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438 lines
16 KiB
C#
438 lines
16 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;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Mods;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.UI;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Bindings;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Mania.Replays;
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using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Beatmaps.Legacy;
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using osu.Game.Configuration;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Configuration;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Configuration;
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using osu.Game.Rulesets.Mania.Difficulty;
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using osu.Game.Rulesets.Mania.Edit;
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using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Mania.Skinning;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Mania
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{
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public class ManiaRuleset : Ruleset, ILegacyRuleset
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{
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public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new DrawableManiaRuleset(this, beatmap, mods);
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public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor();
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap, this);
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public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new ManiaPerformanceCalculator(this, beatmap, score);
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public const string SHORT_NAME = "mania";
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public override HitObjectComposer CreateHitObjectComposer() => new ManiaHitObjectComposer(this);
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public override ISkin CreateLegacySkinProvider(ISkinSource source, IBeatmap beatmap) => new ManiaLegacySkinTransformer(source, beatmap);
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public override IEnumerable<Mod> ConvertFromLegacyMods(LegacyMods mods)
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{
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if (mods.HasFlag(LegacyMods.Nightcore))
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yield return new ManiaModNightcore();
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else if (mods.HasFlag(LegacyMods.DoubleTime))
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yield return new ManiaModDoubleTime();
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if (mods.HasFlag(LegacyMods.Perfect))
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yield return new ManiaModPerfect();
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else if (mods.HasFlag(LegacyMods.SuddenDeath))
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yield return new ManiaModSuddenDeath();
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if (mods.HasFlag(LegacyMods.Cinema))
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yield return new ManiaModCinema();
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else if (mods.HasFlag(LegacyMods.Autoplay))
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yield return new ManiaModAutoplay();
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if (mods.HasFlag(LegacyMods.Easy))
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yield return new ManiaModEasy();
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if (mods.HasFlag(LegacyMods.FadeIn))
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yield return new ManiaModFadeIn();
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if (mods.HasFlag(LegacyMods.Flashlight))
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yield return new ManiaModFlashlight();
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if (mods.HasFlag(LegacyMods.HalfTime))
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yield return new ManiaModHalfTime();
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if (mods.HasFlag(LegacyMods.HardRock))
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yield return new ManiaModHardRock();
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if (mods.HasFlag(LegacyMods.Hidden))
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yield return new ManiaModHidden();
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if (mods.HasFlag(LegacyMods.Key1))
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yield return new ManiaModKey1();
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if (mods.HasFlag(LegacyMods.Key2))
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yield return new ManiaModKey2();
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if (mods.HasFlag(LegacyMods.Key3))
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yield return new ManiaModKey3();
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if (mods.HasFlag(LegacyMods.Key4))
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yield return new ManiaModKey4();
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if (mods.HasFlag(LegacyMods.Key5))
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yield return new ManiaModKey5();
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if (mods.HasFlag(LegacyMods.Key6))
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yield return new ManiaModKey6();
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if (mods.HasFlag(LegacyMods.Key7))
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yield return new ManiaModKey7();
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if (mods.HasFlag(LegacyMods.Key8))
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yield return new ManiaModKey8();
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if (mods.HasFlag(LegacyMods.Key9))
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yield return new ManiaModKey9();
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if (mods.HasFlag(LegacyMods.NoFail))
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yield return new ManiaModNoFail();
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if (mods.HasFlag(LegacyMods.Random))
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yield return new ManiaModRandom();
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}
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public override LegacyMods ConvertToLegacyMods(Mod[] mods)
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{
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var value = base.ConvertToLegacyMods(mods);
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foreach (var mod in mods)
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{
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switch (mod)
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{
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case ManiaModKey1 _:
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value |= LegacyMods.Key1;
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break;
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case ManiaModKey2 _:
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value |= LegacyMods.Key2;
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break;
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case ManiaModKey3 _:
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value |= LegacyMods.Key3;
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break;
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case ManiaModKey4 _:
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value |= LegacyMods.Key4;
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break;
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case ManiaModKey5 _:
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value |= LegacyMods.Key5;
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break;
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case ManiaModKey6 _:
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value |= LegacyMods.Key6;
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break;
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case ManiaModKey7 _:
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value |= LegacyMods.Key7;
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break;
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case ManiaModKey8 _:
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value |= LegacyMods.Key8;
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break;
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case ManiaModKey9 _:
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value |= LegacyMods.Key9;
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break;
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case ManiaModFadeIn _:
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value |= LegacyMods.FadeIn;
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break;
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}
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}
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return value;
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}
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public override IEnumerable<Mod> GetModsFor(ModType type)
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{
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switch (type)
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{
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case ModType.DifficultyReduction:
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return new Mod[]
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{
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new ManiaModEasy(),
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new ManiaModNoFail(),
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new MultiMod(new ManiaModHalfTime(), new ManiaModDaycore()),
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};
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case ModType.DifficultyIncrease:
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return new Mod[]
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{
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new ManiaModHardRock(),
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new MultiMod(new ManiaModSuddenDeath(), new ManiaModPerfect()),
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new MultiMod(new ManiaModDoubleTime(), new ManiaModNightcore()),
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new MultiMod(new ManiaModFadeIn(), new ManiaModHidden()),
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new ManiaModFlashlight(),
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};
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case ModType.Conversion:
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return new Mod[]
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{
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new MultiMod(new ManiaModKey4(),
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new ManiaModKey5(),
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new ManiaModKey6(),
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new ManiaModKey7(),
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new ManiaModKey8(),
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new ManiaModKey9(),
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new ManiaModKey1(),
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new ManiaModKey2(),
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new ManiaModKey3()),
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new ManiaModRandom(),
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new ManiaModDualStages(),
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new ManiaModMirror(),
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new ManiaModDifficultyAdjust(),
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};
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case ModType.Automation:
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return new Mod[]
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{
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new MultiMod(new ManiaModAutoplay(), new ManiaModCinema()),
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};
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case ModType.Fun:
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return new Mod[]
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{
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new MultiMod(new ModWindUp(), new ModWindDown())
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};
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default:
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return Array.Empty<Mod>();
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}
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}
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public override string Description => "osu!mania";
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public override string ShortName => SHORT_NAME;
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public override string PlayingVerb => "Smashing keys";
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public override Drawable CreateIcon() => new SpriteIcon { Icon = OsuIcon.RulesetMania };
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public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new ManiaDifficultyCalculator(this, beatmap);
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public int LegacyID => 3;
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public override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new ManiaReplayFrame();
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public override IRulesetConfigManager CreateConfig(SettingsStore settings) => new ManiaRulesetConfigManager(settings, RulesetInfo);
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public override RulesetSettingsSubsection CreateSettings() => new ManiaSettingsSubsection(this);
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public override IEnumerable<int> AvailableVariants
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{
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get
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{
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for (int i = 1; i <= 9; i++)
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yield return (int)PlayfieldType.Single + i;
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for (int i = 2; i <= 18; i += 2)
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yield return (int)PlayfieldType.Dual + i;
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}
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}
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public override IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0)
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{
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switch (getPlayfieldType(variant))
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{
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case PlayfieldType.Single:
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return new VariantMappingGenerator
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{
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LeftKeys = new[]
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{
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InputKey.A,
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InputKey.S,
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InputKey.D,
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InputKey.F
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},
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RightKeys = new[]
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{
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InputKey.J,
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InputKey.K,
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InputKey.L,
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InputKey.Semicolon
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},
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SpecialKey = InputKey.Space,
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SpecialAction = ManiaAction.Special1,
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NormalActionStart = ManiaAction.Key1,
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}.GenerateKeyBindingsFor(variant, out _);
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case PlayfieldType.Dual:
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int keys = getDualStageKeyCount(variant);
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var stage1Bindings = new VariantMappingGenerator
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{
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LeftKeys = new[]
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{
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InputKey.Q,
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InputKey.W,
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InputKey.E,
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InputKey.R,
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},
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RightKeys = new[]
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{
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InputKey.X,
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InputKey.C,
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InputKey.V,
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InputKey.B
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},
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SpecialKey = InputKey.S,
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SpecialAction = ManiaAction.Special1,
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NormalActionStart = ManiaAction.Key1
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}.GenerateKeyBindingsFor(keys, out var nextNormal);
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var stage2Bindings = new VariantMappingGenerator
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{
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LeftKeys = new[]
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{
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InputKey.Number7,
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InputKey.Number8,
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InputKey.Number9,
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InputKey.Number0
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},
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RightKeys = new[]
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{
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InputKey.K,
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InputKey.L,
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InputKey.Semicolon,
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InputKey.Quote
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},
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SpecialKey = InputKey.I,
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SpecialAction = ManiaAction.Special2,
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NormalActionStart = nextNormal
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}.GenerateKeyBindingsFor(keys, out _);
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return stage1Bindings.Concat(stage2Bindings);
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}
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return Array.Empty<KeyBinding>();
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}
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public override string GetVariantName(int variant)
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{
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switch (getPlayfieldType(variant))
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{
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default:
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return $"{variant}K";
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case PlayfieldType.Dual:
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{
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var keys = getDualStageKeyCount(variant);
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return $"{keys}K + {keys}K";
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}
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}
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}
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/// <summary>
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/// Finds the number of keys for each stage in a <see cref="PlayfieldType.Dual"/> variant.
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/// </summary>
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/// <param name="variant">The variant.</param>
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private int getDualStageKeyCount(int variant) => (variant - (int)PlayfieldType.Dual) / 2;
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/// <summary>
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/// Finds the <see cref="PlayfieldType"/> that corresponds to a variant value.
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/// </summary>
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/// <param name="variant">The variant value.</param>
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/// <returns>The <see cref="PlayfieldType"/> that corresponds to <paramref name="variant"/>.</returns>
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private PlayfieldType getPlayfieldType(int variant)
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{
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return (PlayfieldType)Enum.GetValues(typeof(PlayfieldType)).Cast<int>().OrderByDescending(i => i).First(v => variant >= v);
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}
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private class VariantMappingGenerator
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{
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/// <summary>
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/// All the <see cref="InputKey"/>s available to the left hand.
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/// </summary>
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public InputKey[] LeftKeys;
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/// <summary>
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/// All the <see cref="InputKey"/>s available to the right hand.
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/// </summary>
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public InputKey[] RightKeys;
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/// <summary>
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/// The <see cref="InputKey"/> for the special key.
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/// </summary>
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public InputKey SpecialKey;
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/// <summary>
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/// The <see cref="ManiaAction"/> at which the normal columns should begin.
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/// </summary>
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public ManiaAction NormalActionStart;
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/// <summary>
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/// The <see cref="ManiaAction"/> for the special column.
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/// </summary>
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public ManiaAction SpecialAction;
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/// <summary>
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/// Generates a list of <see cref="KeyBinding"/>s for a specific number of columns.
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/// </summary>
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/// <param name="columns">The number of columns that need to be bound.</param>
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/// <param name="nextNormalAction">The next <see cref="ManiaAction"/> to use for normal columns.</param>
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/// <returns>The keybindings.</returns>
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public IEnumerable<KeyBinding> GenerateKeyBindingsFor(int columns, out ManiaAction nextNormalAction)
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{
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ManiaAction currentNormalAction = NormalActionStart;
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var bindings = new List<KeyBinding>();
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for (int i = LeftKeys.Length - columns / 2; i < LeftKeys.Length; i++)
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bindings.Add(new KeyBinding(LeftKeys[i], currentNormalAction++));
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if (columns % 2 == 1)
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bindings.Add(new KeyBinding(SpecialKey, SpecialAction));
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for (int i = 0; i < columns / 2; i++)
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bindings.Add(new KeyBinding(RightKeys[i], currentNormalAction++));
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nextNormalAction = currentNormalAction;
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return bindings;
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}
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}
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}
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public enum PlayfieldType
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{
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/// <summary>
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/// Columns are grouped into a single stage.
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/// Number of columns in this stage lies at (item - Single).
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/// </summary>
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Single = 0,
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/// <summary>
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/// Columns are grouped into two stages.
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/// Overall number of columns lies at (item - Dual), further computation is required for
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/// number of columns in each individual stage.
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/// </summary>
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Dual = 1000,
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}
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}
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