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123 lines
4.8 KiB
C#
123 lines
4.8 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.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using Newtonsoft.Json;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public class OsuDifficultyAttributes : DifficultyAttributes
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{
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/// <summary>
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/// The difficulty corresponding to the aim skill.
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/// </summary>
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[JsonProperty("aim_difficulty")]
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public double AimDifficulty { get; set; }
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/// <summary>
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/// The difficulty corresponding to the speed skill.
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/// </summary>
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[JsonProperty("speed_difficulty")]
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public double SpeedDifficulty { get; set; }
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/// <summary>
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/// The difficulty corresponding to the flashlight skill.
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/// </summary>
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[JsonProperty("flashlight_difficulty")]
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public double FlashlightDifficulty { get; set; }
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/// <summary>
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/// Describes how much of <see cref="AimDifficulty"/> is contributed to by hitcircles or sliders.
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/// A value closer to 1.0 indicates most of <see cref="AimDifficulty"/> is contributed by hitcircles.
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/// A value closer to 0.0 indicates most of <see cref="AimDifficulty"/> is contributed by sliders.
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/// </summary>
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[JsonProperty("slider_factor")]
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public double SliderFactor { get; set; }
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/// <summary>
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/// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc).
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/// </summary>
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/// <remarks>
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/// Rate-adjusting mods don't directly affect the approach rate difficulty value, but have a perceived effect as a result of adjusting audio timing.
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/// </remarks>
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[JsonProperty("approach_rate")]
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public double ApproachRate { get; set; }
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/// <summary>
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/// The perceived overall difficulty inclusive of rate-adjusting mods (DT/HT/etc).
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/// </summary>
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/// <remarks>
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/// Rate-adjusting mods don't directly affect the overall difficulty value, but have a perceived effect as a result of adjusting audio timing.
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/// </remarks>
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[JsonProperty("overall_difficulty")]
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public double OverallDifficulty { get; set; }
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/// <summary>
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/// The beatmap's drain rate. This doesn't scale with rate-adjusting mods.
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/// </summary>
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public double DrainRate { get; set; }
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/// <summary>
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/// The number of hitcircles in the beatmap.
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/// </summary>
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public int HitCircleCount { get; set; }
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/// <summary>
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/// The number of sliders in the beatmap.
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/// </summary>
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public int SliderCount { get; set; }
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/// <summary>
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/// The number of spinners in the beatmap.
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/// </summary>
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public int SpinnerCount { get; set; }
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public override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
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{
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foreach (var v in base.ToDatabaseAttributes())
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yield return v;
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yield return (ATTRIB_ID_AIM, AimDifficulty);
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yield return (ATTRIB_ID_SPEED, SpeedDifficulty);
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yield return (ATTRIB_ID_OVERALL_DIFFICULTY, OverallDifficulty);
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yield return (ATTRIB_ID_APPROACH_RATE, ApproachRate);
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yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
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yield return (ATTRIB_ID_DIFFICULTY, StarRating);
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if (ShouldSerializeFlashlightRating())
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yield return (ATTRIB_ID_FLASHLIGHT, FlashlightDifficulty);
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yield return (ATTRIB_ID_SLIDER_FACTOR, SliderFactor);
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}
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public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values)
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{
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base.FromDatabaseAttributes(values);
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AimDifficulty = values[ATTRIB_ID_AIM];
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SpeedDifficulty = values[ATTRIB_ID_SPEED];
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OverallDifficulty = values[ATTRIB_ID_OVERALL_DIFFICULTY];
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ApproachRate = values[ATTRIB_ID_APPROACH_RATE];
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MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
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StarRating = values[ATTRIB_ID_DIFFICULTY];
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FlashlightDifficulty = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT);
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SliderFactor = values[ATTRIB_ID_SLIDER_FACTOR];
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}
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#region Newtonsoft.Json implicit ShouldSerialize() methods
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// The properties in this region are used implicitly by Newtonsoft.Json to not serialise certain fields in some cases.
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// They rely on being named exactly the same as the corresponding fields (casing included) and as such should NOT be renamed
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// unless the fields are also renamed.
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[UsedImplicitly]
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public bool ShouldSerializeFlashlightRating() => Mods.Any(m => m is ModFlashlight);
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#endregion
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}
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}
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