2018-01-05 11:21:19 +00:00
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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2017-02-07 04:59:30 +00:00
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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2016-11-09 10:49:05 +00:00
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2017-08-13 17:54:07 +00:00
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using System;
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2017-08-13 15:41:13 +00:00
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using System.Collections.Generic;
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2017-09-07 16:25:33 +00:00
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using System.Linq;
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2017-08-14 13:16:22 +00:00
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using osu.Framework.Graphics;
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2017-08-18 22:00:40 +00:00
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using osu.Framework.Input.Bindings;
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2017-03-10 02:59:08 +00:00
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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2017-08-14 13:16:22 +00:00
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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2017-04-18 07:05:58 +00:00
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namespace osu.Game.Rulesets
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{
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public abstract class Ruleset
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{
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public readonly RulesetInfo RulesetInfo;
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2017-01-30 04:12:30 +00:00
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public virtual IEnumerable<BeatmapStatistic> GetBeatmapStatistics(WorkingBeatmap beatmap) => new BeatmapStatistic[] { };
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public IEnumerable<Mod> GetAllMods() => Enum.GetValues(typeof(ModType)).Cast<ModType>()
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// Confine all mods of each mod type into a single IEnumerable<Mod>
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.SelectMany(GetModsFor)
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// Filter out all null mods
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.Where(mod => mod != null)
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// Resolve MultiMods as their .Mods property
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.SelectMany(mod => (mod as MultiMod)?.Mods ?? new[] { mod });
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public abstract IEnumerable<Mod> GetModsFor(ModType type);
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public Mod GetAutoplayMod() => GetAllMods().First(mod => mod is ModAutoplay);
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protected Ruleset(RulesetInfo rulesetInfo = null)
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{
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RulesetInfo = rulesetInfo ?? createRulesetInfo();
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}
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/// <summary>
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/// Attempt to create a hit renderer for a beatmap
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/// </summary>
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/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
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/// <param name="isForCurrentRuleset">Whether the hit renderer should assume the beatmap is for the current ruleset.</param>
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/// <exception cref="BeatmapInvalidForRulesetException">Unable to successfully load the beatmap to be usable with this ruleset.</exception>
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/// <returns></returns>
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public abstract RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap, bool isForCurrentRuleset);
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public abstract DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap, Mod[] mods = null);
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public virtual PerformanceCalculator CreatePerformanceCalculator(Beatmap beatmap, Score score) => null;
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public virtual HitObjectComposer CreateHitObjectComposer() => null;
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2017-08-03 05:36:21 +00:00
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public virtual Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_question_circle };
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2017-03-09 20:37:03 +00:00
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public abstract string Description { get; }
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public virtual SettingsSubsection CreateSettings() => null;
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2017-04-17 08:43:48 +00:00
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/// <summary>
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/// Do not override this unless you are a legacy mode.
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/// </summary>
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public virtual int LegacyID => -1;
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/// <summary>
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/// A unique short name to reference this ruleset in online requests.
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/// </summary>
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public abstract string ShortName { get; }
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/// <summary>
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/// A list of available variant ids.
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/// </summary>
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public virtual IEnumerable<int> AvailableVariants => new[] { 0 };
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/// <summary>
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/// Get a list of default keys for the specified variant.
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/// </summary>
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/// <param name="variant">A variant.</param>
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/// <returns>A list of valid <see cref="KeyBinding"/>s.</returns>
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public virtual IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0) => new KeyBinding[] { };
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/// <summary>
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/// Gets the name for a key binding variant. This is used for display in the settings overlay.
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/// </summary>
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/// <param name="variant">The variant.</param>
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/// <returns>A descriptive name of the variant.</returns>
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public virtual string GetVariantName(int variant) => string.Empty;
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/// <summary>
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/// Create a ruleset info based on this ruleset.
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/// </summary>
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/// <returns>A filled <see cref="RulesetInfo"/>.</returns>
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private RulesetInfo createRulesetInfo() => new RulesetInfo
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{
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Name = Description,
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ShortName = ShortName,
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InstantiationInfo = GetType().AssemblyQualifiedName,
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ID = LegacyID
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};
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}
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}
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