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Files
osu-lazer/osu.Game/Rulesets/Ruleset.cs
T
Bartłomiej Dach 1d3e682c5e Add score multiplier calculator API (#37822)
- Part of https://github.com/ppy/osu/issues/37818
- Continued from
https://github.com/ppy/osu/pull/37355#issuecomment-4449248107

## Overview

This PR introduces an alternative API, `ScoreMultiplierCalculator`, to
be used going forward for calculating mod multipliers.

The reason for introducing this new API is that it has been requested
that:
- For any two given mods, it should be possible to have the combined mod
multipliers of them in combination be *different* than the product of
the individual mods' multipliers in isolation, i.e. $mult( \\{ A, B \\}
) \neq mult( \\{ A \\} ) \cdot mult( \\{ B \\} )$.
- For an individual mod, it should be possible to have the mod
multipliers depend on a quantity that is *not* the presence of another
mod or the direct value of a setting on the mod.

This capability is being demonstrated in this PR via the
`osu.Game.Tests.Rulesets.Scoring.ScoreMultiplierCalculatorTest` test
fixture.

## Parity with `Mod.ScoreMultiplier`

This PR contains a `ScoreMultiplierCalculator` implementation for each
of the built-in four rulesets.

The abstract `osu.Game.Tests.Rulesets.RulesetScoreMultiplierTest` and
its four derived ruleset-specific test fixtures were written to ensure
that the new implementations do not diverge from the current state of
affairs.

`Mod.ScoreMultiplier` is not removed in this diff to keep size low. It
will be removed as a follow-up.

## Performance

This PR contains a benchmark comparing the current implementation via
`Mod.ScoreMultiplier` and the new `ScoreMultiplierCalculator` API.
Results below.

<details>

| Method | Times | Mods | Mean | Error | StdDev | Gen0 | Allocated |
|---------------------- |------ |---------------------
|--------------:|------------:|------------:|--------:|----------:|
| ViaModScoreMultiplier | 1 | mods (...)tings [27] | 121.171 ns | 1.5284
ns | 1.4297 ns | 0.0782 | 656 B |
| ViaCalculator | 1 | mods (...)tings [27] | 248.509 ns | 1.9313 ns |
1.6127 ns | 0.1364 | 1144 B |
| ViaModScoreMultiplier | 1 | multiple mods | 128.357 ns | 0.4282 ns |
0.4006 ns | 0.0782 | 656 B |
| ViaCalculator | 1 | multiple mods | 252.953 ns | 1.2860 ns | 1.2029 ns
| 0.1364 | 1144 B |
| ViaModScoreMultiplier | 1 | no mods | 3.007 ns | 0.0345 ns | 0.0288 ns
| - | - |
| ViaCalculator | 1 | no mods | 14.802 ns | 0.0616 ns | 0.0576 ns |
0.0134 | 112 B |
| ViaModScoreMultiplier | 1 | single mod | 40.271 ns | 0.1238 ns |
0.1098 ns | 0.0258 | 216 B |
| ViaCalculator | 1 | single mod | 113.033 ns | 0.3140 ns | 0.2937 ns |
0.0842 | 704 B |
| ViaModScoreMultiplier | 1 | single mod 2 | 3.653 ns | 0.0384 ns |
0.0359 ns | 0.0038 | 32 B |
| ViaCalculator | 1 | single mod 2 | 78.172 ns | 0.0680 ns | 0.0603 ns |
0.0621 | 520 B |
| ViaModScoreMultiplier | 10 | mods (...)tings [27] | 1,169.609 ns |
4.3058 ns | 4.0276 ns | 0.7839 | 6560 B |
| ViaCalculator | 10 | mods (...)tings [27] | 2,575.264 ns | 21.2705 ns
| 19.8964 ns | 1.3657 | 11440 B |
| ViaModScoreMultiplier | 10 | multiple mods | 1,171.775 ns | 6.2332 ns
| 5.2050 ns | 0.7839 | 6560 B |
| ViaCalculator | 10 | multiple mods | 2,579.593 ns | 22.1010 ns |
20.6733 ns | 1.3657 | 11440 B |
| ViaModScoreMultiplier | 10 | no mods | 35.943 ns | 0.1665 ns | 0.1476
ns | - | - |
| ViaCalculator | 10 | no mods | 154.980 ns | 0.2381 ns | 0.1988 ns |
0.1338 | 1120 B |
| ViaModScoreMultiplier | 10 | single mod | 404.185 ns | 1.3190 ns |
1.2338 ns | 0.2580 | 2160 B |
| ViaCalculator | 10 | single mod | 1,167.279 ns | 6.1641 ns | 5.7659 ns
| 0.8411 | 7040 B |
| ViaModScoreMultiplier | 10 | single mod 2 | 42.128 ns | 0.2878 ns |
0.2692 ns | 0.0382 | 320 B |
| ViaCalculator | 10 | single mod 2 | 775.435 ns | 2.3318 ns | 2.1811 ns
| 0.6208 | 5200 B |
| ViaModScoreMultiplier | 100 | mods (...)tings [27] | 11,623.346 ns |
51.7174 ns | 43.1863 ns | 7.8430 | 65600 B |
| ViaCalculator | 100 | mods (...)tings [27] | 25,252.987 ns | 44.4352
ns | 39.3906 ns | 13.6719 | 114400 B |
| ViaModScoreMultiplier | 100 | multiple mods | 11,928.536 ns | 35.2079
ns | 32.9334 ns | 7.8430 | 65600 B |
| ViaCalculator | 100 | multiple mods | 25,399.378 ns | 152.4597 ns |
127.3108 ns | 13.6719 | 114400 B |
| ViaModScoreMultiplier | 100 | no mods | 328.158 ns | 0.5827 ns |
0.5165 ns | - | - |
| ViaCalculator | 100 | no mods | 1,517.485 ns | 10.2304 ns | 9.5695 ns
| 1.3390 | 11200 B |
| ViaModScoreMultiplier | 100 | single mod | 3,986.251 ns | 24.2523 ns |
21.4991 ns | 2.5787 | 21600 B |
| ViaCalculator | 100 | single mod | 11,479.514 ns | 23.3738 ns |
20.7203 ns | 8.4076 | 70400 B |
| ViaModScoreMultiplier | 100 | single mod 2 | 385.679 ns | 3.5190 ns |
3.2917 ns | 0.3824 | 3200 B |
| ViaCalculator | 100 | single mod 2 | 7,658.646 ns | 21.8274 ns |
19.3494 ns | 6.2103 | 52000 B |

</details>

While the calculator is obviously slower, in my view it is not
egregiously so. The main overheads both time- and memory-wise are
collection allocations for the dictionary and the set which I consider
to be directly caused by the requested additional complexity and as such
I don't really consider them eliminable.

I have tried and applied some micro-optimisations
(e2469ce338,
cb33abec17), albeit with negligible
effect. I have also tried to key the mods by `Acronym` instead of by
`Type` and the difference was basically nil.

<details>
<summary>patch for keying by acronym</summary>

```diff
diff --git a/osu.Game/Rulesets/Scoring/ScoreMultiplierCalculator.cs b/osu.Game/Rulesets/Scoring/ScoreMultiplierCalculator.cs
index 772f9d178b..7f5907cbda 100644
--- a/osu.Game/Rulesets/Scoring/ScoreMultiplierCalculator.cs
+++ b/osu.Game/Rulesets/Scoring/ScoreMultiplierCalculator.cs
@@ -13,26 +13,26 @@ namespace osu.Game.Rulesets.Scoring
     /// </summary>
     public class ScoreMultiplierCalculator
     {
-        private static readonly List<(Type[] mods, Func<Mod[], double> multiplier)> combination_multipliers = [];
-        private static readonly Dictionary<Type, Func<Mod, ScoreMultiplierCalculator, double>> single_multipliers_with_context = [];
-        private static readonly Dictionary<Type, Func<Mod, double>> single_multipliers = [];
+        private static readonly List<(string[] modAcronyms, Func<Mod[], double> multiplier)> combination_multipliers = [];
+        private static readonly Dictionary<string, Func<Mod, ScoreMultiplierCalculator, double>> single_multipliers_with_context = [];
+        private static readonly Dictionary<string, Func<Mod, double>> single_multipliers = [];
 
         /// <summary>
         /// Defines a flat, setting-independent score multiplier for the given <typeparamref name="TMod"/>.
         /// </summary>
         public static void Single<TMod>(double hasMultiplier)
-            where TMod : Mod
+            where TMod : Mod, new()
         {
-            single_multipliers[typeof(TMod)] = _ => hasMultiplier;
+            single_multipliers[new TMod().Acronym] = _ => hasMultiplier;
         }
 
         /// <summary>
         /// Defines a setting-dependent score multiplier for the given <typeparamref name="TMod"/>.
         /// </summary>
         public static void Single<TMod>(Func<TMod, double> hasMultiplier)
-            where TMod : Mod
+            where TMod : Mod, new()
         {
-            single_multipliers[typeof(TMod)] = mod => hasMultiplier.Invoke((TMod)mod);
+            single_multipliers[new TMod().Acronym] = mod => hasMultiplier.Invoke((TMod)mod);
         }
 
         /// <summary>
@@ -40,20 +40,20 @@ public static void Single<TMod>(Func<TMod, double> hasMultiplier)
         /// The multiplier calculation is given additional context to calculate the multiplier via the <typeparamref name="TContext"/> type instance.
         /// </summary>
         public static void Single<TMod, TContext>(Func<TMod, TContext, double> hasMultiplier)
-            where TMod : Mod
+            where TMod : Mod, new()
             where TContext : ScoreMultiplierCalculator
         {
-            single_multipliers_with_context[typeof(TMod)] = (mod, context) => hasMultiplier.Invoke((TMod)mod, (TContext)context);
+            single_multipliers_with_context[new TMod().Acronym] = (mod, context) => hasMultiplier.Invoke((TMod)mod, (TContext)context);
         }
 
         /// <summary>
         /// Defines a score multiplier specific to when both <typeparamref name="T1"/> and <typeparamref name="T2"/> mods are present.
         /// </summary>
         public static void Combination<T1, T2>(Func<T1, T2, double> hasMultiplier)
-            where T1 : Mod
-            where T2 : Mod
+            where T1 : Mod, new()
+            where T2 : Mod, new()
         {
-            combination_multipliers.Add(([typeof(T1), typeof(T2)], mods => hasMultiplier((T1)mods[0], (T2)mods[1])));
+            combination_multipliers.Add(([new T1().Acronym, new T2().Acronym], mods => hasMultiplier((T1)mods[0], (T2)mods[1])));
         }
 
         /// <summary>
@@ -61,7 +61,7 @@ public static void Combination<T1, T2>(Func<T1, T2, double> hasMultiplier)
         /// </summary>
         public double CalculateFor(IEnumerable<Mod> mods)
         {
-            var allModsByType = mods.ToDictionary(m => m.GetType());
+            var allModsByType = mods.ToDictionary(m => m.Acronym);
 
             if (allModsByType.Count == 0)
                 return 1;
@@ -83,7 +83,7 @@ public double CalculateFor(IEnumerable<Mod> mods)
                 }
             }
 
-            foreach (var modType in remainingModTypes)
+            foreach (string modType in remainingModTypes)
             {
                 if (single_multipliers.TryGetValue(modType, out var multiplier))
                     result *= multiplier(allModsByType[modType]);

```

</details>

One particular parallel thread that may warrant follow-up is that
`Mod.UsesDefaultConfiguration` is disproportionately expensive due to
calling into regexes via Humanizer internals.

<img width="1517" height="517" alt="Screenshot_2026-05-19_at_10 58 30"
src="https://github.com/user-attachments/assets/68309a8c-74e7-4f96-8ef9-62868eeca337"
/>
2026-05-19 21:37:17 +09:00

482 lines
22 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.Concurrent;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Extensions;
using osu.Framework.Extensions.EnumExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Bindings;
using osu.Framework.IO.Stores;
using osu.Framework.Localisation;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Legacy;
using osu.Game.Configuration;
using osu.Game.Extensions;
using osu.Game.Localisation;
using osu.Game.Overlays.Settings;
using osu.Game.Rulesets.Configuration;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Filter;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Replays.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Screens.Ranking.Statistics;
using osu.Game.Skinning;
using osu.Game.Users;
using osuTK;
namespace osu.Game.Rulesets
{
public abstract class Ruleset
{
public RulesetInfo RulesetInfo { get; }
private static readonly ConcurrentDictionary<string, IMod[]> mod_reference_cache = new ConcurrentDictionary<string, IMod[]>();
/// <summary>
/// Version history:
/// 2022.205.0 FramedReplayInputHandler.CollectPendingInputs renamed to FramedReplayHandler.CollectReplayInputs.
/// 2022.822.0 All strings return values have been converted to LocalisableString to allow for localisation support.
/// </summary>
public const string CURRENT_RULESET_API_VERSION = "2022.822.0";
/// <summary>
/// Define the ruleset API version supported by this ruleset.
/// Ruleset implementations should be updated to support the latest version to ensure they can still be loaded.
/// </summary>
/// <remarks>
/// Generally, all ruleset implementations should point this directly to <see cref="CURRENT_RULESET_API_VERSION"/>.
/// This will ensure that each time you compile a new release, it will pull in the most recent version.
/// See https://github.com/ppy/osu/wiki/Breaking-Changes for full details on required ongoing changes.
/// </remarks>
public virtual string RulesetAPIVersionSupported => string.Empty;
/// <summary>
/// A queryable source containing all available mods.
/// Call <see cref="IMod.CreateInstance"/> for consumption purposes.
/// </summary>
public IEnumerable<IMod> AllMods
{
get
{
// Is the case for many test usages.
if (string.IsNullOrEmpty(ShortName))
return CreateAllMods();
if (!mod_reference_cache.TryGetValue(ShortName, out var mods))
mod_reference_cache[ShortName] = mods = CreateAllMods().Cast<IMod>().ToArray();
return mods;
}
}
/// <summary>
/// Returns fresh instances of all mods.
/// </summary>
/// <remarks>
/// This comes with considerable allocation overhead. If only accessing for reference purposes (ie. not changing bindables / settings)
/// use <see cref="AllMods"/> instead.
/// </remarks>
public IEnumerable<Mod> CreateAllMods() => Enum.GetValues<ModType>()
// Confine all mods of each mod type into a single IEnumerable<Mod>
.SelectMany(GetModsFor)
// Filter out all null mods
// This is to handle old rulesets which were doing mods bad. Can be removed at some point we are sure nulls will not appear here.
// ReSharper disable once ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
.Where(mod => mod != null)
// Resolve MultiMods as their .Mods property
.SelectMany(mod => (mod as MultiMod)?.Mods ?? new[] { mod });
/// <summary>
/// Returns a fresh instance of the mod matching the specified acronym.
/// </summary>
/// <param name="acronym">The acronym to query for .</param>
public Mod? CreateModFromAcronym(string acronym)
{
return AllMods.FirstOrDefault(m => string.Equals(m.Acronym, acronym, StringComparison.OrdinalIgnoreCase))?.CreateInstance();
}
/// <summary>
/// Returns a fresh instance of the mod matching the specified type.
/// </summary>
public T? CreateMod<T>()
where T : Mod
{
return AllMods.FirstOrDefault(m => m is T)?.CreateInstance() as T;
}
/// <summary>
/// Creates an enumerable with mods that are supported by the ruleset for the supplied <paramref name="type"/>.
/// </summary>
/// <remarks>
/// If there are no applicable mods from the given <paramref name="type"/> in this ruleset,
/// then the proper behaviour is to return an empty enumerable.
/// <see langword="null"/> mods should not be present in the returned enumerable.
/// </remarks>
public abstract IEnumerable<Mod> GetModsFor(ModType type);
/// <summary>
/// Converts mods from legacy enum values. Do not override if you're not a legacy ruleset.
/// </summary>
/// <param name="mods">The legacy enum which will be converted.</param>
/// <returns>An enumerable of constructed <see cref="Mod"/>s.</returns>
public virtual IEnumerable<Mod> ConvertFromLegacyMods(LegacyMods mods) => Array.Empty<Mod>();
/// <summary>
/// Converts mods to legacy enum values. Do not override if you're not a legacy ruleset.
/// </summary>
/// <param name="mods">The mods which will be converted.</param>
/// <returns>A single bitwise enumerable value representing (to the best of our ability) the mods.</returns>
public virtual LegacyMods ConvertToLegacyMods(Mod[] mods)
{
var value = LegacyMods.None;
foreach (var mod in mods)
{
switch (mod)
{
case ModNoFail:
value |= LegacyMods.NoFail;
break;
case ModEasy:
value |= LegacyMods.Easy;
break;
case ModHidden:
value |= LegacyMods.Hidden;
break;
case ModHardRock:
value |= LegacyMods.HardRock;
break;
case ModPerfect:
value |= LegacyMods.Perfect | LegacyMods.SuddenDeath;
break;
case ModSuddenDeath:
value |= LegacyMods.SuddenDeath;
break;
case ModNightcore:
value |= LegacyMods.Nightcore | LegacyMods.DoubleTime;
break;
case ModDoubleTime:
value |= LegacyMods.DoubleTime;
break;
case ModRelax:
value |= LegacyMods.Relax;
break;
case ModHalfTime:
value |= LegacyMods.HalfTime;
break;
case ModFlashlight:
value |= LegacyMods.Flashlight;
break;
case ModCinema:
value |= LegacyMods.Cinema | LegacyMods.Autoplay;
break;
case ModAutoplay:
value |= LegacyMods.Autoplay;
break;
case ModScoreV2:
value |= LegacyMods.ScoreV2;
break;
}
}
return value;
}
public ModAutoplay? GetAutoplayMod() => CreateMod<ModAutoplay>();
public ModTouchDevice? GetTouchDeviceMod() => CreateMod<ModTouchDevice>();
/// <summary>
/// Creates a <see cref="ScoreMultiplierCalculator"/> relevant to this ruleset.
/// </summary>
public virtual ScoreMultiplierCalculator CreateScoreMultiplierCalculator() => new ScoreMultiplierCalculator();
/// <summary>
/// Create a transformer which adds lookups specific to a ruleset to skin sources.
/// </summary>
/// <param name="skin">The source skin.</param>
/// <param name="beatmap">The current beatmap.</param>
/// <returns>A skin with a transformer applied, or null if no transformation is provided by this ruleset.</returns>
public virtual ISkin? CreateSkinTransformer(ISkin skin, IBeatmap beatmap) => null;
protected Ruleset()
{
RulesetInfo = new RulesetInfo
{
Name = Description,
ShortName = ShortName,
OnlineID = (this as ILegacyRuleset)?.LegacyID ?? -1,
InstantiationInfo = GetType().GetInvariantInstantiationInfo(),
Available = true,
};
}
/// <summary>
/// Attempt to create a hit renderer for a beatmap
/// </summary>
/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
/// <param name="mods">The <see cref="Mod"/>s to apply.</param>
/// <exception cref="BeatmapInvalidForRulesetException">Unable to successfully load the beatmap to be usable with this ruleset.</exception>
public abstract DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod>? mods = null);
/// <summary>
/// Creates a <see cref="ScoreProcessor"/> for this <see cref="Ruleset"/>.
/// </summary>
/// <returns>The score processor.</returns>
public virtual ScoreProcessor CreateScoreProcessor() => new ScoreProcessor(this);
/// <summary>
/// Creates a <see cref="HealthProcessor"/> for this <see cref="Ruleset"/>.
/// </summary>
/// <returns>The health processor.</returns>
public virtual HealthProcessor CreateHealthProcessor(double drainStartTime) => new DrainingHealthProcessor(drainStartTime);
/// <summary>
/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> to one that is applicable for this <see cref="Ruleset"/>.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> to be converted.</param>
/// <returns>The <see cref="IBeatmapConverter"/>.</returns>
public abstract IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap);
/// <summary>
/// Optionally creates a <see cref="IBeatmapProcessor"/> to alter a <see cref="IBeatmap"/> after it has been converted.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> to be processed.</param>
/// <returns>The <see cref="IBeatmapProcessor"/>.</returns>
public virtual IBeatmapProcessor? CreateBeatmapProcessor(IBeatmap beatmap) => null;
public abstract DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap);
/// <summary>
/// Optionally creates a <see cref="PerformanceCalculator"/> to generate performance data from the provided score.
/// </summary>
/// <returns>A performance calculator instance for the provided score.</returns>
public virtual PerformanceCalculator? CreatePerformanceCalculator() => null;
public virtual HitObjectComposer? CreateHitObjectComposer() => null;
public virtual IBeatmapVerifier? CreateBeatmapVerifier() => null;
public virtual Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.Solid.QuestionCircle };
public virtual IResourceStore<byte[]> CreateResourceStore() => new NamespacedResourceStore<byte[]>(new DllResourceStore(GetType().Assembly), @"Resources");
public abstract string Description { get; }
public virtual RulesetSettingsSubsection? CreateSettings() => null;
/// <summary>
/// Creates the <see cref="IRulesetConfigManager"/> for this <see cref="Ruleset"/>.
/// </summary>
/// <param name="settings">The <see cref="SettingsStore"/> to store the settings.</param>
public virtual IRulesetConfigManager? CreateConfig(SettingsStore? settings) => null;
/// <summary>
/// A unique short name to reference this ruleset in online requests.
/// </summary>
public abstract string ShortName { get; }
/// <summary>
/// The playing verb to be shown in the <see cref="UserActivity.InGame"/> activities.
/// </summary>
public virtual string PlayingVerb => "Playing";
/// <summary>
/// A list of available variant ids.
/// </summary>
public virtual IEnumerable<int> AvailableVariants => new[] { 0 };
/// <summary>
/// Get a list of default keys for the specified variant.
/// </summary>
/// <param name="variant">A variant.</param>
/// <returns>A list of valid <see cref="KeyBinding"/>s.</returns>
public virtual IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0) => Array.Empty<KeyBinding>();
/// <summary>
/// Text that describes what variants in a ruleset are.
/// Override this to provide better copy than the generic "Variant" text which may not tell users much.
/// </summary>
public virtual LocalisableString VariantDescription => "Variant";
/// <summary>
/// Gets the name for a key binding variant. This is used for display in the settings overlay.
/// </summary>
/// <param name="variant">The variant.</param>
/// <returns>A descriptive name of the variant.</returns>
public virtual LocalisableString GetVariantName(int variant) => string.Empty;
/// <summary>
/// Returns the ID of the variant that is applicable for the given <paramref name="beatmapInfo"/>, given the current active <paramref name="mods"/>.
/// </summary>
public virtual int GetVariantForBeatmap(IBeatmapInfo beatmapInfo, IReadOnlyList<Mod>? mods = null) => 0;
/// <summary>
/// For rulesets which support legacy (osu-stable) replay conversion, this method will create an empty replay frame
/// for conversion use.
/// </summary>
/// <returns>An empty frame for the current ruleset, or null if unsupported.</returns>
public virtual IConvertibleReplayFrame? CreateConvertibleReplayFrame() => null;
/// <summary>
/// Creates the statistics for a <see cref="ScoreInfo"/> to be displayed in the results screen.
/// </summary>
/// <param name="score">The <see cref="ScoreInfo"/> to create the statistics for. The score is guaranteed to have <see cref="ScoreInfo.HitEvents"/> populated.</param>
/// <param name="playableBeatmap">The <see cref="IBeatmap"/>, converted for this <see cref="Ruleset"/> with all relevant <see cref="Mod"/>s applied.</param>
/// <returns>The <see cref="StatisticItem"/>s to display.</returns>
public virtual StatisticItem[] CreateStatisticsForScore(ScoreInfo score, IBeatmap playableBeatmap) => Array.Empty<StatisticItem>();
/// <summary>
/// Get all <see cref="HitResult"/>s for this ruleset which are important enough to displayed to the end user.
/// Used for results display purposes, where it can't be determined if zero-count means the user has not achieved any or the type is not used by this ruleset.
/// </summary>
/// <remarks>
/// <see cref="HitResult.Miss"/> is implicitly included. Special types like <see cref="HitResult.IgnoreHit"/> are not returned by this method.
/// Values are returned as ordered by <see cref="OrderAttribute"/>.
/// </remarks>
/// <returns>
/// All relevant <see cref="HitResult"/>s along with a display-friendly name.
/// </returns>
public IEnumerable<(HitResult result, LocalisableString displayName)> GetHitResultsForDisplay()
{
var validResults = GetValidHitResults();
// enumerate over ordered list to guarantee return order is stable.
foreach (var result in EnumExtensions.GetValuesInOrder<HitResult>())
{
switch (result)
{
// hard blocked types, should never be displayed even if the ruleset tells us to.
case HitResult.None:
case HitResult.IgnoreHit:
case HitResult.IgnoreMiss:
case HitResult.ComboBreak:
// display is handled as a completion count with corresponding "hit" type.
case HitResult.LargeTickMiss:
case HitResult.SmallTickMiss:
continue;
}
if (result == HitResult.Miss || validResults.Contains(result))
yield return (result, GetDisplayNameForHitResult(result));
}
}
/// <summary>
/// Get all valid <see cref="HitResult"/>s for this ruleset.
/// Used for strict validation purposes. The ruleset should return ALL applicable <see cref="HitResult"/> types here
/// (except <see cref="HitResult.None"/> and obsolete types).
/// </summary>
public virtual IEnumerable<HitResult> GetValidHitResults() => EnumExtensions.GetValuesInOrder<HitResult>();
/// <summary>
/// Get a display friendly name for the specified result type.
/// </summary>
/// <param name="result">The result type to get the name for.</param>
/// <returns>The display name.</returns>
public virtual LocalisableString GetDisplayNameForHitResult(HitResult result) => result.GetLocalisableDescription();
/// <summary>
/// Applies changes to difficulty attributes for presenting to a user a rough estimate of how mods affect difficulty.
/// Importantly, this should NOT BE USED FOR ANY CALCULATIONS.
///
/// It is also not always correct, and arguably is never correct depending on your frame of mind.
/// </summary>
/// <param name="beatmapInfo">The <see cref="IBeatmapInfo"/> for which to display the adjusted difficulty.</param>
/// <param name="mods">The active mods.</param>
/// <returns>The adjusted difficulty attributes.</returns>
public virtual BeatmapDifficulty GetAdjustedDisplayDifficulty(IBeatmapInfo beatmapInfo, IReadOnlyCollection<Mod> mods)
{
BeatmapDifficulty adjustedDifficulty = new BeatmapDifficulty(beatmapInfo.Difficulty);
foreach (var mod in mods.OfType<IApplicableToDifficulty>())
mod.ApplyToDifficulty(adjustedDifficulty);
return adjustedDifficulty;
}
/// <summary>
/// Returns a list of <see cref="RulesetBeatmapAttribute"/>s to be displayed wherever it is wanted to display a given beatmap's difficulty information.
/// The returned data includes both material changes to difficulty from <see cref="IApplicableToDifficulty"/> mods,
/// as well as "effective" adjustments coming from <see cref="GetAdjustedDisplayDifficulty"/>.
/// </summary>
public virtual IEnumerable<RulesetBeatmapAttribute> GetBeatmapAttributesForDisplay(IBeatmapInfo beatmapInfo, IReadOnlyCollection<Mod> mods)
{
var originalDifficulty = beatmapInfo.Difficulty;
var adjustedDifficulty = GetAdjustedDisplayDifficulty(beatmapInfo, mods);
yield return new RulesetBeatmapAttribute(SongSelectStrings.CircleSize, @"CS", originalDifficulty.CircleSize, adjustedDifficulty.CircleSize, 10);
yield return new RulesetBeatmapAttribute(SongSelectStrings.ApproachRate, @"AR", originalDifficulty.ApproachRate, adjustedDifficulty.ApproachRate, 10);
yield return new RulesetBeatmapAttribute(SongSelectStrings.Accuracy, @"OD", originalDifficulty.OverallDifficulty, adjustedDifficulty.OverallDifficulty, 10);
yield return new RulesetBeatmapAttribute(SongSelectStrings.HPDrain, @"HP", originalDifficulty.DrainRate, adjustedDifficulty.DrainRate, 10);
}
/// <summary>
/// Overload of <see cref="GetAdjustedDisplayDifficulty"/> for display on Ranked Cards
/// </summary>
public virtual IEnumerable<RulesetBeatmapAttribute> GetBeatmapAttributesForRankedPlayCard(IBeatmapInfo beatmapInfo, IReadOnlyCollection<Mod> mods) =>
GetBeatmapAttributesForDisplay(beatmapInfo, mods);
/// <summary>
/// Creates ruleset-specific beatmap filter criteria to be used on the song select screen.
/// </summary>
public virtual IRulesetFilterCriteria? CreateRulesetFilterCriteria() => null;
/// <summary>
/// Can be overridden to add ruleset-specific sections to the editor beatmap setup screen.
/// </summary>
public virtual IEnumerable<Drawable> CreateEditorSetupSections() =>
[
new MetadataSection(),
new DifficultySection(),
new FillFlowContainer
{
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Spacing = new Vector2(25),
Children = new Drawable[]
{
new ResourcesSection
{
RelativeSizeAxes = Axes.X,
},
new ColoursSection
{
RelativeSizeAxes = Axes.X,
}
}
},
new DesignSection(),
];
/// <summary>
/// Can be overridden to avoid showing scroll speed changes in the editor.
/// </summary>
public virtual bool EditorShowScrollSpeed => true;
}
}