Compare commits
1 Commits
master
...
e78c8fa03d
| Author | SHA1 | Date | |
|---|---|---|---|
| e78c8fa03d |
@@ -19,11 +19,6 @@ indent_style = space
|
||||
indent_size = 4
|
||||
trim_trailing_whitespace = true
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|
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# temporary workaround for https://youtrack.jetbrains.com/issue/RIDER-130051/Cannot-resolve-symbol-inspections-incorrectly-firing-for-xmldoc-protected-member-references
|
||||
resharper_c_sharp_warnings_cs1574_cs1584_cs1581_cs1580_highlighting = hint
|
||||
# temporary workaround for https://youtrack.jetbrains.com/issue/RIDER-130381/Rider-does-not-respect-propagated-NoWarn-CS1591?backToIssues=false
|
||||
dotnet_diagnostic.CS1591.severity = none
|
||||
|
||||
#license header
|
||||
file_header_template = Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.\nSee the LICENCE file in the repository root for full licence text.
|
||||
|
||||
|
||||
12
.github/ISSUE_TEMPLATE/config.yml
vendored
@@ -1,6 +1,12 @@
|
||||
blank_issues_enabled: true
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||||
blank_issues_enabled: false
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contact_links:
|
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- name: Help
|
||||
url: https://t.me/jvnkosu_chat
|
||||
about: Your jvnkosu! is not working right? Please contact us using our Telegram chat
|
||||
url: https://github.com/ppy/osu/discussions/categories/q-a
|
||||
about: osu! not working or performing as you'd expect? Not sure it's a bug? Check the Q&A section!
|
||||
- name: Suggestions or feature request
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||||
url: https://github.com/ppy/osu/discussions/categories/ideas
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||||
about: Got something you think should change or be added? Search for or start a new discussion!
|
||||
- name: osu!stable issues
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url: https://github.com/ppy/osu-stable-issues
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||||
about: For osu!(stable) - ie. the current "live" game version, check out the dedicated repository. Note that this is for serious bug reports only, not tech support.
|
||||
|
||||
|
||||
14
.github/workflows/ci.yml
vendored
@@ -1,10 +1,4 @@
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on:
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push:
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tags:
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- '*'
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workflow_dispatch:
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on: [push, pull_request]
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name: Continuous Integration
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concurrency:
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group: ${{ github.workflow }}-${{ github.ref }}
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@@ -39,7 +33,7 @@ jobs:
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key: inspectcode-${{ hashFiles('.config/dotnet-tools.json', '.github/workflows/ci.yml', 'osu.sln*', 'osu*.slnf', '.editorconfig', '.globalconfig', 'CodeAnalysis/*', '**/*.csproj', '**/*.props') }}
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|
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- name: Dotnet code style
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run: dotnet build -c Debug -warnaserror osu.Desktop.slnf
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run: dotnet build -c Debug -warnaserror osu.Desktop.slnf -p:EnforceCodeStyleInBuild=true
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|
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- name: CodeFileSanity
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run: |
|
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@@ -154,7 +148,9 @@ jobs:
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# https://github.com/dotnet/macios/issues/19157
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# https://github.com/actions/runner-images/issues/12758
|
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- name: Use Xcode 16.4
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run: sudo xcode-select -switch /Applications/Xcode_16.4.app
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run: |
|
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sudo xcode-select -switch /Applications/Xcode_16.4.app
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xcodebuild -downloadPlatform iOS
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|
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- name: Build
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run: dotnet build -c Debug osu.iOS.slnf
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|
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3
.github/workflows/deploy.yml
vendored
@@ -4,7 +4,6 @@ on:
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push:
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tags:
|
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- '*'
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workflow_dispatch:
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|
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jobs:
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notify_pending_production_deploy:
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@@ -13,7 +12,7 @@ jobs:
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- name: Submit pending deployment notification
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run: |
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export TITLE="Pending osu Production Deployment: $GITHUB_REF_NAME"
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export URL="https://github.com/jvnkosu-dev/client/actions/runs/$GITHUB_RUN_ID"
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export URL="https://github.com/ppy/osu/actions/runs/$GITHUB_RUN_ID"
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export DESCRIPTION="Awaiting approval for building NuGet packages for tag $GITHUB_REF_NAME:
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[View Workflow Run]($URL)"
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export ACTOR_ICON="https://avatars.githubusercontent.com/u/$GITHUB_ACTOR_ID"
|
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|
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8
.github/workflows/sentry-release.yml
vendored
@@ -21,9 +21,9 @@ jobs:
|
||||
uses: getsentry/action-release@v1
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env:
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SENTRY_AUTH_TOKEN: ${{ secrets.SENTRY_AUTH_TOKEN }}
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SENTRY_ORG: jvnkosu
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SENTRY_PROJECT: client
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SENTRY_URL: https://satellite.jvnko.boats/
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SENTRY_ORG: ppy
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SENTRY_PROJECT: osu
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SENTRY_URL: https://sentry.ppy.sh/
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with:
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environment: production
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version: jvnkosu@${{ github.ref_name }}
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version: osu@${{ github.ref_name }}
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|
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@@ -1,10 +1,8 @@
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name: Update osu-web mod definitions (DO NOT USE YET!!!!!)
|
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name: Update osu-web mod definitions
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on:
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workflow_dispatch:
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# push:
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# tags:
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# - '*'
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|
||||
push:
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tags:
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||||
- '*'
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||||
|
||||
permissions:
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||||
contents: read # to fetch code (actions/checkout)
|
||||
2
.gitignore
vendored
@@ -344,4 +344,4 @@ inspectcode
|
||||
FodyWeavers.xsd
|
||||
|
||||
.idea/.idea.osu.Desktop/.idea/misc.xml
|
||||
.idea/.idea.osu.Android/.idea/deploymentTargetDropDown.xml
|
||||
.idea/.idea.osu.Android/.idea/deploymentTargetDropDown.xml
|
||||
|
||||
3
.vscode/settings.json
vendored
@@ -1,3 +0,0 @@
|
||||
{
|
||||
"dotnet.defaultSolution": "osu.Desktop.slnf"
|
||||
}
|
||||
@@ -73,9 +73,6 @@ Aside from the above, below is a brief checklist of things to watch out when you
|
||||
After you're done with your changes and you wish to open the PR, please observe the following recommendations:
|
||||
|
||||
- Please submit the pull request from a [topic branch](https://git-scm.com/book/en/v2/Git-Branching-Branching-Workflows#_topic_branch) (not `master`), and keep the *Allow edits from maintainers* check box selected, so that we can push fixes to your PR if necessary.
|
||||
- Please pick the following target branch for your pull request:
|
||||
- `pp-dev`, if the change impacts star rating or performance points calculations for any of the rulesets,
|
||||
- `master`, otherwise.
|
||||
- Please avoid pushing untested or incomplete code.
|
||||
- Please do not force-push or rebase unless we ask you to.
|
||||
- Please do not merge `master` continually if there are no conflicts to resolve. We will do this for you when the change is ready for merge.
|
||||
|
||||
@@ -49,7 +49,7 @@
|
||||
<PackageProjectUrl>https://github.com/ppy/osu</PackageProjectUrl>
|
||||
<RepositoryUrl>https://github.com/ppy/osu</RepositoryUrl>
|
||||
<PackageReleaseNotes>Automated release.</PackageReleaseNotes>
|
||||
<Company>ppy Pty Ltd, jvnkosu! team</Company>
|
||||
<Company>ppy Pty Ltd</Company>
|
||||
<Copyright>Copyright (c) 2025 ppy Pty Ltd</Copyright>
|
||||
<PackageTags>osu game</PackageTags>
|
||||
</PropertyGroup>
|
||||
|
||||
149
README.md
@@ -1,40 +1,147 @@
|
||||
# jvnkosu! client
|
||||
<p align="center">
|
||||
<img width="500" alt="osu! logo" src="assets/lazer.png">
|
||||
</p>
|
||||
|
||||
A free-to-win rhythm game based on osu!(lazer). Click is just a *rhythm* away!
|
||||
# osu!
|
||||
|
||||
## Disclaimer
|
||||
[](https://github.com/ppy/osu/actions/workflows/ci.yml)
|
||||
[](https://github.com/ppy/osu/releases/latest)
|
||||
[](https://www.codefactor.io/repository/github/ppy/osu)
|
||||
[](https://discord.gg/ppy)
|
||||
[](https://crowdin.com/project/osu-web)
|
||||
|
||||
*osu!* is a registered trademark of ppy Pty Ltd.
|
||||
jvnkosu! is not affiliated with, or endorsed by ppy Pty Ltd., but makes use of its open-source components and resources.
|
||||
A free-to-win rhythm game. Rhythm is just a *click* away!
|
||||
|
||||
## License
|
||||
Client source code is licensed under the MIT license, see the [LICENCE](LICENCE) file in repository root for more info.
|
||||
This is the future – and final – iteration of the [osu!](https://osu.ppy.sh) game client which marks the beginning of an open era! Currently known by and released under the release codename "*lazer*". As in sharper than cutting-edge.
|
||||
|
||||
Game assets are included as a NuGet package and licensed under the CC BY-NC 4.0, which prohibits commercial use. See [ppy/osu-resources](https://github.com/ppy/osu-resources) for more info.
|
||||
## Status
|
||||
|
||||
Registered trademarks "osu!" and "ppy" are property of ppy Pty Ltd., and protected by trademark law.
|
||||
This project is under constant development, but we do our best to keep things in a stable state. Players are encouraged to install from a release alongside their stable *osu!* client. This project will continue to evolve until we eventually reach the point where most users prefer it over the previous "osu!stable" release.
|
||||
|
||||
## Compiling from source
|
||||
Building jvnkosu! from source is pretty much possible (and welcome here).
|
||||
A few resources are available as starting points to getting involved and understanding the project:
|
||||
|
||||
First, you must have a desktop platform with [.NET Core SDK 8](https://dotnet.microsoft.com/download) installed. Windows, Linux, macOS should work well. You can check if you have the SDK installed by running `dotnet --version` in your command prompt/terminal.
|
||||
- Detailed release changelogs are available on the [official osu! site](https://osu.ppy.sh/home/changelog/lazer).
|
||||
- You can learn more about our approach to [project management](https://github.com/ppy/osu/wiki/Project-management).
|
||||
- Track our current efforts [towards improving the game](https://github.com/orgs/ppy/projects/7/views/6).
|
||||
|
||||
Then, download the source code. You may download it as an archive and unzip it, but using [Git](https://git-scm.com/) instead is recommended:
|
||||
```
|
||||
git clone https://gitea.jvnko.boats/jvnkosu/client
|
||||
## Running osu!
|
||||
|
||||
If you are just looking to give the game a whirl, you can grab the latest release for your platform:
|
||||
|
||||
### Latest release:
|
||||
|
||||
| [Windows 10+ (x64)](https://github.com/ppy/osu/releases/latest/download/install.exe) | macOS 12+ ([Intel](https://github.com/ppy/osu/releases/latest/download/osu.app.Intel.zip), [Apple Silicon](https://github.com/ppy/osu/releases/latest/download/osu.app.Apple.Silicon.zip)) | [Linux (x64)](https://github.com/ppy/osu/releases/latest/download/osu.AppImage) | [iOS 13.4+](https://osu.ppy.sh/home/testflight) | [Android 5+](https://github.com/ppy/osu/releases/latest/download/sh.ppy.osulazer.apk) |
|
||||
|--------------------------------------------------------------------------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| ------------- | ------------- | ------------- |
|
||||
|
||||
You can also generally download a version for your current device from the [osu! site](https://osu.ppy.sh/home/download).
|
||||
|
||||
If your platform is unsupported or not listed above, there is still a chance you can run the release or manually build it by following the instructions below.
|
||||
|
||||
**For iOS/iPadOS users**: The iOS testflight link fills up very fast (Apple has a hard limit of 10,000 users). We reset it occasionally. Please do not ask about this. Check back regularly for link resets or follow [peppy](https://twitter.com/ppy) on twitter for announcements. Our goal is to get the game on mobile app stores very soon so we don't have to live with this limitation.
|
||||
|
||||
## Developing a custom ruleset
|
||||
|
||||
osu! is designed to allow user-created gameplay variations, called "rulesets". Building one of these allows a developer to harness the power of the osu! beatmap library, game engine, and general UX for a new style of gameplay. To get started working on a ruleset, we have some templates available [here](https://github.com/ppy/osu/tree/master/Templates).
|
||||
|
||||
You can see some examples of custom rulesets by visiting the [custom ruleset directory](https://github.com/ppy/osu/discussions/13096).
|
||||
|
||||
## Developing osu!
|
||||
|
||||
### Prerequisites
|
||||
|
||||
Please make sure you have the following prerequisites:
|
||||
|
||||
- A desktop platform with the [.NET 8.0 SDK](https://dotnet.microsoft.com/download) installed.
|
||||
|
||||
When working with the codebase, we recommend using an IDE with intelligent code completion and syntax highlighting, such as the latest version of [Visual Studio](https://visualstudio.microsoft.com/vs/), [JetBrains Rider](https://www.jetbrains.com/rider/), or [Visual Studio Code](https://code.visualstudio.com/) with the [EditorConfig](https://marketplace.visualstudio.com/items?itemName=EditorConfig.EditorConfig) and [C# Dev Kit](https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csdevkit) plugin installed.
|
||||
|
||||
### Downloading the source code
|
||||
|
||||
Clone the repository:
|
||||
|
||||
```shell
|
||||
git clone https://github.com/ppy/osu
|
||||
cd osu
|
||||
```
|
||||
|
||||
To update the source code to the latest commit, run the following command inside the `osu` directory:
|
||||
|
||||
To **run** the project, switch to project's directory and run the following:
|
||||
```shell
|
||||
git pull
|
||||
```
|
||||
|
||||
### Building
|
||||
|
||||
#### From an IDE
|
||||
|
||||
You should load the solution via one of the platform-specific `.slnf` files, rather than the main `.sln`. This will reduce dependencies and hide platforms that you don't care about. Valid `.slnf` files are:
|
||||
|
||||
- `osu.Desktop.slnf` (most common)
|
||||
- `osu.Android.slnf`
|
||||
- `osu.iOS.slnf`
|
||||
|
||||
Run configurations for the recommended IDEs (listed above) are included. You should use the provided Build/Run functionality of your IDE to get things going. When testing or building new components, it's highly encouraged you use the `osu! (Tests)` project/configuration. More information on this is provided [below](#contributing).
|
||||
|
||||
To build for mobile platforms, you will likely need to run `sudo dotnet workload restore` if you haven't done so previously. This will install Android/iOS tooling required to complete the build.
|
||||
|
||||
#### From CLI
|
||||
|
||||
You can also build and run *osu!* from the command-line with a single command:
|
||||
|
||||
```shell
|
||||
dotnet run --project osu.Desktop
|
||||
```
|
||||
|
||||
To **compile**:
|
||||
```
|
||||
dotnet build osu.Desktop
|
||||
When running locally to do any kind of performance testing, make sure to add `-c Release` to the build command, as the overhead of running with the default `Debug` configuration can be large (especially when testing with local framework modifications as below).
|
||||
|
||||
If the build fails, try to restore NuGet packages with `dotnet restore`.
|
||||
|
||||
### Testing with resource/framework modifications
|
||||
|
||||
Sometimes it may be necessary to cross-test changes in [osu-resources](https://github.com/ppy/osu-resources) or [osu-framework](https://github.com/ppy/osu-framework). This can be quickly achieved using included commands:
|
||||
|
||||
Windows:
|
||||
|
||||
```ps
|
||||
UseLocalFramework.ps1
|
||||
UseLocalResources.ps1
|
||||
```
|
||||
|
||||
To reduce performance overhead in custom builds, it's recommended to build with the `-c Release` flag, that will use the release profile and remove possibly unneeded debugging code.
|
||||
macOS / Linux:
|
||||
|
||||
### See the [original readme](README.original.md) for more info.
|
||||
```ps
|
||||
UseLocalFramework.sh
|
||||
UseLocalResources.sh
|
||||
```
|
||||
|
||||
Note that these commands assume you have the relevant project(s) checked out in adjacent directories:
|
||||
|
||||
```
|
||||
|- osu // this repository
|
||||
|- osu-framework
|
||||
|- osu-resources
|
||||
```
|
||||
|
||||
### Code analysis
|
||||
|
||||
Before committing your code, please run a code formatter. This can be achieved by running `dotnet format` in the command line, or using the `Format code` command in your IDE.
|
||||
|
||||
We have adopted some cross-platform, compiler integrated analyzers. They can provide warnings when you are editing, building inside IDE or from command line, as-if they are provided by the compiler itself.
|
||||
|
||||
JetBrains ReSharper InspectCode is also used for wider rule sets. You can run it from PowerShell with `.\InspectCode.ps1`. Alternatively, you can install ReSharper or use Rider to get inline support in your IDE of choice.
|
||||
|
||||
## Contributing
|
||||
|
||||
When it comes to contributing to the project, the two main things you can do to help out are reporting issues and submitting pull requests. Please refer to the [contributing guidelines](CONTRIBUTING.md) to understand how to help in the most effective way possible.
|
||||
|
||||
If you wish to help with localisation efforts, head over to [crowdin](https://crowdin.com/project/osu-web).
|
||||
|
||||
We love to reward quality contributions. If you have made a large contribution, or are a regular contributor, you are welcome to [submit an expense via opencollective](https://opencollective.com/ppy/expenses/new). If you have any questions, feel free to [reach out to peppy](mailto:pe@ppy.sh) before doing so.
|
||||
|
||||
## Licence
|
||||
|
||||
*osu!*'s code and framework are licensed under the [MIT licence](https://opensource.org/licenses/MIT). Please see [the licence file](LICENCE) for more information. [tl;dr](https://tldrlegal.com/license/mit-license) you can do whatever you want as long as you include the original copyright and license notice in any copy of the software/source.
|
||||
|
||||
Please note that this *does not cover* the usage of the "osu!" or "ppy" branding in any software, resources, advertising or promotion, as this is protected by trademark law.
|
||||
|
||||
Please also note that game resources are covered by a separate licence. Please see the [ppy/osu-resources](https://github.com/ppy/osu-resources) repository for clarifications.
|
||||
|
||||
@@ -1,147 +0,0 @@
|
||||
<p align="center">
|
||||
<img width="500" alt="osu! logo" src="assets/lazer.png">
|
||||
</p>
|
||||
|
||||
# osu!
|
||||
|
||||
[](https://github.com/ppy/osu/actions/workflows/ci.yml)
|
||||
[](https://github.com/ppy/osu/releases/latest)
|
||||
[](https://www.codefactor.io/repository/github/ppy/osu)
|
||||
[](https://discord.gg/ppy)
|
||||
[](https://crowdin.com/project/osu-web)
|
||||
|
||||
A free-to-win rhythm game. Rhythm is just a *click* away!
|
||||
|
||||
This is the future – and final – iteration of the [osu!](https://osu.ppy.sh) game client which marks the beginning of an open era! Currently known by and released under the release codename "*lazer*". As in sharper than cutting-edge.
|
||||
|
||||
## Status
|
||||
|
||||
This project is under constant development, but we do our best to keep things in a stable state. Players are encouraged to install from a release alongside their stable *osu!* client. This project will continue to evolve until we eventually reach the point where most users prefer it over the previous "osu!stable" release.
|
||||
|
||||
A few resources are available as starting points to getting involved and understanding the project:
|
||||
|
||||
- Detailed release changelogs are available on the [official osu! site](https://osu.ppy.sh/home/changelog/lazer).
|
||||
- You can learn more about our approach to [project management](https://github.com/ppy/osu/wiki/Project-management).
|
||||
- Track our current efforts [towards improving the game](https://github.com/orgs/ppy/projects/7/views/6).
|
||||
|
||||
## Running osu!
|
||||
|
||||
If you are just looking to give the game a whirl, you can grab the latest release for your platform:
|
||||
|
||||
### Latest release:
|
||||
|
||||
| [Windows 10+ (x64)](https://github.com/ppy/osu/releases/latest/download/install.exe) | macOS 12+ ([Intel](https://github.com/ppy/osu/releases/latest/download/osu.app.Intel.zip), [Apple Silicon](https://github.com/ppy/osu/releases/latest/download/osu.app.Apple.Silicon.zip)) | [Linux (x64)](https://github.com/ppy/osu/releases/latest/download/osu.AppImage) | [iOS 13.4+](https://osu.ppy.sh/home/testflight) | [Android 5+](https://github.com/ppy/osu/releases/latest/download/sh.ppy.osulazer.apk) |
|
||||
|--------------------------------------------------------------------------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| ------------- | ------------- | ------------- |
|
||||
|
||||
You can also generally download a version for your current device from the [osu! site](https://osu.ppy.sh/home/download).
|
||||
|
||||
If your platform is unsupported or not listed above, there is still a chance you can run the release or manually build it by following the instructions below.
|
||||
|
||||
**For iOS/iPadOS users**: The iOS testflight link fills up very fast (Apple has a hard limit of 10,000 users). We reset it occasionally. Please do not ask about this. Check back regularly for link resets or follow [peppy](https://twitter.com/ppy) on twitter for announcements. Our goal is to get the game on mobile app stores very soon so we don't have to live with this limitation.
|
||||
|
||||
## Developing a custom ruleset
|
||||
|
||||
osu! is designed to allow user-created gameplay variations, called "rulesets". Building one of these allows a developer to harness the power of the osu! beatmap library, game engine, and general UX for a new style of gameplay. To get started working on a ruleset, we have some templates available [here](https://github.com/ppy/osu/tree/master/Templates).
|
||||
|
||||
You can see some examples of custom rulesets by visiting the [custom ruleset directory](https://github.com/ppy/osu/discussions/13096).
|
||||
|
||||
## Developing osu!
|
||||
|
||||
### Prerequisites
|
||||
|
||||
Please make sure you have the following prerequisites:
|
||||
|
||||
- A desktop platform with the [.NET 8.0 SDK](https://dotnet.microsoft.com/download) installed.
|
||||
|
||||
When working with the codebase, we recommend using an IDE with intelligent code completion and syntax highlighting, such as the latest version of [Visual Studio](https://visualstudio.microsoft.com/vs/), [JetBrains Rider](https://www.jetbrains.com/rider/), or [Visual Studio Code](https://code.visualstudio.com/) with the [EditorConfig](https://marketplace.visualstudio.com/items?itemName=EditorConfig.EditorConfig) and [C# Dev Kit](https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csdevkit) plugin installed.
|
||||
|
||||
### Downloading the source code
|
||||
|
||||
Clone the repository:
|
||||
|
||||
```shell
|
||||
git clone https://github.com/ppy/osu
|
||||
cd osu
|
||||
```
|
||||
|
||||
To update the source code to the latest commit, run the following command inside the `osu` directory:
|
||||
|
||||
```shell
|
||||
git pull
|
||||
```
|
||||
|
||||
### Building
|
||||
|
||||
#### From an IDE
|
||||
|
||||
You should load the solution via one of the platform-specific `.slnf` files, rather than the main `.sln`. This will reduce dependencies and hide platforms that you don't care about. Valid `.slnf` files are:
|
||||
|
||||
- `osu.Desktop.slnf` (most common)
|
||||
- `osu.Android.slnf`
|
||||
- `osu.iOS.slnf`
|
||||
|
||||
Run configurations for the recommended IDEs (listed above) are included. You should use the provided Build/Run functionality of your IDE to get things going. When testing or building new components, it's highly encouraged you use the `osu! (Tests)` project/configuration. More information on this is provided [below](#contributing).
|
||||
|
||||
To build for mobile platforms, you will likely need to run `sudo dotnet workload restore` if you haven't done so previously. This will install Android/iOS tooling required to complete the build.
|
||||
|
||||
#### From CLI
|
||||
|
||||
You can also build and run *osu!* from the command-line with a single command:
|
||||
|
||||
```shell
|
||||
dotnet run --project osu.Desktop
|
||||
```
|
||||
|
||||
When running locally to do any kind of performance testing, make sure to add `-c Release` to the build command, as the overhead of running with the default `Debug` configuration can be large (especially when testing with local framework modifications as below).
|
||||
|
||||
If the build fails, try to restore NuGet packages with `dotnet restore`.
|
||||
|
||||
### Testing with resource/framework modifications
|
||||
|
||||
Sometimes it may be necessary to cross-test changes in [osu-resources](https://github.com/ppy/osu-resources) or [osu-framework](https://github.com/ppy/osu-framework). This can be quickly achieved using included commands:
|
||||
|
||||
Windows:
|
||||
|
||||
```ps
|
||||
UseLocalFramework.ps1
|
||||
UseLocalResources.ps1
|
||||
```
|
||||
|
||||
macOS / Linux:
|
||||
|
||||
```ps
|
||||
UseLocalFramework.sh
|
||||
UseLocalResources.sh
|
||||
```
|
||||
|
||||
Note that these commands assume you have the relevant project(s) checked out in adjacent directories:
|
||||
|
||||
```
|
||||
|- osu // this repository
|
||||
|- osu-framework
|
||||
|- osu-resources
|
||||
```
|
||||
|
||||
### Code analysis
|
||||
|
||||
Before committing your code, please run a code formatter. This can be achieved by running `dotnet format` in the command line, or using the `Format code` command in your IDE.
|
||||
|
||||
We have adopted some cross-platform, compiler integrated analyzers. They can provide warnings when you are editing, building inside IDE or from command line, as-if they are provided by the compiler itself.
|
||||
|
||||
JetBrains ReSharper InspectCode is also used for wider rule sets. You can run it from PowerShell with `.\InspectCode.ps1`. Alternatively, you can install ReSharper or use Rider to get inline support in your IDE of choice.
|
||||
|
||||
## Contributing
|
||||
|
||||
When it comes to contributing to the project, the two main things you can do to help out are reporting issues and submitting pull requests. Please refer to the [contributing guidelines](CONTRIBUTING.md) to understand how to help in the most effective way possible.
|
||||
|
||||
If you wish to help with localisation efforts, head over to [crowdin](https://crowdin.com/project/osu-web).
|
||||
|
||||
We love to reward quality contributions. If you have made a large contribution, or are a regular contributor, you are welcome to [submit an expense via opencollective](https://opencollective.com/ppy/expenses/new). If you have any questions, feel free to [reach out to peppy](mailto:pe@ppy.sh) before doing so.
|
||||
|
||||
## Licence
|
||||
|
||||
*osu!*'s code and framework are licensed under the [MIT licence](https://opensource.org/licenses/MIT). Please see [the licence file](LICENCE) for more information. [tl;dr](https://tldrlegal.com/license/mit-license) you can do whatever you want as long as you include the original copyright and license notice in any copy of the software/source.
|
||||
|
||||
Please note that this *does not cover* the usage of the "osu!" or "ppy" branding in any software, resources, advertising or promotion, as this is protected by trademark law.
|
||||
|
||||
Please also note that game resources are covered by a separate licence. Please see the [ppy/osu-resources](https://github.com/ppy/osu-resources) repository for clarifications.
|
||||
@@ -1,7 +1,7 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<PackageType>Template</PackageType>
|
||||
<PackageId>jvnkosu.Client.Templates</PackageId>
|
||||
<PackageId>ppy.osu.Game.Templates</PackageId>
|
||||
<Title>osu! templates</Title>
|
||||
<Authors>ppy Pty Ltd</Authors>
|
||||
<PackageLicenseUrl>https://github.com/ppy/osu/blob/master/LICENCE</PackageLicenseUrl>
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
<EmbedAssembliesIntoApk>true</EmbedAssembliesIntoApk>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="ppy.osu.Framework.Android" Version="2025.1209.0" />
|
||||
<PackageReference Include="ppy.osu.Framework.Android" Version="2025.808.0" />
|
||||
</ItemGroup>
|
||||
<PropertyGroup>
|
||||
<!-- Fody does not handle Android build well, and warns when unchanged.
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="boats.jvnko.osu.android" android:installLocation="auto">
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="sh.ppy.osulazer" android:installLocation="auto">
|
||||
<uses-sdk android:minSdkVersion="21" android:targetSdkVersion="34" />
|
||||
<application android:allowBackup="true"
|
||||
android:supportsRtl="true"
|
||||
|
||||
@@ -29,7 +29,7 @@ namespace osu.Desktop
|
||||
{
|
||||
internal partial class DiscordRichPresence : Component
|
||||
{
|
||||
private const string client_id = "1440647613358800918";
|
||||
private const string client_id = "1216669957799018608";
|
||||
|
||||
private DiscordRpcClient client = null!;
|
||||
|
||||
@@ -189,7 +189,7 @@ namespace osu.Desktop
|
||||
}
|
||||
|
||||
// user party
|
||||
if (!hideIdentifiableInformation && multiplayerClient.Room != null && multiplayerClient.Room.Settings.MatchType != MatchType.Matchmaking)
|
||||
if (!hideIdentifiableInformation && multiplayerClient.Room != null)
|
||||
{
|
||||
MultiplayerRoom room = multiplayerClient.Room;
|
||||
|
||||
|
||||
@@ -115,10 +115,12 @@ namespace osu.Desktop
|
||||
if (IsFirstRun)
|
||||
LocalConfig.SetValue(OsuSetting.ReleaseStream, ReleaseStream.Lazer);
|
||||
|
||||
if (IsPackageManaged)
|
||||
return new NoActionUpdateManager();
|
||||
// if (IsPackageManaged)
|
||||
// return new NoActionUpdateManager();
|
||||
|
||||
return new VelopackUpdateManager(); // yay
|
||||
// return new VelopackUpdateManager();
|
||||
|
||||
return new NoActionUpdateManager(); // for now, APIs are useless for actually downloading the releases. TODO: adapt UpdateManager for gitea
|
||||
}
|
||||
|
||||
public override bool RestartAppWhenExited()
|
||||
@@ -148,13 +150,7 @@ namespace osu.Desktop
|
||||
|
||||
var iconStream = Assembly.GetExecutingAssembly().GetManifestResourceStream(GetType(), "lazer.ico");
|
||||
if (iconStream != null)
|
||||
try
|
||||
{
|
||||
host.Window.SetIconFromStream(iconStream);
|
||||
}
|
||||
catch
|
||||
{
|
||||
}
|
||||
host.Window.SetIconFromStream(iconStream);
|
||||
|
||||
host.Window.Title = Name;
|
||||
}
|
||||
|
||||
@@ -44,7 +44,7 @@ namespace osu.Desktop
|
||||
|
||||
// While .NET 8 only supports Windows 10 and above, running on Windows 7/8.1 may still work. We are limited by realm currently, as they choose to only support 8.1 and higher.
|
||||
// See https://www.mongodb.com/docs/realm/sdk/dotnet/compatibility/
|
||||
if (windowsVersion.Major < 6)
|
||||
if (windowsVersion.Major < 6 || (windowsVersion.Major == 6 && windowsVersion.Minor <= 2))
|
||||
{
|
||||
unsafe
|
||||
{
|
||||
@@ -53,26 +53,13 @@ namespace osu.Desktop
|
||||
// We could also better detect compatibility mode if required:
|
||||
// https://stackoverflow.com/questions/10744651/how-i-can-detect-if-my-application-is-running-under-compatibility-mode#comment58183249_10744730
|
||||
SDL3.SDL_ShowSimpleMessageBox(SDL_MessageBoxFlags.SDL_MESSAGEBOX_ERROR,
|
||||
"Your operating system is too old to run this game!"u8,
|
||||
"This version of the game requires at least Windows 8.1 to run reliably.\n"u8
|
||||
+ "You may try to run it on Windows 8 or older, but it's not guaranteed to actually work.\n\n"u8
|
||||
+ "Please upgrade your operating system or consider using an older game version.\n\n"u8
|
||||
+ "If you are running a newer version of Windows, please check you don't have \"Compatibility mode\" turned on for the game's executable."u8, null);
|
||||
"Your operating system is too old to run osu!"u8,
|
||||
"This version of osu! requires at least Windows 8.1 to run.\n"u8
|
||||
+ "Please upgrade your operating system or consider using an older version of osu!.\n\n"u8
|
||||
+ "If you are running a newer version of windows, please check you don't have \"Compatibility mode\" turned on for osu!"u8, null);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (windowsVersion.Major == 6 && windowsVersion.Minor <= 2)
|
||||
{
|
||||
unsafe
|
||||
{
|
||||
SDL3.SDL_ShowSimpleMessageBox(SDL_MessageBoxFlags.SDL_MESSAGEBOX_WARNING,
|
||||
"Your operating system is too old to run this game!"u8,
|
||||
"While the version of Windows you're using may be able to launch it, it's likely to work unreliably and crash.\n"u8
|
||||
+ "Please upgrade your operating system or consider using an older game version.\n\n"u8
|
||||
+ "If you are running a newer version of Windows, please check you don't have \"Compatibility mode\" turned on for the game's executable."u8, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// NVIDIA profiles are based on the executable name of a process.
|
||||
@@ -221,10 +208,9 @@ namespace osu.Desktop
|
||||
[SupportedOSPlatform("windows")]
|
||||
private static void configureWindows(VelopackApp app)
|
||||
{
|
||||
// we do not want associations here, as that breaks official lazer's associations
|
||||
// app.OnFirstRun(_ => WindowsAssociationManager.InstallAssociations());
|
||||
// app.OnAfterUpdateFastCallback(_ => WindowsAssociationManager.UpdateAssociations());
|
||||
// app.OnBeforeUninstallFastCallback(_ => WindowsAssociationManager.UninstallAssociations());
|
||||
app.OnFirstRun(_ => WindowsAssociationManager.InstallAssociations());
|
||||
app.OnAfterUpdateFastCallback(_ => WindowsAssociationManager.UpdateAssociations());
|
||||
app.OnBeforeUninstallFastCallback(_ => WindowsAssociationManager.UninstallAssociations());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -55,7 +55,7 @@ namespace osu.Desktop.Updater
|
||||
|
||||
try
|
||||
{
|
||||
IUpdateSource updateSource = new GiteaSource(@"https://gitea.jvnko.boats/jvnkosu/client", null, ReleaseStream.Value == Game.Configuration.ReleaseStream.Tachyon);
|
||||
IUpdateSource updateSource = new GithubSource(@"https://github.com/ppy/osu", null, ReleaseStream.Value == Game.Configuration.ReleaseStream.Tachyon);
|
||||
Velopack.UpdateManager updateManager = new Velopack.UpdateManager(updateSource, new UpdateOptions
|
||||
{
|
||||
AllowVersionDowngrade = true
|
||||
|
||||
@@ -53,8 +53,8 @@ namespace osu.Desktop.Windows
|
||||
|
||||
private static readonly UriAssociation[] uri_associations =
|
||||
{
|
||||
new UriAssociation(@"jvnkosu", WindowsAssociationManagerStrings.OsuProtocol, Icons.Lazer),
|
||||
new UriAssociation(@"jvnkosump", WindowsAssociationManagerStrings.OsuMultiplayer, Icons.Lazer),
|
||||
new UriAssociation(@"osu", WindowsAssociationManagerStrings.OsuProtocol, Icons.Lazer),
|
||||
new UriAssociation(@"osump", WindowsAssociationManagerStrings.OsuMultiplayer, Icons.Lazer),
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
|
||||
|
Before Width: | Height: | Size: 401 KiB After Width: | Height: | Size: 75 KiB |
@@ -3,11 +3,11 @@
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
<Description>A free-to-win rhythm game based on osu!(lazer). Click is just a *rhythm* away!</Description>
|
||||
<Description>A free-to-win rhythm game. Rhythm is just a *click* away!</Description>
|
||||
<AssemblyName>osu!</AssemblyName>
|
||||
<AssemblyTitle>jvnkosu!</AssemblyTitle>
|
||||
<Title>jvnkosu!</Title>
|
||||
<Product>jvnkosu!</Product>
|
||||
<AssemblyTitle>osu!(lazer)</AssemblyTitle>
|
||||
<Title>osu!</Title>
|
||||
<Product>osu!(lazer)</Product>
|
||||
<ApplicationIcon>lazer.ico</ApplicationIcon>
|
||||
<Version>0.0.0</Version>
|
||||
<FileVersion>0.0.0</FileVersion>
|
||||
|
||||
@@ -3,19 +3,16 @@
|
||||
<metadata>
|
||||
<id>osulazer</id>
|
||||
<version>0.0.0</version>
|
||||
<title>jvnkosu!</title>
|
||||
<authors>ppy Pty Ltd., jvnkosu! team</authors>
|
||||
<title>osu!</title>
|
||||
<authors>ppy Pty Ltd</authors>
|
||||
<owners>Dean Herbert</owners>
|
||||
<projectUrl>https://osu.jvnko.boats/</projectUrl>
|
||||
<projectUrl>https://osu.ppy.sh/</projectUrl>
|
||||
<iconUrl>https://github.com/ppy/osu/blob/master/assets/lazer-nuget.png?raw=true</iconUrl>
|
||||
<icon>icon.png</icon>
|
||||
<requireLicenseAcceptance>false</requireLicenseAcceptance>
|
||||
<description>A free-to-win rhythm game based on osu!(lazer). Click is just a *rhythm* away!</description>
|
||||
<description>A free-to-win rhythm game. Rhythm is just a *click* away!</description>
|
||||
<releaseNotes>testing</releaseNotes>
|
||||
<copyright>
|
||||
Copyright (c) 2025 ppy Pty Ltd
|
||||
Copyright (c) 2025 jvnkosu! team
|
||||
</copyright>
|
||||
<copyright>Copyright (c) 2025 ppy Pty Ltd</copyright>
|
||||
<language>en-AU</language>
|
||||
</metadata>
|
||||
<files>
|
||||
|
||||
@@ -1,77 +0,0 @@
|
||||
// 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.IO;
|
||||
using BenchmarkDotNet.Attributes;
|
||||
using osu.Framework.IO.Stores;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.IO;
|
||||
using osu.Game.IO.Archives;
|
||||
using osu.Game.Rulesets.Catch;
|
||||
using osu.Game.Rulesets.Difficulty;
|
||||
using osu.Game.Rulesets.Mania;
|
||||
using osu.Game.Rulesets.Osu;
|
||||
using osu.Game.Rulesets.Taiko;
|
||||
using osu.Game.Tests.Resources;
|
||||
|
||||
namespace osu.Game.Benchmarks
|
||||
{
|
||||
public class BenchmarkDifficultyCalculation : BenchmarkTest
|
||||
{
|
||||
private DifficultyCalculator osuCalculator = null!;
|
||||
private DifficultyCalculator taikoCalculator = null!;
|
||||
private DifficultyCalculator catchCalculator = null!;
|
||||
private DifficultyCalculator maniaCalculator = null!;
|
||||
|
||||
public override void SetUp()
|
||||
{
|
||||
using var resources = new DllResourceStore(typeof(TestResources).Assembly);
|
||||
|
||||
using var archive = resources.GetStream("Resources/Archives/241526 Soleily - Renatus.osz");
|
||||
using var archiveReader = new ZipArchiveReader(archive);
|
||||
|
||||
var osuBeatmap = readBeatmap(archiveReader, "Soleily - Renatus (Gamu) [Insane].osu");
|
||||
var taikoBeatmap = readBeatmap(archiveReader, "Soleily - Renatus (MMzz) [Oni].osu");
|
||||
var catchBeatmap = readBeatmap(archiveReader, "Soleily - Renatus (Deif) [Salad].osu");
|
||||
var maniaBeatmap = readBeatmap(archiveReader, "Soleily - Renatus (ExPew) [Another].osu");
|
||||
|
||||
osuCalculator = new OsuRuleset().CreateDifficultyCalculator(osuBeatmap);
|
||||
taikoCalculator = new TaikoRuleset().CreateDifficultyCalculator(taikoBeatmap);
|
||||
catchCalculator = new CatchRuleset().CreateDifficultyCalculator(catchBeatmap);
|
||||
maniaCalculator = new ManiaRuleset().CreateDifficultyCalculator(maniaBeatmap);
|
||||
}
|
||||
|
||||
private WorkingBeatmap readBeatmap(ZipArchiveReader archiveReader, string beatmapName)
|
||||
{
|
||||
using var beatmapStream = new MemoryStream();
|
||||
archiveReader.GetStream(beatmapName).CopyTo(beatmapStream);
|
||||
|
||||
beatmapStream.Seek(0, SeekOrigin.Begin);
|
||||
using var reader = new LineBufferedReader(beatmapStream);
|
||||
|
||||
var decoder = Beatmaps.Formats.Decoder.GetDecoder<Beatmap>(reader);
|
||||
return new FlatWorkingBeatmap(decoder.Decode(reader));
|
||||
}
|
||||
|
||||
[Benchmark]
|
||||
public void CalculateDifficultyOsu() => osuCalculator.Calculate();
|
||||
|
||||
[Benchmark]
|
||||
public void CalculateDifficultyTaiko() => taikoCalculator.Calculate();
|
||||
|
||||
[Benchmark]
|
||||
public void CalculateDifficultyCatch() => catchCalculator.Calculate();
|
||||
|
||||
[Benchmark]
|
||||
public void CalculateDifficultyMania() => maniaCalculator.Calculate();
|
||||
|
||||
[Benchmark]
|
||||
public void CalculateDifficultyOsuHundredTimes()
|
||||
{
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
osuCalculator.Calculate();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 4.9 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/fruit-apple.png
Normal file
|
After Width: | Height: | Size: 5.0 KiB |
|
After Width: | Height: | Size: 7.6 KiB |
|
After Width: | Height: | Size: 14 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/fruit-drop.png
Normal file
|
After Width: | Height: | Size: 4.1 KiB |
|
After Width: | Height: | Size: 12 KiB |
|
After Width: | Height: | Size: 3.9 KiB |
|
After Width: | Height: | Size: 4.0 KiB |
|
After Width: | Height: | Size: 8.8 KiB |
|
After Width: | Height: | Size: 7.0 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/fruit-pear.png
Normal file
|
After Width: | Height: | Size: 4.8 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/fruit-plate.png
Normal file
|
After Width: | Height: | Size: 3.5 KiB |
|
After Width: | Height: | Size: 11 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/hit0.png
Normal file
|
After Width: | Height: | Size: 9.3 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/hit100.png
Normal file
|
After Width: | Height: | Size: 27 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/hit300.png
Normal file
|
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BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/hit50.png
Normal file
|
After Width: | Height: | Size: 22 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/score-0.png
Normal file
|
After Width: | Height: | Size: 3.0 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/score-1.png
Normal file
|
After Width: | Height: | Size: 1.2 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/score-2.png
Normal file
|
After Width: | Height: | Size: 3.1 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/score-3.png
Normal file
|
After Width: | Height: | Size: 3.6 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/score-4.png
Normal file
|
After Width: | Height: | Size: 2.3 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/score-5.png
Normal file
|
After Width: | Height: | Size: 3.0 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/score-6.png
Normal file
|
After Width: | Height: | Size: 3.3 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/score-7.png
Normal file
|
After Width: | Height: | Size: 1.9 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/score-8.png
Normal file
|
After Width: | Height: | Size: 3.6 KiB |
BIN
osu.Game.Rulesets.Catch.Tests/Resources/old-skin/score-9.png
Normal file
|
After Width: | Height: | Size: 3.5 KiB |
@@ -0,0 +1,2 @@
|
||||
[General]
|
||||
// no version specified means v1
|
||||
@@ -157,7 +157,7 @@ namespace osu.Game.Rulesets.Catch.Tests
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestTinyDropletMissChangesCatcherState()
|
||||
public void TestTinyDropletMissPreservesCatcherState()
|
||||
{
|
||||
AddStep("catch hyper kiai fruit", () => attemptCatch(new TestKiaiFruit
|
||||
{
|
||||
@@ -165,8 +165,8 @@ namespace osu.Game.Rulesets.Catch.Tests
|
||||
}));
|
||||
AddStep("catch tiny droplet", () => attemptCatch(new TinyDroplet()));
|
||||
AddStep("miss tiny droplet", () => attemptCatch(new TinyDroplet { X = 100 }));
|
||||
// catcher state is changed but hyper dash state is preserved
|
||||
checkState(CatcherAnimationState.Fail);
|
||||
// catcher state and hyper dash state is preserved
|
||||
checkState(CatcherAnimationState.Kiai);
|
||||
checkHyperDash(true);
|
||||
}
|
||||
|
||||
|
||||
@@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
|
||||
|
||||
private float halfCatcherWidth;
|
||||
|
||||
public override int Version => 20251020;
|
||||
public override int Version => 20250306;
|
||||
|
||||
public CatchDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
|
||||
: base(ruleset, beatmap)
|
||||
|
||||
@@ -3,13 +3,13 @@
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Framework.Audio.Track;
|
||||
using osu.Framework.Extensions.IEnumerableExtensions;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Difficulty;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Scoring;
|
||||
using osu.Game.Scoring.Legacy;
|
||||
using osu.Game.Utils;
|
||||
|
||||
namespace osu.Game.Rulesets.Catch.Difficulty
|
||||
{
|
||||
@@ -51,13 +51,15 @@ namespace osu.Game.Rulesets.Catch.Difficulty
|
||||
|
||||
// Combo scaling
|
||||
if (catchAttributes.MaxCombo > 0)
|
||||
value *= Math.Min(Math.Pow(score.MaxCombo, 0.35) / Math.Pow(catchAttributes.MaxCombo, 0.35), 1.0);
|
||||
value *= Math.Min(Math.Pow(score.MaxCombo, 0.8) / Math.Pow(catchAttributes.MaxCombo, 0.8), 1.0);
|
||||
|
||||
var difficulty = score.BeatmapInfo!.Difficulty.Clone();
|
||||
|
||||
score.Mods.OfType<IApplicableToDifficulty>().ForEach(m => m.ApplyToDifficulty(difficulty));
|
||||
|
||||
double clockRate = ModUtils.CalculateRateWithMods(score.Mods);
|
||||
var track = new TrackVirtual(10000);
|
||||
score.Mods.OfType<IApplicableToTrack>().ForEach(m => m.ApplyToTrack(track));
|
||||
double clockRate = track.Rate;
|
||||
|
||||
// this is the same as osu!, so there's potential to share the implementation... maybe
|
||||
double preempt = IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
|
||||
|
||||
@@ -1,65 +0,0 @@
|
||||
// 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 osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
|
||||
namespace osu.Game.Rulesets.Catch.Difficulty.Evaluators
|
||||
{
|
||||
public static class MovementEvaluator
|
||||
{
|
||||
private const double direction_change_bonus = 21.0;
|
||||
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current, double catcherSpeedMultiplier)
|
||||
{
|
||||
var catchCurrent = (CatchDifficultyHitObject)current;
|
||||
var catchLast = (CatchDifficultyHitObject)current.Previous(0);
|
||||
var catchLastLast = (CatchDifficultyHitObject)current.Previous(1);
|
||||
|
||||
double weightedStrainTime = catchCurrent.StrainTime + 13 + (3 / catcherSpeedMultiplier);
|
||||
|
||||
double distanceAddition = (Math.Pow(Math.Abs(catchCurrent.DistanceMoved), 1.3) / 510);
|
||||
double sqrtStrain = Math.Sqrt(weightedStrainTime);
|
||||
|
||||
double edgeDashBonus = 0;
|
||||
|
||||
// Direction change bonus.
|
||||
if (Math.Abs(catchCurrent.DistanceMoved) > 0.1)
|
||||
{
|
||||
if (current.Index >= 1 && Math.Abs(catchLast.DistanceMoved) > 0.1 && Math.Sign(catchCurrent.DistanceMoved) != Math.Sign(catchLast.DistanceMoved))
|
||||
{
|
||||
double bonusFactor = Math.Min(50, Math.Abs(catchCurrent.DistanceMoved)) / 50;
|
||||
double antiflowFactor = Math.Max(Math.Min(70, Math.Abs(catchLast.DistanceMoved)) / 70, 0.38);
|
||||
|
||||
distanceAddition += direction_change_bonus / Math.Sqrt(catchLast.StrainTime + 16) * bonusFactor * antiflowFactor * Math.Max(1 - Math.Pow(weightedStrainTime / 1000, 3), 0);
|
||||
}
|
||||
|
||||
// Base bonus for every movement, giving some weight to streams.
|
||||
distanceAddition += 12.5 * Math.Min(Math.Abs(catchCurrent.DistanceMoved), CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH * 2)
|
||||
/ (CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH * 6) / sqrtStrain;
|
||||
}
|
||||
|
||||
// Bonus for edge dashes.
|
||||
if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f)
|
||||
{
|
||||
if (!catchCurrent.LastObject.HyperDash)
|
||||
edgeDashBonus += 5.7;
|
||||
|
||||
distanceAddition *= 1.0 + edgeDashBonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash) / 20)
|
||||
* Math.Pow((Math.Min(catchCurrent.StrainTime * catcherSpeedMultiplier, 265) / 265), 1.5); // Edge Dashes are easier at lower ms values
|
||||
}
|
||||
|
||||
// There is an edge case where horizontal back and forth sliders create "buzz" patterns which are repeated "movements" with a distance lower than
|
||||
// the platter's width but high enough to be considered a movement due to the absolute_player_positioning_error and NORMALIZED_HALF_CATCHER_WIDTH offsets
|
||||
// We are detecting this exact scenario. The first back and forth is counted but all subsequent ones are nullified.
|
||||
// To achieve that, we need to store the exact distances (distance ignoring absolute_player_positioning_error and NORMALIZED_HALF_CATCHER_WIDTH)
|
||||
if (current.Index >= 2 && Math.Abs(catchCurrent.ExactDistanceMoved) <= CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH * 2
|
||||
&& catchCurrent.ExactDistanceMoved == -catchLast.ExactDistanceMoved && catchLast.ExactDistanceMoved == -catchLastLast.ExactDistanceMoved
|
||||
&& catchCurrent.StrainTime == catchLast.StrainTime && catchLast.StrainTime == catchLastLast.StrainTime)
|
||||
distanceAddition = 0;
|
||||
|
||||
return distanceAddition / weightedStrainTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -11,49 +11,15 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
|
||||
{
|
||||
public class CatchDifficultyHitObject : DifficultyHitObject
|
||||
{
|
||||
public const float NORMALIZED_HALF_CATCHER_WIDTH = 41.0f;
|
||||
private const float absolute_player_positioning_error = 16.0f;
|
||||
private const float normalized_hitobject_radius = 41.0f;
|
||||
|
||||
public new PalpableCatchHitObject BaseObject => (PalpableCatchHitObject)base.BaseObject;
|
||||
|
||||
public new PalpableCatchHitObject LastObject => (PalpableCatchHitObject)base.LastObject;
|
||||
|
||||
/// <summary>
|
||||
/// Normalized position of <see cref="BaseObject"/>.
|
||||
/// </summary>
|
||||
public readonly float NormalizedPosition;
|
||||
|
||||
/// <summary>
|
||||
/// Normalized position of <see cref="LastObject"/>.
|
||||
/// </summary>
|
||||
public readonly float LastNormalizedPosition;
|
||||
|
||||
/// <summary>
|
||||
/// Normalized position of the player required to catch <see cref="BaseObject"/>, assuming the player moves as little as possible.
|
||||
/// </summary>
|
||||
public float PlayerPosition { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Normalized position of the player after catching <see cref="LastObject"/>.
|
||||
/// </summary>
|
||||
public float LastPlayerPosition { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Normalized distance between <see cref="LastPlayerPosition"/> and <see cref="PlayerPosition"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The sign of the value indicates the direction of the movement: negative is left and positive is right.
|
||||
/// </remarks>
|
||||
public float DistanceMoved { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Normalized distance the player has to move from <see cref="LastPlayerPosition"/> in order to catch <see cref="BaseObject"/> at its <see cref="NormalizedPosition"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The sign of the value indicates the direction of the movement: negative is left and positive is right.
|
||||
/// </remarks>
|
||||
public float ExactDistanceMoved { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Milliseconds elapsed since the start time of the previous <see cref="CatchDifficultyHitObject"/>, with a minimum of 40ms.
|
||||
/// </summary>
|
||||
@@ -63,35 +29,13 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
|
||||
: base(hitObject, lastObject, clockRate, objects, index)
|
||||
{
|
||||
// We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps.
|
||||
float scalingFactor = NORMALIZED_HALF_CATCHER_WIDTH / halfCatcherWidth;
|
||||
float scalingFactor = normalized_hitobject_radius / halfCatcherWidth;
|
||||
|
||||
NormalizedPosition = BaseObject.EffectiveX * scalingFactor;
|
||||
LastNormalizedPosition = LastObject.EffectiveX * scalingFactor;
|
||||
|
||||
// Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure
|
||||
StrainTime = Math.Max(40, DeltaTime);
|
||||
|
||||
setMovementState();
|
||||
}
|
||||
|
||||
private void setMovementState()
|
||||
{
|
||||
LastPlayerPosition = Index == 0 ? LastNormalizedPosition : ((CatchDifficultyHitObject)Previous(0)).PlayerPosition;
|
||||
|
||||
PlayerPosition = Math.Clamp(
|
||||
LastPlayerPosition,
|
||||
NormalizedPosition - (NORMALIZED_HALF_CATCHER_WIDTH - absolute_player_positioning_error),
|
||||
NormalizedPosition + (NORMALIZED_HALF_CATCHER_WIDTH - absolute_player_positioning_error)
|
||||
);
|
||||
|
||||
DistanceMoved = PlayerPosition - LastPlayerPosition;
|
||||
|
||||
// For the exact position we consider that the catcher is in the correct position for both objects
|
||||
ExactDistanceMoved = NormalizedPosition - LastPlayerPosition;
|
||||
|
||||
// After a hyperdash we ARE in the correct position. Always!
|
||||
if (LastObject.HyperDash)
|
||||
PlayerPosition = NormalizedPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
// 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 osu.Game.Rulesets.Catch.Difficulty.Evaluators;
|
||||
using System;
|
||||
using osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Skills;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
@@ -10,6 +11,10 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
|
||||
{
|
||||
public class Movement : StrainDecaySkill
|
||||
{
|
||||
private const float absolute_player_positioning_error = 16f;
|
||||
private const float normalized_hitobject_radius = 41.0f;
|
||||
private const double direction_change_bonus = 21.0;
|
||||
|
||||
protected override double SkillMultiplier => 1;
|
||||
protected override double StrainDecayBase => 0.2;
|
||||
|
||||
@@ -19,6 +24,12 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
|
||||
|
||||
protected readonly float HalfCatcherWidth;
|
||||
|
||||
private float? lastPlayerPosition;
|
||||
private float lastDistanceMoved;
|
||||
private float lastExactDistanceMoved;
|
||||
private double lastStrainTime;
|
||||
private bool isInBuzzSection;
|
||||
|
||||
/// <summary>
|
||||
/// The speed multiplier applied to the player's catcher.
|
||||
/// </summary>
|
||||
@@ -38,7 +49,80 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
|
||||
|
||||
protected override double StrainValueOf(DifficultyHitObject current)
|
||||
{
|
||||
return MovementEvaluator.EvaluateDifficultyOf(current, catcherSpeedMultiplier);
|
||||
var catchCurrent = (CatchDifficultyHitObject)current;
|
||||
|
||||
lastPlayerPosition ??= catchCurrent.LastNormalizedPosition;
|
||||
|
||||
float playerPosition = Math.Clamp(
|
||||
lastPlayerPosition.Value,
|
||||
catchCurrent.NormalizedPosition - (normalized_hitobject_radius - absolute_player_positioning_error),
|
||||
catchCurrent.NormalizedPosition + (normalized_hitobject_radius - absolute_player_positioning_error)
|
||||
);
|
||||
|
||||
float distanceMoved = playerPosition - lastPlayerPosition.Value;
|
||||
|
||||
// For the exact position we consider that the catcher is in the correct position for both objects
|
||||
float exactDistanceMoved = catchCurrent.NormalizedPosition - lastPlayerPosition.Value;
|
||||
|
||||
double weightedStrainTime = catchCurrent.StrainTime + 13 + (3 / catcherSpeedMultiplier);
|
||||
|
||||
double distanceAddition = (Math.Pow(Math.Abs(distanceMoved), 1.3) / 510);
|
||||
double sqrtStrain = Math.Sqrt(weightedStrainTime);
|
||||
|
||||
double edgeDashBonus = 0;
|
||||
|
||||
// Direction change bonus.
|
||||
if (Math.Abs(distanceMoved) > 0.1)
|
||||
{
|
||||
if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved))
|
||||
{
|
||||
double bonusFactor = Math.Min(50, Math.Abs(distanceMoved)) / 50;
|
||||
double antiflowFactor = Math.Max(Math.Min(70, Math.Abs(lastDistanceMoved)) / 70, 0.38);
|
||||
|
||||
distanceAddition += direction_change_bonus / Math.Sqrt(lastStrainTime + 16) * bonusFactor * antiflowFactor * Math.Max(1 - Math.Pow(weightedStrainTime / 1000, 3), 0);
|
||||
}
|
||||
|
||||
// Base bonus for every movement, giving some weight to streams.
|
||||
distanceAddition += 12.5 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
|
||||
}
|
||||
|
||||
// Bonus for edge dashes.
|
||||
if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f)
|
||||
{
|
||||
if (!catchCurrent.LastObject.HyperDash)
|
||||
edgeDashBonus += 5.7;
|
||||
else
|
||||
{
|
||||
// After a hyperdash we ARE in the correct position. Always!
|
||||
playerPosition = catchCurrent.NormalizedPosition;
|
||||
}
|
||||
|
||||
distanceAddition *= 1.0 + edgeDashBonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash) / 20)
|
||||
* Math.Pow((Math.Min(catchCurrent.StrainTime * catcherSpeedMultiplier, 265) / 265), 1.5); // Edge Dashes are easier at lower ms values
|
||||
}
|
||||
|
||||
// There is an edge case where horizontal back and forth sliders create "buzz" patterns which are repeated "movements" with a distance lower than
|
||||
// the platter's width but high enough to be considered a movement due to the absolute_player_positioning_error and normalized_hitobject_radius offsets
|
||||
// We are detecting this exact scenario. The first back and forth is counted but all subsequent ones are nullified.
|
||||
// To achieve that, we need to store the exact distances (distance ignoring absolute_player_positioning_error and normalized_hitobject_radius)
|
||||
if (Math.Abs(exactDistanceMoved) <= HalfCatcherWidth * 2 && exactDistanceMoved == -lastExactDistanceMoved && catchCurrent.StrainTime == lastStrainTime)
|
||||
{
|
||||
if (isInBuzzSection)
|
||||
distanceAddition = 0;
|
||||
else
|
||||
isInBuzzSection = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
isInBuzzSection = false;
|
||||
}
|
||||
|
||||
lastPlayerPosition = playerPosition;
|
||||
lastDistanceMoved = distanceMoved;
|
||||
lastStrainTime = catchCurrent.StrainTime;
|
||||
lastExactDistanceMoved = exactDistanceMoved;
|
||||
|
||||
return distanceAddition / weightedStrainTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints
|
||||
private double placementStartTime;
|
||||
private double placementEndTime;
|
||||
|
||||
protected override bool IsValidForPlacement => base.IsValidForPlacement && (PlacementActive == PlacementState.Waiting || Precision.DefinitelyBigger(HitObject.Duration, 0));
|
||||
protected override bool IsValidForPlacement => Precision.DefinitelyBigger(HitObject.Duration, 0);
|
||||
|
||||
public BananaShowerPlacementBlueprint()
|
||||
{
|
||||
|
||||
@@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints
|
||||
|
||||
private InputManager inputManager = null!;
|
||||
|
||||
protected override bool IsValidForPlacement => base.IsValidForPlacement && (PlacementActive == PlacementState.Waiting || Precision.DefinitelyBigger(HitObject.Duration, 0));
|
||||
protected override bool IsValidForPlacement => Precision.DefinitelyBigger(HitObject.Duration, 0);
|
||||
|
||||
public JuiceStreamPlacementBlueprint()
|
||||
{
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Text.RegularExpressions;
|
||||
using osu.Framework.Allocation;
|
||||
@@ -225,8 +224,7 @@ namespace osu.Game.Rulesets.Catch.Edit
|
||||
#region Clipboard handling
|
||||
|
||||
public override string ConvertSelectionToString()
|
||||
=> string.Join(',', EditorBeatmap.SelectedHitObjects.Cast<CatchHitObject>().OrderBy(h => h.StartTime)
|
||||
.Select(h => (h.IndexInCurrentCombo + 1).ToString(CultureInfo.InvariantCulture)));
|
||||
=> string.Join(',', EditorBeatmap.SelectedHitObjects.Cast<CatchHitObject>().OrderBy(h => h.StartTime).Select(h => (h.IndexInCurrentCombo + 1).ToString()));
|
||||
|
||||
// 1,2,3,4 ...
|
||||
private static readonly Regex selection_regex = new Regex(@"^\d+(,\d+)*$", RegexOptions.Compiled);
|
||||
|
||||
@@ -51,8 +51,7 @@ namespace osu.Game.Rulesets.Catch.Mods
|
||||
|
||||
return string.Empty;
|
||||
|
||||
string format(string acronym, DifficultyBindable bindable)
|
||||
=> $"{acronym}{bindable.Value!.Value.ToStandardFormattedString(1)}";
|
||||
string format(string acronym, DifficultyBindable bindable) => $"{acronym}{bindable.Value!.Value.ToStandardFormattedString(1)}";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Catch.Mods
|
||||
|
||||
public override BindableBool ComboBasedSize { get; } = new BindableBool(true);
|
||||
|
||||
public override float DefaultFlashlightSize => 203.125f;
|
||||
public override float DefaultFlashlightSize => 325;
|
||||
|
||||
protected override Flashlight CreateFlashlight() => new CatchFlashlight(this, playfield);
|
||||
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Catch.Objects;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.UI;
|
||||
@@ -17,7 +16,7 @@ namespace osu.Game.Rulesets.Catch.Mods
|
||||
public override string Acronym => "FF";
|
||||
public override LocalisableString Description => "The fruits are... floating?";
|
||||
public override double ScoreMultiplier => 1;
|
||||
public override IconUsage? Icon => OsuIcon.ModFloatingFruits;
|
||||
public override IconUsage? Icon => FontAwesome.Solid.Cloud;
|
||||
|
||||
public void ApplyToDrawableRuleset(DrawableRuleset<CatchHitObject> drawableRuleset)
|
||||
{
|
||||
|
||||
@@ -7,7 +7,6 @@ using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Input.Bindings;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Catch.Objects;
|
||||
using osu.Game.Rulesets.Catch.UI;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
@@ -24,7 +23,7 @@ namespace osu.Game.Rulesets.Catch.Mods
|
||||
public override LocalisableString Description => "Dashing by default, slow down!";
|
||||
public override ModType Type => ModType.Fun;
|
||||
public override double ScoreMultiplier => 1;
|
||||
public override IconUsage? Icon => OsuIcon.ModMovingFast;
|
||||
public override IconUsage? Icon => FontAwesome.Solid.Running;
|
||||
public override Type[] IncompatibleMods => new[] { typeof(ModAutoplay), typeof(ModRelax) };
|
||||
|
||||
private DrawableCatchRuleset drawableRuleset = null!;
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using osu.Game.Audio;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Rulesets.Catch.Judgements;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
@@ -54,25 +53,13 @@ namespace osu.Game.Rulesets.Catch.Objects
|
||||
|
||||
public override IEnumerable<string> LookupNames => lookup_names;
|
||||
|
||||
public BananaHitSampleInfo()
|
||||
: this(string.Empty)
|
||||
public BananaHitSampleInfo(int volume = 100)
|
||||
: base(string.Empty, volume: volume)
|
||||
{
|
||||
}
|
||||
|
||||
public BananaHitSampleInfo(HitSampleInfo info)
|
||||
: this(info.Name, info.Bank, info.Suffix, info.Volume, info.EditorAutoBank, info.UseBeatmapSamples)
|
||||
{
|
||||
}
|
||||
|
||||
private BananaHitSampleInfo(string name, string bank = SampleControlPoint.DEFAULT_BANK, string? suffix = null, int volume = 100, bool editorAutoBank = true, bool useBeatmapSamples = false)
|
||||
: base(name, bank, suffix, volume, editorAutoBank, useBeatmapSamples)
|
||||
{
|
||||
}
|
||||
|
||||
public sealed override HitSampleInfo With(Optional<string> newName = default, Optional<string> newBank = default, Optional<string?> newSuffix = default, Optional<int> newVolume = default,
|
||||
Optional<bool> newEditorAutoBank = default, Optional<bool> newUseBeatmapSamples = default)
|
||||
=> new BananaHitSampleInfo(newName.GetOr(Name), newBank.GetOr(Bank), newSuffix.GetOr(Suffix), newVolume.GetOr(Volume),
|
||||
newEditorAutoBank.GetOr(EditorAutoBank), newUseBeatmapSamples.GetOr(UseBeatmapSamples));
|
||||
public sealed override HitSampleInfo With(Optional<string> newName = default, Optional<string> newBank = default, Optional<string?> newSuffix = default, Optional<int> newVolume = default, Optional<bool> newEditorAutoBank = default)
|
||||
=> new BananaHitSampleInfo(newVolume.GetOr(Volume));
|
||||
|
||||
public bool Equals(BananaHitSampleInfo? other)
|
||||
=> other != null;
|
||||
|
||||
@@ -43,7 +43,7 @@ namespace osu.Game.Rulesets.Catch.Objects
|
||||
{
|
||||
StartTime = time,
|
||||
BananaIndex = count,
|
||||
Samples = new List<HitSampleInfo> { new Banana.BananaHitSampleInfo(CreateHitSampleInfo()) }
|
||||
Samples = new List<HitSampleInfo> { new Banana.BananaHitSampleInfo(CreateHitSampleInfo().Volume) }
|
||||
});
|
||||
|
||||
count++;
|
||||
|
||||
@@ -224,20 +224,7 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
addLighting(result, drawableObject.AccentColour.Value, positionInStack.X);
|
||||
}
|
||||
|
||||
if (result.IsHit)
|
||||
CurrentState = hitObject.Kiai ? CatcherAnimationState.Kiai : CatcherAnimationState.Idle;
|
||||
else if (hitObject is not Banana)
|
||||
CurrentState = CatcherAnimationState.Fail;
|
||||
|
||||
if (palpableObject.HitObject.LastInCombo)
|
||||
{
|
||||
if (result.Judgement is CatchJudgement catchJudgement && catchJudgement.ShouldExplodeFor(result))
|
||||
Explode();
|
||||
else
|
||||
Drop();
|
||||
}
|
||||
|
||||
// droplet doesn't affect hyperdash state
|
||||
// droplet doesn't affect the catcher state
|
||||
if (hitObject is TinyDroplet) return;
|
||||
|
||||
// if a hyper fruit was already handled this frame, just go where it says to go.
|
||||
@@ -257,6 +244,19 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
else
|
||||
SetHyperDashState();
|
||||
}
|
||||
|
||||
if (result.IsHit)
|
||||
CurrentState = hitObject.Kiai ? CatcherAnimationState.Kiai : CatcherAnimationState.Idle;
|
||||
else if (!(hitObject is Banana))
|
||||
CurrentState = CatcherAnimationState.Fail;
|
||||
|
||||
if (palpableObject.HitObject.LastInCombo)
|
||||
{
|
||||
if (result.Judgement is CatchJudgement catchJudgement && catchJudgement.ShouldExplodeFor(result))
|
||||
Explode();
|
||||
else
|
||||
Drop();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnRevertResult(JudgementResult result)
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
|
||||
<PropertyGroup Label="Nuget">
|
||||
<Title>osu!catch (ruleset)</Title>
|
||||
<PackageId>jvnkosu.Client.Rulesets.Catch</PackageId>
|
||||
<PackageId>ppy.osu.Game.Rulesets.Catch</PackageId>
|
||||
<IsPackable>true</IsPackable>
|
||||
</PropertyGroup>
|
||||
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
|
||||
using System.Linq;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Extensions.IEnumerableExtensions;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
@@ -17,7 +16,6 @@ using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osu.Game.Rulesets.UI.Scrolling;
|
||||
using osu.Game.Screens.Edit;
|
||||
using osu.Game.Tests.Visual;
|
||||
using osuTK.Input;
|
||||
|
||||
@@ -38,8 +36,21 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
|
||||
[Test]
|
||||
public void TestPlaceBeforeCurrentTimeDownwards()
|
||||
{
|
||||
AddStep("seek to 200", () => HitObjectContainer.Dependencies.Get<EditorClock>().Seek(200));
|
||||
AddStep("move mouse before current time", () =>
|
||||
{
|
||||
var column = this.ChildrenOfType<Column>().Single();
|
||||
InputManager.MoveMouseTo(column.ScreenSpacePositionAtTime(-100));
|
||||
});
|
||||
|
||||
AddStep("click", () => InputManager.Click(MouseButton.Left));
|
||||
|
||||
AddAssert("note start time < 0", () => getNote().StartTime < 0);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestPlaceAfterCurrentTimeDownwards()
|
||||
{
|
||||
AddStep("move mouse after current time", () =>
|
||||
{
|
||||
var column = this.ChildrenOfType<Column>().Single();
|
||||
InputManager.MoveMouseTo(column.ScreenSpacePositionAtTime(100));
|
||||
@@ -47,22 +58,7 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
|
||||
|
||||
AddStep("click", () => InputManager.Click(MouseButton.Left));
|
||||
|
||||
AddAssert("note start time < 200", () => getNote().StartTime < 200);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestPlaceAfterCurrentTimeDownwards()
|
||||
{
|
||||
AddStep("seek to 200", () => HitObjectContainer.Dependencies.Get<EditorClock>().Seek(200));
|
||||
AddStep("move mouse after current time", () =>
|
||||
{
|
||||
var column = this.ChildrenOfType<Column>().Single();
|
||||
InputManager.MoveMouseTo(column.ScreenSpacePositionAtTime(300));
|
||||
});
|
||||
|
||||
AddStep("click", () => InputManager.Click(MouseButton.Left));
|
||||
|
||||
AddAssert("note start time > 200", () => getNote().StartTime > 200);
|
||||
AddAssert("note start time > 0", () => getNote().StartTime > 0);
|
||||
}
|
||||
|
||||
private Note getNote() => this.ChildrenOfType<DrawableNote>().FirstOrDefault()?.HitObject;
|
||||
|
||||
@@ -18,11 +18,15 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
|
||||
public void TestNormalSelection()
|
||||
{
|
||||
addStepClickLink("00:05:920 (5920|3,6623|3,6857|2,7326|1)");
|
||||
AddAssert("selected group", () => checkSnapAndSelectColumn(5_920, [(5_920, 3), (6_623, 3), (6_857, 2), (7_326, 1)]));
|
||||
AddAssert("selected group", () => checkSnapAndSelectColumn(5_920, new List<(int, int)>
|
||||
{ (5_920, 3), (6_623, 3), (6_857, 2), (7_326, 1) }
|
||||
));
|
||||
|
||||
addReset();
|
||||
addStepClickLink("00:42:716 (42716|3,43420|2,44123|0,44357|1,45295|1)");
|
||||
AddAssert("selected ungrouped", () => checkSnapAndSelectColumn(42_716, [(42_716, 3), (43_420, 2), (44_123, 0), (44_357, 1), (45_295, 1)]));
|
||||
AddAssert("selected ungrouped", () => checkSnapAndSelectColumn(42_716, new List<(int, int)>
|
||||
{ (42_716, 3), (43_420, 2), (44_123, 0), (44_357, 1), (45_295, 1) }
|
||||
));
|
||||
|
||||
addReset();
|
||||
AddStep("add notes to row", () =>
|
||||
@@ -37,20 +41,15 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
|
||||
EditorBeatmap.AddRange(new[] { second, third, forth });
|
||||
});
|
||||
addStepClickLink("00:11:545 (11545|0,11545|1,11545|2,11545|3)");
|
||||
AddAssert("selected in row", () => checkSnapAndSelectColumn(11_545, [(11_545, 0), (11_545, 1), (11_545, 2), (11_545, 3)]));
|
||||
AddAssert("selected in row", () => checkSnapAndSelectColumn(11_545, new List<(int, int)>
|
||||
{ (11_545, 0), (11_545, 1), (11_545, 2), (11_545, 3) }
|
||||
));
|
||||
|
||||
addReset();
|
||||
addStepClickLink("01:36:623 (96623|1,97560|1,97677|1,97795|1,98966|1)");
|
||||
AddAssert("selected in column", () => checkSnapAndSelectColumn(96_623, [(96_623, 1), (97_560, 1), (97_677, 1), (97_795, 1), (98_966, 1)]));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestRoundingToNearestMillisecondApplied()
|
||||
{
|
||||
AddStep("resnap note to have fractional coordinates",
|
||||
() => EditorBeatmap.HitObjects.OfType<ManiaHitObject>().Single(ho => ho.StartTime == 85_373 && ho.Column == 1).StartTime = 85_373.125);
|
||||
addStepClickLink("01:25:373 (85373|1)");
|
||||
AddAssert("selected note", () => checkSnapAndSelectColumn(85_373.125, [(85_373.125, 1)]));
|
||||
AddAssert("selected in column", () => checkSnapAndSelectColumn(96_623, new List<(int, int)>
|
||||
{ (96_623, 1), (97_560, 1), (97_677, 1), (97_795, 1), (98_966, 1) }
|
||||
));
|
||||
}
|
||||
|
||||
[Test]
|
||||
@@ -76,7 +75,7 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
|
||||
|
||||
private void addReset() => addStepClickLink("00:00:000", "reset", false);
|
||||
|
||||
private bool checkSnapAndSelectColumn(double startTime, IReadOnlyCollection<(double, int)>? columnPairs = null)
|
||||
private bool checkSnapAndSelectColumn(double startTime, IReadOnlyCollection<(int, int)>? columnPairs = null)
|
||||
{
|
||||
bool checkColumns = columnPairs != null
|
||||
? EditorBeatmap.SelectedHitObjects.All(x => columnPairs.Any(col => isNoteAt(x, col.Item1, col.Item2)))
|
||||
|
||||
@@ -24,7 +24,6 @@ namespace osu.Game.Rulesets.Mania.Tests
|
||||
[TestCase("mania-samples")]
|
||||
[TestCase("mania-slider")] // e.g. second and fourth notes of https://osu.ppy.sh/beatmapsets/73883#mania/216407
|
||||
[TestCase("slider-convert-samples")]
|
||||
[TestCase("spinner-convert-samples")]
|
||||
public void Test(string name) => base.Test(name);
|
||||
|
||||
protected override IEnumerable<SampleConvertValue> CreateConvertValue(HitObject hitObject)
|
||||
|
||||
@@ -147,7 +147,7 @@ namespace osu.Game.Rulesets.Mania.Tests
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestKeysFilterIntersection()
|
||||
public void TestFilterIntersection()
|
||||
{
|
||||
var criteria = new ManiaFilterCriteria();
|
||||
criteria.TryParseCustomKeywordCriteria("keys", Operator.Greater, "4");
|
||||
@@ -175,7 +175,7 @@ namespace osu.Game.Rulesets.Mania.Tests
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestInvalidKeysFilters()
|
||||
public void TestInvalidFilters()
|
||||
{
|
||||
var criteria = new ManiaFilterCriteria();
|
||||
|
||||
@@ -183,132 +183,5 @@ namespace osu.Game.Rulesets.Mania.Tests
|
||||
Assert.False(criteria.TryParseCustomKeywordCriteria("keys", Operator.NotEqual, "4,some text"));
|
||||
Assert.False(criteria.TryParseCustomKeywordCriteria("keys", Operator.GreaterOrEqual, "4,5,6"));
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestLnsEqual()
|
||||
{
|
||||
var criteria = new ManiaFilterCriteria();
|
||||
var filterCriteria = new FilterCriteria
|
||||
{
|
||||
Ruleset = new ManiaRuleset().RulesetInfo
|
||||
};
|
||||
|
||||
criteria.TryParseCustomKeywordCriteria("lns", Operator.Equal, "0");
|
||||
BeatmapInfo beatmapInfo1 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
|
||||
{
|
||||
TotalObjectCount = 0,
|
||||
EndTimeObjectCount = 0
|
||||
};
|
||||
Assert.True(criteria.Matches(beatmapInfo1, filterCriteria));
|
||||
|
||||
criteria.TryParseCustomKeywordCriteria("lns", Operator.Equal, "0");
|
||||
BeatmapInfo beatmapInfo2 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
|
||||
{
|
||||
TotalObjectCount = 100,
|
||||
EndTimeObjectCount = 0
|
||||
};
|
||||
Assert.True(criteria.Matches(beatmapInfo2, filterCriteria));
|
||||
|
||||
criteria.TryParseCustomKeywordCriteria("lns", Operator.Equal, "100");
|
||||
BeatmapInfo beatmapInfo3 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
|
||||
{
|
||||
TotalObjectCount = 100,
|
||||
EndTimeObjectCount = 100
|
||||
};
|
||||
Assert.True(criteria.Matches(beatmapInfo3, filterCriteria));
|
||||
|
||||
criteria.TryParseCustomKeywordCriteria("lns", Operator.Equal, "1");
|
||||
BeatmapInfo beatmapInfo4 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
|
||||
{
|
||||
TotalObjectCount = 100,
|
||||
EndTimeObjectCount = 1
|
||||
};
|
||||
Assert.True(criteria.Matches(beatmapInfo4, filterCriteria));
|
||||
|
||||
criteria.TryParseCustomKeywordCriteria("lns", Operator.Equal, "0.1");
|
||||
BeatmapInfo beatmapInfo5 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
|
||||
{
|
||||
TotalObjectCount = 1000,
|
||||
EndTimeObjectCount = 1
|
||||
};
|
||||
Assert.True(criteria.Matches(beatmapInfo5, filterCriteria));
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestLnsGreaterOrEqual()
|
||||
{
|
||||
var criteria = new ManiaFilterCriteria();
|
||||
var filterCriteria = new FilterCriteria
|
||||
{
|
||||
Ruleset = new ManiaRuleset().RulesetInfo
|
||||
};
|
||||
|
||||
criteria.TryParseCustomKeywordCriteria("lns", Operator.GreaterOrEqual, "0");
|
||||
BeatmapInfo beatmapInfo1 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
|
||||
{
|
||||
TotalObjectCount = 0,
|
||||
EndTimeObjectCount = 0
|
||||
};
|
||||
Assert.True(criteria.Matches(beatmapInfo1, filterCriteria));
|
||||
|
||||
criteria.TryParseCustomKeywordCriteria("lns", Operator.GreaterOrEqual, "0");
|
||||
BeatmapInfo beatmapInfo2 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
|
||||
{
|
||||
TotalObjectCount = 100,
|
||||
EndTimeObjectCount = 0
|
||||
};
|
||||
Assert.True(criteria.Matches(beatmapInfo2, filterCriteria));
|
||||
|
||||
criteria.TryParseCustomKeywordCriteria("lns", Operator.GreaterOrEqual, "100");
|
||||
BeatmapInfo beatmapInfo3 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
|
||||
{
|
||||
TotalObjectCount = 100,
|
||||
EndTimeObjectCount = 100
|
||||
};
|
||||
Assert.True(criteria.Matches(beatmapInfo3, filterCriteria));
|
||||
|
||||
criteria.TryParseCustomKeywordCriteria("lns", Operator.GreaterOrEqual, "1");
|
||||
BeatmapInfo beatmapInfo4 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
|
||||
{
|
||||
TotalObjectCount = 100,
|
||||
EndTimeObjectCount = 1
|
||||
};
|
||||
Assert.True(criteria.Matches(beatmapInfo4, filterCriteria));
|
||||
|
||||
criteria.TryParseCustomKeywordCriteria("lns", Operator.GreaterOrEqual, "0.1");
|
||||
BeatmapInfo beatmapInfo5 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
|
||||
{
|
||||
TotalObjectCount = 1000,
|
||||
EndTimeObjectCount = 1
|
||||
};
|
||||
Assert.True(criteria.Matches(beatmapInfo5, filterCriteria));
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestLnsNotManiaRuleset()
|
||||
{
|
||||
var criteria = new ManiaFilterCriteria();
|
||||
var filterCriteria = new FilterCriteria
|
||||
{
|
||||
Ruleset = new ManiaRuleset().RulesetInfo
|
||||
};
|
||||
|
||||
criteria.TryParseCustomKeywordCriteria("lns", Operator.LessOrEqual, "100");
|
||||
BeatmapInfo beatmapInfo = new BeatmapInfo
|
||||
{
|
||||
TotalObjectCount = 100,
|
||||
EndTimeObjectCount = 50
|
||||
};
|
||||
Assert.False(criteria.Matches(beatmapInfo, filterCriteria));
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestInvalidLnsFilters()
|
||||
{
|
||||
var criteria = new ManiaFilterCriteria();
|
||||
|
||||
Assert.False(criteria.TryParseCustomKeywordCriteria("lns", Operator.Equal, "some text"));
|
||||
Assert.False(criteria.TryParseCustomKeywordCriteria("lns", Operator.GreaterOrEqual, "1some text"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +0,0 @@
|
||||
osu file format v14
|
||||
|
||||
[General]
|
||||
Mode: 0
|
||||
|
||||
[TimingPoints]
|
||||
0,300,4,0,2,100,1,0
|
||||
|
||||
[HitObjects]
|
||||
444,320,1000,5,2,0:0:0:0:
|
||||
@@ -1,16 +0,0 @@
|
||||
{
|
||||
"Mappings": [{
|
||||
"StartTime": 1000.0,
|
||||
"Objects": [{
|
||||
"StartTime": 1000.0,
|
||||
"EndTime": 8000.0,
|
||||
"Column": 0,
|
||||
"PlaySlidingSamples": false,
|
||||
"NodeSamples": [
|
||||
["Gameplay/soft-hitnormal"],
|
||||
["Gameplay/soft-hitnormal", "Gameplay/soft-hitfinish"]
|
||||
],
|
||||
"Samples": ["Gameplay/soft-hitnormal", "Gameplay/soft-hitfinish"],
|
||||
}]
|
||||
}]
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
osu file format v14
|
||||
|
||||
[General]
|
||||
Mode: 0
|
||||
|
||||
[Difficulty]
|
||||
HPDrainRate:5
|
||||
CircleSize:5
|
||||
OverallDifficulty:5
|
||||
ApproachRate:5
|
||||
SliderMultiplier:1.4
|
||||
SliderTickRate:1
|
||||
|
||||
[TimingPoints]
|
||||
0,500,4,2,0,100,1,0
|
||||
|
||||
[HitObjects]
|
||||
256,192,1000,8,4,8000,0:2:0:0:
|
||||
@@ -45,19 +45,5 @@ namespace osu.Game.Rulesets.Mania.Tests
|
||||
AssertBeatmapLookup(expected_sample);
|
||||
AssertNoLookup(unwanted_sample);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestConvertHitObjectCustomSampleBank()
|
||||
{
|
||||
const string beatmap_sample = "normal-hitwhistle2";
|
||||
const string user_skin_sample = "normal-hitnormal";
|
||||
|
||||
SetupSkins(beatmap_sample, user_skin_sample);
|
||||
|
||||
CreateTestWithBeatmap("convert-beatmap-custom-sample-bank.osu");
|
||||
|
||||
AssertBeatmapLookup(beatmap_sample);
|
||||
AssertUserLookup(user_skin_sample);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -85,11 +85,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
Duration = endTime - HitObject.StartTime,
|
||||
Column = column,
|
||||
Samples = HitObject.Samples,
|
||||
NodeSamples =
|
||||
[
|
||||
HitObject.Samples.Where(s => s.Name == HitSampleInfo.HIT_NORMAL).ToList(),
|
||||
HitObject.Samples
|
||||
]
|
||||
NodeSamples = (HitObject as IHasRepeats)?.NodeSamples
|
||||
};
|
||||
}
|
||||
else
|
||||
|
||||
@@ -1,37 +0,0 @@
|
||||
// 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 osu.Framework.Utils;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Difficulty.Evaluators
|
||||
{
|
||||
public class IndividualStrainEvaluator
|
||||
{
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current)
|
||||
{
|
||||
var maniaCurrent = (ManiaDifficultyHitObject)current;
|
||||
double startTime = maniaCurrent.StartTime;
|
||||
double endTime = maniaCurrent.EndTime;
|
||||
|
||||
double holdFactor = 1.0; // Factor to all additional strains in case something else is held
|
||||
|
||||
// We award a bonus if this note starts and ends before the end of another hold note.
|
||||
foreach (var maniaPrevious in maniaCurrent.PreviousHitObjects)
|
||||
{
|
||||
if (maniaPrevious is null)
|
||||
continue;
|
||||
|
||||
if (Precision.DefinitelyBigger(maniaPrevious.EndTime, endTime, 1) &&
|
||||
Precision.DefinitelyBigger(startTime, maniaPrevious.StartTime, 1))
|
||||
{
|
||||
holdFactor = 1.25;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return 2.0 * holdFactor;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,61 +0,0 @@
|
||||
// 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 osu.Framework.Utils;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Difficulty.Evaluators
|
||||
{
|
||||
public class OverallStrainEvaluator
|
||||
{
|
||||
private const double release_threshold = 30;
|
||||
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current)
|
||||
{
|
||||
var maniaCurrent = (ManiaDifficultyHitObject)current;
|
||||
double startTime = maniaCurrent.StartTime;
|
||||
double endTime = maniaCurrent.EndTime;
|
||||
bool isOverlapping = false;
|
||||
|
||||
double closestEndTime = Math.Abs(endTime - startTime); // Lowest value we can assume with the current information
|
||||
double holdFactor = 1.0; // Factor to all additional strains in case something else is held
|
||||
double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
|
||||
|
||||
foreach (var maniaPrevious in maniaCurrent.PreviousHitObjects)
|
||||
{
|
||||
if (maniaPrevious is null)
|
||||
continue;
|
||||
|
||||
// The current note is overlapped if a previous note or end is overlapping the current note body
|
||||
isOverlapping |= Precision.DefinitelyBigger(maniaPrevious.EndTime, startTime, 1) &&
|
||||
Precision.DefinitelyBigger(endTime, maniaPrevious.EndTime, 1) &&
|
||||
Precision.DefinitelyBigger(startTime, maniaPrevious.StartTime, 1);
|
||||
|
||||
// We give a slight bonus to everything if something is held meanwhile
|
||||
if (Precision.DefinitelyBigger(maniaPrevious.EndTime, endTime, 1) &&
|
||||
Precision.DefinitelyBigger(startTime, maniaPrevious.StartTime, 1))
|
||||
holdFactor = 1.25;
|
||||
|
||||
closestEndTime = Math.Min(closestEndTime, Math.Abs(endTime - maniaPrevious.EndTime));
|
||||
}
|
||||
|
||||
// The hold addition is given if there was an overlap, however it is only valid if there are no other note with a similar ending.
|
||||
// Releasing multiple notes is just as easy as releasing 1. Nerfs the hold addition by half if the closest release is release_threshold away.
|
||||
// holdAddition
|
||||
// ^
|
||||
// 1.0 + - - - - - -+-----------
|
||||
// | /
|
||||
// 0.5 + - - - - -/ Sigmoid Curve
|
||||
// | /|
|
||||
// 0.0 +--------+-+---------------> Release Difference / ms
|
||||
// release_threshold
|
||||
if (isOverlapping)
|
||||
holdAddition = DifficultyCalculationUtils.Logistic(x: closestEndTime, multiplier: 0.27, midpointOffset: release_threshold);
|
||||
|
||||
return (1 + holdAddition) * holdFactor;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -65,22 +65,13 @@ namespace osu.Game.Rulesets.Mania.Difficulty
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
|
||||
{
|
||||
var sortedObjects = beatmap.HitObjects.ToArray();
|
||||
int totalColumns = ((ManiaBeatmap)beatmap).TotalColumns;
|
||||
|
||||
LegacySortHelper<HitObject>.Sort(sortedObjects, Comparer<HitObject>.Create((a, b) => (int)Math.Round(a.StartTime) - (int)Math.Round(b.StartTime)));
|
||||
|
||||
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
|
||||
List<DifficultyHitObject>[] perColumnObjects = new List<DifficultyHitObject>[totalColumns];
|
||||
|
||||
for (int column = 0; column < totalColumns; column++)
|
||||
perColumnObjects[column] = new List<DifficultyHitObject>();
|
||||
|
||||
for (int i = 1; i < sortedObjects.Length; i++)
|
||||
{
|
||||
var currentObject = new ManiaDifficultyHitObject(sortedObjects[i], sortedObjects[i - 1], clockRate, objects, perColumnObjects, objects.Count);
|
||||
objects.Add(currentObject);
|
||||
perColumnObjects[currentObject.Column].Add(currentObject);
|
||||
}
|
||||
objects.Add(new ManiaDifficultyHitObject(sortedObjects[i], sortedObjects[i - 1], clockRate, objects, objects.Count));
|
||||
|
||||
return objects;
|
||||
}
|
||||
|
||||
@@ -12,59 +12,9 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Preprocessing
|
||||
{
|
||||
public new ManiaHitObject BaseObject => (ManiaHitObject)base.BaseObject;
|
||||
|
||||
private readonly List<DifficultyHitObject>[] perColumnObjects;
|
||||
|
||||
private readonly int columnIndex;
|
||||
|
||||
public readonly int Column;
|
||||
|
||||
// The hit object earlier in time than this note in each column
|
||||
public readonly ManiaDifficultyHitObject?[] PreviousHitObjects;
|
||||
|
||||
public readonly double ColumnStrainTime;
|
||||
|
||||
public ManiaDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, List<DifficultyHitObject> objects, List<DifficultyHitObject>[] perColumnObjects, int index)
|
||||
public ManiaDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, List<DifficultyHitObject> objects, int index)
|
||||
: base(hitObject, lastObject, clockRate, objects, index)
|
||||
{
|
||||
int totalColumns = perColumnObjects.Length;
|
||||
this.perColumnObjects = perColumnObjects;
|
||||
Column = BaseObject.Column;
|
||||
columnIndex = perColumnObjects[Column].Count;
|
||||
PreviousHitObjects = new ManiaDifficultyHitObject[totalColumns];
|
||||
ColumnStrainTime = StartTime - PrevInColumn(0)?.StartTime ?? StartTime;
|
||||
|
||||
if (index > 0)
|
||||
{
|
||||
ManiaDifficultyHitObject prevNote = (ManiaDifficultyHitObject)objects[index - 1];
|
||||
|
||||
for (int i = 0; i < prevNote.PreviousHitObjects.Length; i++)
|
||||
PreviousHitObjects[i] = prevNote.PreviousHitObjects[i];
|
||||
|
||||
// intentionally depends on processing order to match live.
|
||||
PreviousHitObjects[prevNote.Column] = prevNote;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The previous object in the same column as this <see cref="ManiaDifficultyHitObject"/>, exclusive of Long Note tails.
|
||||
/// </summary>
|
||||
/// <param name="backwardsIndex">The number of notes to go back.</param>
|
||||
/// <returns>The object in this column <paramref name="backwardsIndex"/> notes back, or null if this is the first note in the column.</returns>
|
||||
public ManiaDifficultyHitObject? PrevInColumn(int backwardsIndex)
|
||||
{
|
||||
int index = columnIndex - (backwardsIndex + 1);
|
||||
return index >= 0 && index < perColumnObjects[Column].Count ? (ManiaDifficultyHitObject)perColumnObjects[Column][index] : null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The next object in the same column as this <see cref="ManiaDifficultyHitObject"/>, exclusive of Long Note tails.
|
||||
/// </summary>
|
||||
/// <param name="forwardsIndex">The number of notes to go forward.</param>
|
||||
/// <returns>The object in this column <paramref name="forwardsIndex"/> notes forward, or null if this is the last note in the column.</returns>
|
||||
public ManiaDifficultyHitObject? NextInColumn(int forwardsIndex)
|
||||
{
|
||||
int index = columnIndex + (forwardsIndex + 1);
|
||||
return index >= 0 && index < perColumnObjects[Column].Count ? (ManiaDifficultyHitObject)perColumnObjects[Column][index] : null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,9 +2,10 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Skills;
|
||||
using osu.Game.Rulesets.Mania.Difficulty.Evaluators;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
|
||||
@@ -14,17 +15,23 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
|
||||
{
|
||||
private const double individual_decay_base = 0.125;
|
||||
private const double overall_decay_base = 0.30;
|
||||
private const double release_threshold = 30;
|
||||
|
||||
protected override double SkillMultiplier => 1;
|
||||
protected override double StrainDecayBase => 1;
|
||||
|
||||
private readonly double[] startTimes;
|
||||
private readonly double[] endTimes;
|
||||
private readonly double[] individualStrains;
|
||||
private double highestIndividualStrain;
|
||||
|
||||
private double individualStrain;
|
||||
private double overallStrain;
|
||||
|
||||
public Strain(Mod[] mods, int totalColumns)
|
||||
: base(mods)
|
||||
{
|
||||
startTimes = new double[totalColumns];
|
||||
endTimes = new double[totalColumns];
|
||||
individualStrains = new double[totalColumns];
|
||||
overallStrain = 1;
|
||||
}
|
||||
@@ -32,24 +39,65 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
|
||||
protected override double StrainValueOf(DifficultyHitObject current)
|
||||
{
|
||||
var maniaCurrent = (ManiaDifficultyHitObject)current;
|
||||
double startTime = maniaCurrent.StartTime;
|
||||
double endTime = maniaCurrent.EndTime;
|
||||
int column = maniaCurrent.BaseObject.Column;
|
||||
bool isOverlapping = false;
|
||||
|
||||
individualStrains[maniaCurrent.Column] = applyDecay(individualStrains[maniaCurrent.Column], maniaCurrent.ColumnStrainTime, individual_decay_base);
|
||||
individualStrains[maniaCurrent.Column] += IndividualStrainEvaluator.EvaluateDifficultyOf(current);
|
||||
double closestEndTime = Math.Abs(endTime - startTime); // Lowest value we can assume with the current information
|
||||
double holdFactor = 1.0; // Factor to all additional strains in case something else is held
|
||||
double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
|
||||
|
||||
// Take the hardest individualStrain for notes that happen at the same time (in a chord).
|
||||
// This is to ensure the order in which the notes are processed does not affect the resultant total strain.
|
||||
highestIndividualStrain = maniaCurrent.DeltaTime <= 1 ? Math.Max(highestIndividualStrain, individualStrains[maniaCurrent.Column]) : individualStrains[maniaCurrent.Column];
|
||||
for (int i = 0; i < endTimes.Length; ++i)
|
||||
{
|
||||
// The current note is overlapped if a previous note or end is overlapping the current note body
|
||||
isOverlapping |= Precision.DefinitelyBigger(endTimes[i], startTime, 1) &&
|
||||
Precision.DefinitelyBigger(endTime, endTimes[i], 1) &&
|
||||
Precision.DefinitelyBigger(startTime, startTimes[i], 1);
|
||||
|
||||
overallStrain = applyDecay(overallStrain, maniaCurrent.DeltaTime, overall_decay_base);
|
||||
overallStrain += OverallStrainEvaluator.EvaluateDifficultyOf(current);
|
||||
// We give a slight bonus to everything if something is held meanwhile
|
||||
if (Precision.DefinitelyBigger(endTimes[i], endTime, 1) &&
|
||||
Precision.DefinitelyBigger(startTime, startTimes[i], 1))
|
||||
holdFactor = 1.25;
|
||||
|
||||
closestEndTime = Math.Min(closestEndTime, Math.Abs(endTime - endTimes[i]));
|
||||
}
|
||||
|
||||
// The hold addition is given if there was an overlap, however it is only valid if there are no other note with a similar ending.
|
||||
// Releasing multiple notes is just as easy as releasing 1. Nerfs the hold addition by half if the closest release is release_threshold away.
|
||||
// holdAddition
|
||||
// ^
|
||||
// 1.0 + - - - - - -+-----------
|
||||
// | /
|
||||
// 0.5 + - - - - -/ Sigmoid Curve
|
||||
// | /|
|
||||
// 0.0 +--------+-+---------------> Release Difference / ms
|
||||
// release_threshold
|
||||
if (isOverlapping)
|
||||
holdAddition = DifficultyCalculationUtils.Logistic(x: closestEndTime, multiplier: 0.27, midpointOffset: release_threshold);
|
||||
|
||||
// Decay and increase individualStrains in own column
|
||||
individualStrains[column] = applyDecay(individualStrains[column], startTime - startTimes[column], individual_decay_base);
|
||||
individualStrains[column] += 2.0 * holdFactor;
|
||||
|
||||
// For notes at the same time (in a chord), the individualStrain should be the hardest individualStrain out of those columns
|
||||
individualStrain = maniaCurrent.DeltaTime <= 1 ? Math.Max(individualStrain, individualStrains[column]) : individualStrains[column];
|
||||
|
||||
// Decay and increase overallStrain
|
||||
overallStrain = applyDecay(overallStrain, current.DeltaTime, overall_decay_base);
|
||||
overallStrain += (1 + holdAddition) * holdFactor;
|
||||
|
||||
// Update startTimes and endTimes arrays
|
||||
startTimes[column] = startTime;
|
||||
endTimes[column] = endTime;
|
||||
|
||||
// By subtracting CurrentStrain, this skill effectively only considers the maximum strain of any one hitobject within each strain section.
|
||||
return highestIndividualStrain + overallStrain - CurrentStrain;
|
||||
return individualStrain + overallStrain - CurrentStrain;
|
||||
}
|
||||
|
||||
protected override double CalculateInitialStrain(double offset, DifficultyHitObject current) =>
|
||||
applyDecay(highestIndividualStrain, offset - current.Previous(0).StartTime, individual_decay_base)
|
||||
+ applyDecay(overallStrain, offset - current.Previous(0).StartTime, overall_decay_base);
|
||||
protected override double CalculateInitialStrain(double offset, DifficultyHitObject current)
|
||||
=> applyDecay(individualStrain, offset - current.Previous(0).StartTime, individual_decay_base)
|
||||
+ applyDecay(overallStrain, offset - current.Previous(0).StartTime, overall_decay_base);
|
||||
|
||||
private double applyDecay(double value, double deltaTime, double decayBase)
|
||||
=> value * Math.Pow(decayBase, deltaTime / 1000);
|
||||
|
||||
@@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
|
||||
[Resolved]
|
||||
private IScrollingInfo scrollingInfo { get; set; } = null!;
|
||||
|
||||
protected override bool IsValidForPlacement => base.IsValidForPlacement && (PlacementActive == PlacementState.Waiting || Precision.DefinitelyBigger(HitObject.Duration, 0));
|
||||
protected override bool IsValidForPlacement => Precision.DefinitelyBigger(HitObject.Duration, 0);
|
||||
|
||||
public HoldNotePlacementBlueprint()
|
||||
: base(new HoldNote())
|
||||
|
||||
@@ -1,12 +1,10 @@
|
||||
// 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.Generic;
|
||||
using System.Linq;
|
||||
using System.Text.RegularExpressions;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Edit.Tools;
|
||||
@@ -56,8 +54,7 @@ namespace osu.Game.Rulesets.Mania.Edit
|
||||
};
|
||||
|
||||
public override string ConvertSelectionToString()
|
||||
=> string.Join(',', EditorBeatmap.SelectedHitObjects.Cast<ManiaHitObject>().OrderBy(h => h.StartTime)
|
||||
.Select(h => FormattableString.Invariant($"{Math.Round(h.StartTime)}|{h.Column}")));
|
||||
=> string.Join(',', EditorBeatmap.SelectedHitObjects.Cast<ManiaHitObject>().OrderBy(h => h.StartTime).Select(h => $"{h.StartTime}|{h.Column}"));
|
||||
|
||||
// 123|0,456|1,789|2 ...
|
||||
private static readonly Regex selection_regex = new Regex(@"^\d+\|\d+(,\d+\|\d+)*$", RegexOptions.Compiled);
|
||||
@@ -76,10 +73,10 @@ namespace osu.Game.Rulesets.Mania.Edit
|
||||
if (split.Length != 2)
|
||||
continue;
|
||||
|
||||
if (!int.TryParse(split[0], out int time) || !int.TryParse(split[1], out int column))
|
||||
if (!double.TryParse(split[0], out double time) || !int.TryParse(split[1], out int column))
|
||||
continue;
|
||||
|
||||
ManiaHitObject? current = remainingHitObjects.FirstOrDefault(h => Precision.AlmostEquals(h.StartTime, time, 0.5) && h.Column == column);
|
||||
ManiaHitObject? current = remainingHitObjects.FirstOrDefault(h => h.StartTime == time && h.Column == column);
|
||||
|
||||
if (current == null)
|
||||
continue;
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
// 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.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
@@ -20,16 +19,12 @@ namespace osu.Game.Rulesets.Mania
|
||||
public class ManiaFilterCriteria : IRulesetFilterCriteria
|
||||
{
|
||||
private readonly HashSet<int> includedKeyCounts = Enumerable.Range(1, LegacyBeatmapDecoder.MAX_MANIA_KEY_COUNT).ToHashSet();
|
||||
private FilterCriteria.OptionalRange<float> longNotePercentage;
|
||||
|
||||
public bool Matches(BeatmapInfo beatmapInfo, FilterCriteria criteria)
|
||||
{
|
||||
int keyCount = ManiaBeatmapConverter.GetColumnCount(LegacyBeatmapConversionDifficultyInfo.FromBeatmapInfo(beatmapInfo), criteria.Mods);
|
||||
|
||||
bool keyCountMatch = includedKeyCounts.Contains(keyCount);
|
||||
bool longNotePercentageMatch = !longNotePercentage.HasFilter || (!isConvertedBeatmap(beatmapInfo) && longNotePercentage.IsInRange(calculateLongNotePercentage(beatmapInfo)));
|
||||
|
||||
return keyCountMatch && longNotePercentageMatch;
|
||||
return includedKeyCounts.Contains(keyCount);
|
||||
}
|
||||
|
||||
public bool TryParseCustomKeywordCriteria(string key, Operator op, string strValues)
|
||||
@@ -89,10 +84,6 @@ namespace osu.Game.Rulesets.Mania
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
case "ln":
|
||||
case "lns":
|
||||
return FilterQueryParser.TryUpdateCriteriaRange(ref longNotePercentage, op, strValues);
|
||||
}
|
||||
|
||||
return false;
|
||||
@@ -112,18 +103,5 @@ namespace osu.Game.Rulesets.Mania
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool isConvertedBeatmap(BeatmapInfo beatmapInfo)
|
||||
{
|
||||
return !beatmapInfo.Ruleset.Equals(new ManiaRuleset().RulesetInfo);
|
||||
}
|
||||
|
||||
private static float calculateLongNotePercentage(BeatmapInfo beatmapInfo)
|
||||
{
|
||||
int holdNotes = beatmapInfo.EndTimeObjectCount;
|
||||
int totalNotes = Math.Max(1, beatmapInfo.TotalObjectCount);
|
||||
|
||||
return holdNotes / (float)totalNotes * 100;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -79,7 +79,6 @@ namespace osu.Game.Rulesets.Mania
|
||||
return new ManiaArgonSkinTransformer(skin, beatmap);
|
||||
|
||||
case DefaultLegacySkin:
|
||||
case RetroSkin:
|
||||
return new ManiaClassicSkinTransformer(skin, beatmap);
|
||||
|
||||
case LegacySkin:
|
||||
|
||||
@@ -14,8 +14,8 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
public override string Acronym => Name;
|
||||
public abstract int KeyCount { get; }
|
||||
public override ModType Type => ModType.Conversion;
|
||||
public override double ScoreMultiplier => 1;
|
||||
public override bool Ranked => true;
|
||||
public override double ScoreMultiplier => 0.9;
|
||||
public override bool Ranked => UsesDefaultConfiguration;
|
||||
|
||||
public void ApplyToBeatmapConverter(IBeatmapConverter beatmapConverter)
|
||||
{
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Mania.Objects;
|
||||
using osu.Game.Rulesets.Mania.UI;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
@@ -22,7 +21,7 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
|
||||
public override LocalisableString Description => "No more tricky speed changes!";
|
||||
|
||||
public override IconUsage? Icon => OsuIcon.ModConstantSpeed;
|
||||
public override IconUsage? Icon => FontAwesome.Solid.Equals;
|
||||
|
||||
public override ModType Type => ModType.Conversion;
|
||||
|
||||
|
||||
@@ -4,10 +4,8 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Mania.UI;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Mods
|
||||
@@ -16,7 +14,6 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
{
|
||||
public override string Name => "Cover";
|
||||
public override string Acronym => "CO";
|
||||
public override IconUsage? Icon => OsuIcon.ModCover;
|
||||
|
||||
public override LocalisableString Description => @"Decrease the playfield's viewing area.";
|
||||
|
||||
@@ -30,7 +27,7 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
typeof(ManiaModFadeIn)
|
||||
}).ToArray();
|
||||
|
||||
public override bool Ranked => true;
|
||||
public override bool Ranked => false;
|
||||
|
||||
public override bool ValidForFreestyleAsRequiredMod => false;
|
||||
|
||||
|
||||
@@ -7,20 +7,5 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
{
|
||||
public class ManiaModDifficultyAdjust : ModDifficultyAdjust
|
||||
{
|
||||
public override DifficultyBindable OverallDifficulty { get; } = new DifficultyBindable
|
||||
{
|
||||
Precision = 0.1f,
|
||||
MinValue = 0,
|
||||
MaxValue = 10,
|
||||
// Use larger extended limits for mania to include OD values that occur with EZ or HR enabled
|
||||
#if !DEBUG
|
||||
ExtendedMaxValue = 15,
|
||||
ExtendedMinValue = -15,
|
||||
#else
|
||||
ExtendedMinValue = -250,
|
||||
ExtendedMaxValue = 50,
|
||||
#endif
|
||||
ReadCurrentFromDifficulty = diff => diff.OverallDifficulty,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
// 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 osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Mania.Beatmaps;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
|
||||
@@ -15,7 +13,6 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
public override string Name => "Dual Stages";
|
||||
public override string Acronym => "DS";
|
||||
public override LocalisableString Description => @"Double the stages, double the fun!";
|
||||
public override IconUsage? Icon => OsuIcon.ModDualStages;
|
||||
public override ModType Type => ModType.Conversion;
|
||||
public override double ScoreMultiplier => 1;
|
||||
|
||||
|
||||
@@ -3,9 +3,7 @@
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Mania.UI;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Mods
|
||||
@@ -14,7 +12,6 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
{
|
||||
public override string Name => "Fade In";
|
||||
public override string Acronym => "FI";
|
||||
public override IconUsage? Icon => OsuIcon.ModFadeIn;
|
||||
public override LocalisableString Description => @"Keys appear out of nowhere!";
|
||||
public override double ScoreMultiplier => 1;
|
||||
public override bool ValidForFreestyleAsRequiredMod => false;
|
||||
|
||||
@@ -11,7 +11,7 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
public class ManiaModHardRock : ModHardRock, IApplicableToHitObject
|
||||
{
|
||||
public override double ScoreMultiplier => 1;
|
||||
public override bool Ranked => true;
|
||||
public override bool Ranked => false;
|
||||
|
||||
public const double HIT_WINDOW_DIFFICULTY_MULTIPLIER = 1.4;
|
||||
|
||||
|
||||
@@ -9,8 +9,6 @@ using osu.Game.Rulesets.Mods;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Mania.Beatmaps;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Mods
|
||||
@@ -25,7 +23,7 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
|
||||
public override LocalisableString Description => @"Replaces all hold notes with normal notes.";
|
||||
|
||||
public override IconUsage? Icon => OsuIcon.ModHoldOff;
|
||||
public override IconUsage? Icon => FontAwesome.Solid.DotCircle;
|
||||
|
||||
public override ModType Type => ModType.Conversion;
|
||||
|
||||
@@ -35,8 +33,6 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
{
|
||||
var maniaBeatmap = (ManiaBeatmap)beatmap;
|
||||
|
||||
double mostCommonBeatLengthBefore = beatmap.GetMostCommonBeatLength();
|
||||
|
||||
var newObjects = new List<ManiaHitObject>();
|
||||
|
||||
foreach (var h in beatmap.HitObjects.OfType<HoldNote>())
|
||||
@@ -51,17 +47,6 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
}
|
||||
|
||||
maniaBeatmap.HitObjects = maniaBeatmap.HitObjects.OfType<Note>().Concat(newObjects).OrderBy(h => h.StartTime).ToList();
|
||||
|
||||
double mostCommonBeatLengthAfter = beatmap.GetMostCommonBeatLength();
|
||||
|
||||
// the process of removing hold notes can result in shortening the beatmap's play time,
|
||||
// and therefore, as a side effect, changing the most common BPM, which will change scroll speed.
|
||||
// to compensate for this, apply a multiplier to effect points in order to maintain the beatmap's original intended scroll speed.
|
||||
if (!Precision.AlmostEquals(mostCommonBeatLengthBefore, mostCommonBeatLengthAfter))
|
||||
{
|
||||
foreach (var effectPoint in beatmap.ControlPointInfo.EffectPoints)
|
||||
effectPoint.ScrollSpeed *= mostCommonBeatLengthBefore / mostCommonBeatLengthAfter;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,7 +8,6 @@ using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Audio;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Mania.Beatmaps;
|
||||
using osu.Game.Rulesets.Mania.Objects;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
@@ -24,7 +23,7 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
|
||||
public override LocalisableString Description => "Hold the keys. To the beat.";
|
||||
|
||||
public override IconUsage? Icon => OsuIcon.ModInvert;
|
||||
public override IconUsage? Icon => FontAwesome.Solid.YinYang;
|
||||
|
||||
public override ModType Type => ModType.Conversion;
|
||||
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
// 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 osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Mods
|
||||
{
|
||||
@@ -12,7 +10,7 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
public override int KeyCount => 1;
|
||||
public override string Name => "One Key";
|
||||
public override string Acronym => "1K";
|
||||
public override IconUsage? Icon => OsuIcon.ModOneKey;
|
||||
public override LocalisableString Description => @"Play with one key.";
|
||||
public override bool Ranked => false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
// 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 osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Mods
|
||||
{
|
||||
@@ -12,7 +10,7 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
public override int KeyCount => 10;
|
||||
public override string Name => "Ten Keys";
|
||||
public override string Acronym => "10K";
|
||||
public override IconUsage? Icon => OsuIcon.ModTenKeys;
|
||||
public override LocalisableString Description => @"Play with ten keys.";
|
||||
public override bool Ranked => false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
// 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 osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Mods
|
||||
{
|
||||
@@ -12,7 +10,7 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
public override int KeyCount => 2;
|
||||
public override string Name => "Two Keys";
|
||||
public override string Acronym => "2K";
|
||||
public override IconUsage? Icon => OsuIcon.ModTwoKeys;
|
||||
public override LocalisableString Description => @"Play with two keys.";
|
||||
public override bool Ranked => false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
// 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 osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Mods
|
||||
{
|
||||
@@ -12,7 +10,7 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
public override int KeyCount => 3;
|
||||
public override string Name => "Three Keys";
|
||||
public override string Acronym => "3K";
|
||||
public override IconUsage? Icon => OsuIcon.ModThreeKeys;
|
||||
public override LocalisableString Description => @"Play with three keys.";
|
||||
public override bool Ranked => false;
|
||||
}
|
||||
}
|
||||
|
||||