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81 lines
3.0 KiB
C#
81 lines
3.0 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Difficulty
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{
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public abstract class DifficultyCalculator
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{
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protected readonly IBeatmap Beatmap;
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protected readonly Mod[] Mods;
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protected double TimeRate { get; private set; } = 1;
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protected DifficultyCalculator(IBeatmap beatmap, Mod[] mods = null)
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{
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Beatmap = beatmap;
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Mods = mods ?? new Mod[0];
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ApplyMods(Mods);
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}
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protected virtual void ApplyMods(Mod[] mods)
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{
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var clock = new StopwatchClock();
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mods.OfType<IApplicableToClock>().ForEach(m => m.ApplyToClock(clock));
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TimeRate = clock.Rate;
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}
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protected virtual void PreprocessHitObjects()
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{
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}
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/// <summary>
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/// Creates all <see cref="Mod"/> combinations which adjust the <see cref="Beatmap"/> difficulty.
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/// </summary>
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public Mod[] CreateDifficultyAdjustmentModCombinations()
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{
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return createDifficultyAdjustmentModCombinations(Enumerable.Empty<Mod>(), DifficultyAdjustmentMods).ToArray();
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IEnumerable<Mod> createDifficultyAdjustmentModCombinations(IEnumerable<Mod> currentSet, Mod[] adjustmentSet, int currentSetCount = 0, int adjustmentSetStart = 0)
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{
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// Initial-case: Empty current set
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if (currentSetCount == 0)
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yield return new NoModMod();
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if (currentSetCount == 1)
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yield return currentSet.Single();
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if (currentSetCount > 1)
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yield return new MultiMod(currentSet.ToArray());
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// Apply mods in the adjustment set recursively. Using the entire adjustment set would result in duplicate multi-mod mod
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// combinations in further recursions, so a moving subset is used to eliminate this effect
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for (int i = adjustmentSetStart; i < adjustmentSet.Length; i++)
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{
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var adjustmentMod = adjustmentSet[i];
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if (currentSet.Any(c => c.IncompatibleMods.Any(m => m.IsInstanceOfType(adjustmentMod))))
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continue;
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foreach (var combo in createDifficultyAdjustmentModCombinations(currentSet.Append(adjustmentMod), adjustmentSet, currentSetCount + 1, i + 1))
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yield return combo;
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}
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}
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}
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/// <summary>
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/// Retrieves all <see cref="Mod"/>s which adjust the <see cref="Beatmap"/> difficulty.
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/// </summary>
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protected virtual Mod[] DifficultyAdjustmentMods => Array.Empty<Mod>();
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public abstract double Calculate(Dictionary<string, double> categoryDifficulty = null);
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}
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}
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