osu/osu.Game/Rulesets/Ruleset.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
using System.Linq;
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
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using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
using osu.Framework.Graphics;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Overlays.Settings;
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namespace osu.Game.Rulesets
{
public abstract class Ruleset
{
public readonly RulesetInfo RulesetInfo;
public virtual IEnumerable<BeatmapStatistic> GetBeatmapStatistics(WorkingBeatmap beatmap) => new BeatmapStatistic[] { };
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public IEnumerable<Mod> GetAllMods()
{
List<Mod> modList = new List<Mod>();
foreach (ModType type in Enum.GetValues(typeof(ModType)))
modList.AddRange(GetModsFor(type).Where(mod => mod != null).SelectMany(mod =>
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{
var multiMod = mod as MultiMod;
if (multiMod != null)
return multiMod.Mods;
return new[] { mod };
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}));
return modList.ToArray();
}
public abstract IEnumerable<Mod> GetModsFor(ModType type);
public Mod GetAutoplayMod() => GetAllMods().First(mod => mod is ModAutoplay);
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protected Ruleset(RulesetInfo rulesetInfo)
{
RulesetInfo = rulesetInfo;
}
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/// <summary>
/// Attempt to create a hit renderer for a beatmap
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/// </summary>
/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
/// <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>
/// <returns></returns>
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public abstract RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap, bool isForCurrentRuleset);
public abstract DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap);
public abstract ScoreProcessor CreateScoreProcessor();
public virtual Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_question_circle };
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public abstract string Description { get; }
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public abstract IEnumerable<KeyCounter> CreateGameplayKeys();
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public virtual SettingsSubsection CreateSettings() => null;
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/// <summary>
/// Do not override this unless you are a legacy mode.
/// </summary>
public virtual int LegacyID => -1;
}
}