckCompatibleSet(mods, out invalidMods))
|
|
return false;
|
|
|
|
return checkValid(mods, m => m.Type != ModType.System && m.HasImplementation && m.ValidForMultiplayer, out invalidMods);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks that all <see cref="Mod"/>s in a combination are valid as "free mods" in a multiplayer match session.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Note that this does not check compatibility between mods,
|
|
/// given that the passed mods are expected to be the ones to be allowed for the multiplayer match,
|
|
/// not to be confused with the list of mods the user currently has selected for the multiplayer match.
|
|
/// </remarks>
|
|
/// <param name="mods">The mods to check.</param>
|
|
/// <param name="invalidMods">Invalid mods, if any were found. Will be null if all mods were valid.</param>
|
|
/// <returns>Whether the input mods were all valid. If false, <paramref name="invalidMods"/> will contain all invalid entries.</returns>
|
|
public static bool CheckValidFreeModsForMultiplayer(IEnumerable<Mod> mods, [NotNullWhen(false)] out List<Mod>? invalidMods)
|
|
=> checkValid(mods, m => m.Type != ModType.System && m.HasImplementation && m.ValidForMultiplayerAsFreeMod && !(m is MultiMod), out invalidMods);
|
|
|
|
private static bool checkValid(IEnumerable<Mod> mods, Predicate<Mod> valid, [NotNullWhen(false)] out List<Mod>? invalidMods)
|
|
{
|
|
mods = mods.ToArray();
|
|
invalidMods = null;
|
|
|
|
foreach (var mod in mods)
|
|
{
|
|
if (!valid(mod))
|
|
{
|
|
invalidMods ??= new List<Mod>();
|
|
invalidMods.Add(mod);
|
|
}
|
|
}
|
|
|
|
return invalidMods == null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Flattens a set of <see cref="Mod"/>s, returning a new set with all <see cref="MultiMod"/>s removed.
|
|
/// </summary>
|
|
/// <param name="mods">The set of <see cref="Mod"/>s to flatten.</param>
|
|
/// <returns>The new set, containing all <see cref="Mod"/>s in <paramref name="mods"/> recursively with all <see cref="MultiMod"/>s removed.</returns>
|
|
public static IEnumerable<Mod> FlattenMods(IEnumerable<Mod> mods) => mods.SelectMany(FlattenMod);
|
|
|
|
/// <summary>
|
|
/// Flattens a <see cref="Mod"/>, returning a set of <see cref="Mod"/>s in-place of any <see cref="MultiMod"/>s.
|
|
/// </summary>
|
|
/// <param name="mod">The <see cref="Mod"/> to flatten.</param>
|
|
/// <returns>A set of singular "flattened" <see cref="Mod"/>s</returns>
|
|
public static IEnumerable<Mod> FlattenMod(Mod mod)
|
|
{
|
|
if (mod is MultiMod multi)
|
|
{
|
|
foreach (var m in multi.Mods.SelectMany(FlattenMod))
|
|
yield return m;
|
|
}
|
|
else
|
|
yield return mod;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Verifies all proposed mods are valid for a given ruleset and returns instantiated <see cref="Mod"/>s for further processing.
|
|
/// </summary>
|
|
/// <param name="ruleset">The ruleset to verify mods against.</param>
|
|
/// <param name="proposedMods">The proposed mods.</param>
|
|
/// <param name="valid">Mods instantiated from <paramref name="proposedMods"/> which were valid for the given <paramref name="ruleset"/>.</param>
|
|
/// <returns>Whether all <paramref name="proposedMods"/> were valid for the given <paramref name="ruleset"/>.</returns>
|
|
public static bool InstantiateValidModsForRuleset(Ruleset ruleset, IEnumerable<APIMod> proposedMods, out List<Mod> valid)
|
|
{
|
|
valid = new List<Mod>();
|
|
bool proposedWereValid = true;
|
|
|
|
foreach (var apiMod in proposedMods)
|
|
{
|
|
var mod = apiMod.ToMod(ruleset);
|
|
|
|
if (mod is UnknownMod)
|
|
{
|
|
proposedWereValid = false;
|
|
continue;
|
|
}
|
|
|
|
valid.Add(mod);
|
|
}
|
|
|
|
return proposedWereValid;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Verifies all mods provided belong to the given ruleset.
|
|
/// </summary>
|
|
/// <param name="ruleset">The ruleset to check the proposed mods against.</param>
|
|
/// <param name="proposedMods">The mods proposed for checking.</param>
|
|
/// <returns>Whether all <paramref name="proposedMods"/> belong to the given <paramref name="ruleset"/>.</returns>
|
|
public static bool CheckModsBelongToRuleset(Ruleset ruleset, IEnumerable<Mod> proposedMods)
|
|
{
|
|
var rulesetModsTypes = ruleset.AllMods.Select(m => m.GetType()).ToList();
|
|
|
|
foreach (var proposedMod in proposedMods)
|
|
{
|
|
bool found = false;
|
|
|
|
var proposedModType = proposedMod.GetType();
|
|
|
|
foreach (var rulesetModType in rulesetModsTypes)
|
|
{
|
|
if (rulesetModType.IsAssignableFrom(proposedModType))
|
|
{
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Given a value of a score multiplier, returns a string version with special handling for a value near 1.00x.
|
|
/// </summary>
|
|
/// <param name="scoreMultiplier">The value of the score multiplier.</param>
|
|
/// <returns>A formatted score multiplier with a trailing "x" symbol</returns>
|
|
public static LocalisableString FormatScoreMultiplier(double scoreMultiplier)
|
|
{
|
|
// Round multiplier values away from 1.00x to two significant digits.
|
|
if (scoreMultiplier > 1)
|
|
scoreMultiplier = Math.Ceiling(Math.Round(scoreMultiplier * 100, 12)) / 100;
|
|
else
|
|
scoreMultiplier = Math.Floor(Math.Round(scoreMultiplier * 100, 12)) / 100;
|
|
|
|
return scoreMultiplier.ToLocalisableString("0.00x");
|
|
}
|
|
}
|
|
}
|