mirror of
https://github.com/ppy/osu.git
synced 2024-11-09 09:37:42 +08:00
186 lines
6.6 KiB
C#
186 lines
6.6 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.Linq;
|
|
using Humanizer;
|
|
using JetBrains.Annotations;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Screens;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Online.Rooms;
|
|
using osu.Game.Overlays.Mods;
|
|
using osu.Game.Rulesets;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Screens.Select;
|
|
using osu.Game.Users;
|
|
using osu.Game.Utils;
|
|
|
|
namespace osu.Game.Screens.OnlinePlay
|
|
{
|
|
public abstract class OnlinePlaySongSelect : SongSelect, IOnlinePlaySubScreen
|
|
{
|
|
public string ShortTitle => "song selection";
|
|
|
|
public override string Title => ShortTitle.Humanize();
|
|
|
|
public override bool AllowEditing => false;
|
|
|
|
[Resolved(typeof(Room), nameof(Room.Playlist))]
|
|
protected BindableList<PlaylistItem> Playlist { get; private set; }
|
|
|
|
[CanBeNull]
|
|
[Resolved(CanBeNull = true)]
|
|
protected IBindable<PlaylistItem> SelectedItem { get; private set; }
|
|
|
|
protected override UserActivity InitialActivity => new UserActivity.InLobby(room);
|
|
|
|
protected readonly Bindable<IReadOnlyList<Mod>> FreeMods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
|
|
|
|
private readonly FreeModSelectOverlay freeModSelectOverlay;
|
|
private readonly Room room;
|
|
|
|
private WorkingBeatmap initialBeatmap;
|
|
private RulesetInfo initialRuleset;
|
|
private IReadOnlyList<Mod> initialMods;
|
|
private bool itemSelected;
|
|
|
|
protected OnlinePlaySongSelect(Room room)
|
|
{
|
|
this.room = room;
|
|
|
|
Padding = new MarginPadding { Horizontal = HORIZONTAL_OVERFLOW_PADDING };
|
|
|
|
freeModSelectOverlay = new FreeModSelectOverlay
|
|
{
|
|
SelectedMods = { BindTarget = FreeMods },
|
|
IsValidMod = IsValidFreeMod,
|
|
};
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
LeftArea.Padding = new MarginPadding { Top = Header.HEIGHT };
|
|
|
|
initialBeatmap = Beatmap.Value;
|
|
initialRuleset = Ruleset.Value;
|
|
initialMods = Mods.Value.ToList();
|
|
|
|
FooterPanels.Add(freeModSelectOverlay);
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
// At this point, Mods contains both the required and allowed mods. For selection purposes, it should only contain the required mods.
|
|
// Similarly, freeMods is currently empty but should only contain the allowed mods.
|
|
Mods.Value = SelectedItem?.Value?.RequiredMods.Select(m => m.DeepClone()).ToArray() ?? Array.Empty<Mod>();
|
|
FreeMods.Value = SelectedItem?.Value?.AllowedMods.Select(m => m.DeepClone()).ToArray() ?? Array.Empty<Mod>();
|
|
|
|
Mods.BindValueChanged(onModsChanged);
|
|
Ruleset.BindValueChanged(onRulesetChanged);
|
|
}
|
|
|
|
private void onModsChanged(ValueChangedEvent<IReadOnlyList<Mod>> mods)
|
|
{
|
|
FreeMods.Value = FreeMods.Value.Where(checkCompatibleFreeMod).ToList();
|
|
|
|
// Reset the validity delegate to update the overlay's display.
|
|
freeModSelectOverlay.IsValidMod = IsValidFreeMod;
|
|
}
|
|
|
|
private void onRulesetChanged(ValueChangedEvent<RulesetInfo> ruleset)
|
|
{
|
|
FreeMods.Value = Array.Empty<Mod>();
|
|
}
|
|
|
|
protected sealed override bool OnStart()
|
|
{
|
|
itemSelected = true;
|
|
|
|
var item = new PlaylistItem
|
|
{
|
|
Beatmap =
|
|
{
|
|
Value = Beatmap.Value.BeatmapInfo
|
|
},
|
|
Ruleset =
|
|
{
|
|
Value = Ruleset.Value
|
|
}
|
|
};
|
|
|
|
item.RequiredMods.AddRange(Mods.Value.Select(m => m.DeepClone()));
|
|
item.AllowedMods.AddRange(FreeMods.Value.Select(m => m.DeepClone()));
|
|
|
|
SelectItem(item);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invoked when the user has requested a selection of a beatmap.
|
|
/// </summary>
|
|
/// <param name="item">The resultant <see cref="PlaylistItem"/>. This item has not yet been added to the <see cref="Room"/>'s.</param>
|
|
protected abstract void SelectItem(PlaylistItem item);
|
|
|
|
public override bool OnBackButton()
|
|
{
|
|
if (freeModSelectOverlay.State.Value == Visibility.Visible)
|
|
{
|
|
freeModSelectOverlay.Hide();
|
|
return true;
|
|
}
|
|
|
|
return base.OnBackButton();
|
|
}
|
|
|
|
public override bool OnExiting(IScreen next)
|
|
{
|
|
if (!itemSelected)
|
|
{
|
|
Beatmap.Value = initialBeatmap;
|
|
Ruleset.Value = initialRuleset;
|
|
Mods.Value = initialMods;
|
|
}
|
|
|
|
return base.OnExiting(next);
|
|
}
|
|
|
|
protected override ModSelectOverlay CreateModSelectOverlay() => new UserModSelectOverlay
|
|
{
|
|
IsValidMod = IsValidMod
|
|
};
|
|
|
|
protected override IEnumerable<(FooterButton, OverlayContainer)> CreateFooterButtons()
|
|
{
|
|
var buttons = base.CreateFooterButtons().ToList();
|
|
buttons.Insert(buttons.FindIndex(b => b.Item1 is FooterButtonMods) + 1, (new FooterButtonFreeMods { Current = FreeMods }, freeModSelectOverlay));
|
|
return buttons;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks whether a given <see cref="Mod"/> is valid for global selection.
|
|
/// </summary>
|
|
/// <param name="mod">The <see cref="Mod"/> to check.</param>
|
|
/// <returns>Whether <paramref name="mod"/> is a valid mod for online play.</returns>
|
|
protected virtual bool IsValidMod(Mod mod) => mod.HasImplementation && ModUtils.FlattenMod(mod).All(m => m.UserPlayable);
|
|
|
|
/// <summary>
|
|
/// Checks whether a given <see cref="Mod"/> is valid for per-player free-mod selection.
|
|
/// </summary>
|
|
/// <param name="mod">The <see cref="Mod"/> to check.</param>
|
|
/// <returns>Whether <paramref name="mod"/> is a selectable free-mod.</returns>
|
|
protected virtual bool IsValidFreeMod(Mod mod) => IsValidMod(mod) && checkCompatibleFreeMod(mod);
|
|
|
|
private bool checkCompatibleFreeMod(Mod mod)
|
|
=> Mods.Value.All(m => m.Acronym != mod.Acronym) // Mod must not be contained in the required mods.
|
|
&& ModUtils.CheckCompatibleSet(Mods.Value.Append(mod).ToArray()); // Mod must be compatible with all the required mods.
|
|
}
|
|
}
|