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osu-lazer/osu.Game/Screens/Select/Details/AdvancedStats.cs
2023-11-17 16:52:40 +09:00

340 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.
#nullable disable
using osuTK.Graphics;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Beatmaps;
using osu.Framework.Bindables;
using System.Collections.Generic;
using osu.Game.Rulesets.Mods;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Extensions;
using osu.Framework.Localisation;
using osu.Framework.Threading;
using osu.Framework.Utils;
using osu.Game.Configuration;
using osu.Game.Resources.Localisation.Web;
using osu.Game.Rulesets;
namespace osu.Game.Screens.Select.Details
{
public partial class AdvancedStats : Container, IHasTooltip
{
[Resolved]
private BeatmapDifficultyCache difficultyCache { get; set; }
[Resolved]
private IBindable<IReadOnlyList<Mod>> mods { get; set; }
[Resolved]
private OsuGameBase game { get; set; }
private IBindable<RulesetInfo> gameRuleset;
protected readonly StatisticRow FirstValue, HpDrain, Accuracy, ApproachRate;
private readonly StatisticRow starDifficulty;
private BeatmapDifficulty originalDifficulty;
private BeatmapDifficulty adjustedDifficulty;
private bool haveRateChangedValues;
private IBeatmapInfo beatmapInfo;
public IBeatmapInfo BeatmapInfo
{
get => beatmapInfo;
set
{
if (value == beatmapInfo) return;
beatmapInfo = value;
updateStatistics();
}
}
public AdvancedStats()
{
Child = new FillFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Children = new[]
{
FirstValue = new StatisticRow(), // circle size/key amount
HpDrain = new StatisticRow { Title = BeatmapsetsStrings.ShowStatsDrain },
Accuracy = new StatisticRow { Title = BeatmapsetsStrings.ShowStatsAccuracy },
ApproachRate = new StatisticRow { Title = BeatmapsetsStrings.ShowStatsAr },
starDifficulty = new StatisticRow(10, true) { Title = BeatmapsetsStrings.ShowStatsStars },
},
};
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
starDifficulty.AccentColour = colours.Yellow;
}
protected override void LoadComplete()
{
base.LoadComplete();
// the cached ruleset bindable might be a decoupled bindable provided by SongSelect,
// which we can't rely on in combination with the game-wide selected mods list,
// since mods could be updated to the new ruleset instances while the decoupled bindable is held behind,
// therefore resulting in performing difficulty calculation with invalid states.
gameRuleset = game.Ruleset.GetBoundCopy();
gameRuleset.BindValueChanged(_ => updateStatistics());
mods.BindValueChanged(modsChanged, true);
}
private ModSettingChangeTracker modSettingChangeTracker;
private ScheduledDelegate debouncedStatisticsUpdate;
private void modsChanged(ValueChangedEvent<IReadOnlyList<Mod>> mods)
{
modSettingChangeTracker?.Dispose();
modSettingChangeTracker = new ModSettingChangeTracker(mods.NewValue);
modSettingChangeTracker.SettingChanged += _ =>
{
debouncedStatisticsUpdate?.Cancel();
debouncedStatisticsUpdate = Scheduler.AddDelayed(updateStatistics, 100);
};
updateStatistics();
}
private void updateStatistics()
{
IBeatmapDifficultyInfo baseDifficulty = BeatmapInfo?.Difficulty;
if (baseDifficulty != null)
{
originalDifficulty = new BeatmapDifficulty(baseDifficulty);
foreach (var mod in mods.Value.OfType<IApplicableToDifficulty>())
mod.ApplyToDifficulty(originalDifficulty);
if (gameRuleset != null)
{
Ruleset ruleset = gameRuleset.Value.CreateInstance();
double rate = 1;
foreach (var mod in mods.Value.OfType<IApplicableToRate>())
rate = mod.ApplyToRate(0, rate);
adjustedDifficulty = ruleset.GetRateAdjustedDifficulty(originalDifficulty, rate);
haveRateChangedValues = hasRateAdjustedProperties(originalDifficulty, adjustedDifficulty);
}
}
switch (BeatmapInfo?.Ruleset.OnlineID)
{
case 3:
// Account for mania differences locally for now
// Eventually this should be handled in a more modular way, allowing rulesets to return arbitrary difficulty attributes
FirstValue.Title = BeatmapsetsStrings.ShowStatsCsMania;
FirstValue.Value = (baseDifficulty?.CircleSize ?? 0, null);
break;
default:
FirstValue.Title = BeatmapsetsStrings.ShowStatsCs;
FirstValue.Value = (baseDifficulty?.CircleSize ?? 0, adjustedDifficulty?.CircleSize);
break;
}
HpDrain.Value = (baseDifficulty?.DrainRate ?? 0, adjustedDifficulty?.DrainRate);
Accuracy.Value = (baseDifficulty?.OverallDifficulty ?? 0, adjustedDifficulty?.OverallDifficulty);
ApproachRate.Value = (baseDifficulty?.ApproachRate ?? 0, adjustedDifficulty?.ApproachRate);
updateStarDifficulty();
}
private CancellationTokenSource starDifficultyCancellationSource;
/// <summary>
/// Updates the displayed star difficulty statistics with the values provided by the currently-selected beatmap, ruleset, and selected mods.
/// </summary>
/// <remarks>
/// This is scheduled to avoid scenarios wherein a ruleset changes first before selected mods do,
/// potentially resulting in failure during difficulty calculation due to incomplete bindable state updates.
/// </remarks>
private void updateStarDifficulty() => Scheduler.AddOnce(() =>
{
starDifficultyCancellationSource?.Cancel();
if (BeatmapInfo == null)
return;
starDifficultyCancellationSource = new CancellationTokenSource();
var normalStarDifficultyTask = difficultyCache.GetDifficultyAsync(BeatmapInfo, gameRuleset.Value, null, starDifficultyCancellationSource.Token);
var moddedStarDifficultyTask = difficultyCache.GetDifficultyAsync(BeatmapInfo, gameRuleset.Value, mods.Value, starDifficultyCancellationSource.Token);
Task.WhenAll(normalStarDifficultyTask, moddedStarDifficultyTask).ContinueWith(_ => Schedule(() =>
{
var normalDifficulty = normalStarDifficultyTask.GetResultSafely();
var moddedDifficulty = moddedStarDifficultyTask.GetResultSafely();
if (normalDifficulty == null || moddedDifficulty == null)
return;
starDifficulty.Value = ((float)normalDifficulty.Value.Stars, (float)moddedDifficulty.Value.Stars);
}), starDifficultyCancellationSource.Token, TaskContinuationOptions.OnlyOnRanToCompletion, TaskScheduler.Current);
});
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
modSettingChangeTracker?.Dispose();
starDifficultyCancellationSource?.Cancel();
}
public LocalisableString TooltipText
{
get
{
if (haveRateChangedValues)
{
// Rather than localising this, it should be displayed in a better way (a custom tooltip which isn't a single super-long line).
return "One or more values are being adjusted by mods that change speed." +
$" (AR {originalDifficulty?.ApproachRate ?? 0}→{(adjustedDifficulty?.ApproachRate ?? 0):0.0#}, " +
$"OD {originalDifficulty?.OverallDifficulty ?? 0}→{(adjustedDifficulty?.OverallDifficulty ?? 0):0.0#})";
}
return string.Empty;
}
}
private static bool hasRateAdjustedProperties(BeatmapDifficulty a, BeatmapDifficulty b)
{
if (!Precision.AlmostEquals(a.ApproachRate, b.ApproachRate)) return true;
if (!Precision.AlmostEquals(a.OverallDifficulty, b.OverallDifficulty)) return true;
return false;
}
public partial class StatisticRow : Container, IHasAccentColour
{
private const float value_width = 25;
private const float name_width = 70;
private readonly float maxValue;
private readonly bool forceDecimalPlaces;
private readonly OsuSpriteText name, valueText;
private readonly Bar bar;
public readonly Bar ModBar;
[Resolved]
private OsuColour colours { get; set; }
public LocalisableString Title
{
get => name.Text;
set => name.Text = value;
}
private (float baseValue, float? adjustedValue)? value;
public (float baseValue, float? adjustedValue) Value
{
get => value ?? (0, null);
set
{
if (value == this.value)
return;
this.value = value;
bar.Length = value.baseValue / maxValue;
valueText.Text = (value.adjustedValue ?? value.baseValue).ToString(forceDecimalPlaces ? "0.00" : "0.##");
ModBar.Length = (value.adjustedValue ?? 0) / maxValue;
if (Precision.AlmostEquals(value.baseValue, value.adjustedValue ?? value.baseValue, 0.05f))
ModBar.AccentColour = valueText.Colour = Color4.White;
else if (value.adjustedValue > value.baseValue)
ModBar.AccentColour = valueText.Colour = colours.Red;
else if (value.adjustedValue < value.baseValue)
ModBar.AccentColour = valueText.Colour = colours.BlueDark;
}
}
public Color4 AccentColour
{
get => bar.AccentColour;
set => bar.AccentColour = value;
}
public StatisticRow(float maxValue = 10, bool forceDecimalPlaces = false)
{
this.maxValue = maxValue;
this.forceDecimalPlaces = forceDecimalPlaces;
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
Padding = new MarginPadding { Vertical = 2.5f };
Children = new Drawable[]
{
new Container
{
Width = name_width,
AutoSizeAxes = Axes.Y,
// osu-web uses 1.25 line-height, which at 12px font size makes the element 14px tall - this compentates that difference
Padding = new MarginPadding { Vertical = 1 },
Child = name = new OsuSpriteText
{
Font = OsuFont.GetFont(size: 12)
},
},
bar = new Bar
{
Origin = Anchor.CentreLeft,
Anchor = Anchor.CentreLeft,
RelativeSizeAxes = Axes.X,
Height = 5,
BackgroundColour = Color4.White.Opacity(0.5f),
Padding = new MarginPadding { Left = name_width + 10, Right = value_width + 10 },
},
ModBar = new Bar
{
Origin = Anchor.CentreLeft,
Anchor = Anchor.CentreLeft,
RelativeSizeAxes = Axes.X,
Alpha = 0.5f,
Height = 5,
Padding = new MarginPadding { Left = name_width + 10, Right = value_width + 10 },
},
new Container
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Width = value_width,
RelativeSizeAxes = Axes.Y,
Child = valueText = new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Font = OsuFont.GetFont(size: 12)
},
},
};
}
}
}
}