Esempio n. 1
0
        private void load()
        {
            maskingContainer.BorderColour = colours.Yellow;

            ruleset = rulesets.GetRuleset(Item.RulesetID);
            var rulesetInstance = ruleset?.CreateInstance();

            requiredMods = Item.RequiredMods.Select(m => m.ToMod(rulesetInstance)).ToArray();
        }
Esempio n. 2
0
        public IEnumerable <DifficultyAttributes> CalculateAllLegacyCombinations(CancellationToken cancellationToken = default)
        {
            var rulesetInstance = ruleset.CreateInstance();

            foreach (var combination in CreateDifficultyAdjustmentModCombinations())
            {
                Mod classicMod = rulesetInstance.CreateAllMods().SingleOrDefault(m => m is ModClassic);

                var finalCombination = ModUtils.FlattenMod(combination);
                if (classicMod != null)
                {
                    finalCombination = finalCombination.Append(classicMod);
                }

                yield return(Calculate(finalCombination.ToArray(), cancellationToken));
            }
        }
Esempio n. 3
0
        public virtual IBeatmap GetPlayableBeatmap(IRulesetInfo ruleset, IReadOnlyList <Mod> mods, CancellationToken token)
        {
            var rulesetInstance = ruleset.CreateInstance();

            if (rulesetInstance == null)
            {
                throw new RulesetLoadException("Creating ruleset instance failed when attempting to create playable beatmap.");
            }

            IBeatmapConverter converter = CreateBeatmapConverter(Beatmap, rulesetInstance);

            // Check if the beatmap can be converted
            if (Beatmap.HitObjects.Count > 0 && !converter.CanConvert())
            {
                throw new BeatmapInvalidForRulesetException($"{nameof(Beatmaps.Beatmap)} can not be converted for the ruleset (ruleset: {ruleset.InstantiationInfo}, converter: {converter}).");
            }

            // Apply conversion mods
            foreach (var mod in mods.OfType <IApplicableToBeatmapConverter>())
            {
                token.ThrowIfCancellationRequested();
                mod.ApplyToBeatmapConverter(converter);
            }

            // Convert
            IBeatmap converted = converter.Convert(token);

            // Apply conversion mods to the result
            foreach (var mod in mods.OfType <IApplicableAfterBeatmapConversion>())
            {
                token.ThrowIfCancellationRequested();
                mod.ApplyToBeatmap(converted);
            }

            // Apply difficulty mods
            if (mods.Any(m => m is IApplicableToDifficulty))
            {
                foreach (var mod in mods.OfType <IApplicableToDifficulty>())
                {
                    token.ThrowIfCancellationRequested();
                    mod.ApplyToDifficulty(converted.Difficulty);
                }
            }

            IBeatmapProcessor processor = rulesetInstance.CreateBeatmapProcessor(converted);

            foreach (var mod in mods.OfType <IApplicableToBeatmapProcessor>())
            {
                mod.ApplyToBeatmapProcessor(processor);
            }

            processor?.PreProcess();

            // Compute default values for hitobjects, including creating nested hitobjects in-case they're needed
            foreach (var obj in converted.HitObjects)
            {
                token.ThrowIfCancellationRequested();
                obj.ApplyDefaults(converted.ControlPointInfo, converted.Difficulty, token);
            }

            foreach (var mod in mods.OfType <IApplicableToHitObject>())
            {
                foreach (var obj in converted.HitObjects)
                {
                    token.ThrowIfCancellationRequested();
                    mod.ApplyToHitObject(obj);
                }
            }

            processor?.PostProcess();

            foreach (var mod in mods.OfType <IApplicableToBeatmap>())
            {
                token.ThrowIfCancellationRequested();
                mod.ApplyToBeatmap(converted);
            }

            return(converted);
        }