2021-02-01 10:37:19 +00:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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2021-04-12 00:37:03 +00:00
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using System.Diagnostics;
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2021-02-02 10:02:09 +00:00
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using System.Diagnostics.CodeAnalysis;
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2021-02-01 10:37:19 +00:00
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using System.Linq;
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2021-04-12 00:37:03 +00:00
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using osu.Framework.Bindables;
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using osu.Game.Online.API;
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2021-11-17 02:30:47 +00:00
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using osu.Game.Rulesets;
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2021-02-01 10:37:19 +00:00
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using osu.Game.Rulesets.Mods;
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#nullable enable
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namespace osu.Game.Utils
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{
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/// <summary>
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/// A set of utilities to handle <see cref="Mod"/> combinations.
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/// </summary>
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public static class ModUtils
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{
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/// <summary>
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/// Checks that all <see cref="Mod"/>s are compatible with each-other, and that all appear within a set of allowed types.
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/// </summary>
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/// <remarks>
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/// The allowed types must contain exact <see cref="Mod"/> types for the respective <see cref="Mod"/>s to be allowed.
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/// </remarks>
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/// <param name="combination">The <see cref="Mod"/>s to check.</param>
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/// <param name="allowedTypes">The set of allowed <see cref="Mod"/> types.</param>
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/// <returns>Whether all <see cref="Mod"/>s are compatible with each-other and appear in the set of allowed types.</returns>
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public static bool CheckCompatibleSetAndAllowed(IEnumerable<Mod> combination, IEnumerable<Type> allowedTypes)
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{
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// Prevent multiple-enumeration.
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var combinationList = combination as ICollection<Mod> ?? combination.ToArray();
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return CheckCompatibleSet(combinationList, out _) && CheckAllowed(combinationList, allowedTypes);
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}
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/// <summary>
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/// Checks that all <see cref="Mod"/>s in a combination are compatible with each-other.
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/// </summary>
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/// <param name="combination">The <see cref="Mod"/> combination to check.</param>
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/// <returns>Whether all <see cref="Mod"/>s in the combination are compatible with each-other.</returns>
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public static bool CheckCompatibleSet(IEnumerable<Mod> combination)
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=> CheckCompatibleSet(combination, out _);
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/// <summary>
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/// Checks that all <see cref="Mod"/>s in a combination are compatible with each-other.
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/// </summary>
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/// <param name="combination">The <see cref="Mod"/> combination to check.</param>
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/// <param name="invalidMods">Any invalid mods in the set.</param>
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/// <returns>Whether all <see cref="Mod"/>s in the combination are compatible with each-other.</returns>
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public static bool CheckCompatibleSet(IEnumerable<Mod> combination, [NotNullWhen(false)] out List<Mod>? invalidMods)
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{
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var mods = FlattenMods(combination).ToArray();
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invalidMods = null;
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2021-06-22 08:41:20 +00:00
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// ensure there are no duplicate mod definitions.
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for (int i = 0; i < mods.Length; i++)
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{
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var candidate = mods[i];
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for (int j = i + 1; j < mods.Length; j++)
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{
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var m = mods[j];
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if (candidate.Equals(m))
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{
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invalidMods ??= new List<Mod>();
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invalidMods.Add(m);
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}
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}
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}
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foreach (var mod in mods)
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{
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foreach (var type in mod.IncompatibleMods)
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{
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foreach (var invalid in mods.Where(m => type.IsInstanceOfType(m)))
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{
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if (invalid == mod)
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continue;
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invalidMods ??= new List<Mod>();
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invalidMods.Add(invalid);
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}
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}
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}
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return invalidMods == null;
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}
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/// <summary>
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/// Checks that all <see cref="Mod"/>s in a combination appear within a set of allowed types.
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/// </summary>
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/// <remarks>
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/// The set of allowed types must contain exact <see cref="Mod"/> types for the respective <see cref="Mod"/>s to be allowed.
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/// </remarks>
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/// <param name="combination">The <see cref="Mod"/> combination to check.</param>
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/// <param name="allowedTypes">The set of allowed <see cref="Mod"/> types.</param>
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/// <returns>Whether all <see cref="Mod"/>s in the combination are allowed.</returns>
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public static bool CheckAllowed(IEnumerable<Mod> combination, IEnumerable<Type> allowedTypes)
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{
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var allowedSet = new HashSet<Type>(allowedTypes);
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return combination.SelectMany(FlattenMod)
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.All(m => allowedSet.Contains(m.GetType()));
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}
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2021-02-01 11:20:10 +00:00
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/// <summary>
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/// Check the provided combination of mods are valid for a local gameplay session.
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/// </summary>
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/// <param name="mods">The mods to check.</param>
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/// <param name="invalidMods">Invalid mods, if any were found. Can be null if all mods were valid.</param>
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/// <returns>Whether the input mods were all valid. If false, <paramref name="invalidMods"/> will contain all invalid entries.</returns>
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public static bool CheckValidForGameplay(IEnumerable<Mod> mods, [NotNullWhen(false)] out List<Mod>? invalidMods)
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{
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mods = mods.ToArray();
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CheckCompatibleSet(mods, out invalidMods);
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foreach (var mod in mods)
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{
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if (mod.Type == ModType.System || !mod.HasImplementation || mod is MultiMod)
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{
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invalidMods ??= new List<Mod>();
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invalidMods.Add(mod);
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}
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}
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return invalidMods == null;
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}
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/// <summary>
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/// Flattens a set of <see cref="Mod"/>s, returning a new set with all <see cref="MultiMod"/>s removed.
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/// </summary>
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/// <param name="mods">The set of <see cref="Mod"/>s to flatten.</param>
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/// <returns>The new set, containing all <see cref="Mod"/>s in <paramref name="mods"/> recursively with all <see cref="MultiMod"/>s removed.</returns>
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public static IEnumerable<Mod> FlattenMods(IEnumerable<Mod> mods) => mods.SelectMany(FlattenMod);
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/// <summary>
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/// Flattens a <see cref="Mod"/>, returning a set of <see cref="Mod"/>s in-place of any <see cref="MultiMod"/>s.
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/// </summary>
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/// <param name="mod">The <see cref="Mod"/> to flatten.</param>
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/// <returns>A set of singular "flattened" <see cref="Mod"/>s</returns>
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public static IEnumerable<Mod> FlattenMod(Mod mod)
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{
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if (mod is MultiMod multi)
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{
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foreach (var m in multi.Mods.SelectMany(FlattenMod))
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yield return m;
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}
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else
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yield return mod;
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}
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/// <summary>
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/// Returns the underlying value of the given mod setting object.
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/// Used in <see cref="APIMod"/> for serialization and equality comparison purposes.
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/// </summary>
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/// <param name="setting">The mod setting.</param>
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public static object GetSettingUnderlyingValue(object setting)
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{
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switch (setting)
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{
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case Bindable<double> d:
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return d.Value;
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case Bindable<int> i:
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return i.Value;
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case Bindable<float> f:
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return f.Value;
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case Bindable<bool> b:
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return b.Value;
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case IBindable u:
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// A mod with unknown (e.g. enum) generic type.
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var valueMethod = u.GetType().GetProperty(nameof(IBindable<int>.Value));
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Debug.Assert(valueMethod != null);
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return valueMethod.GetValue(u);
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default:
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// fall back for non-bindable cases.
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return setting;
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}
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}
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2021-11-17 02:30:47 +00:00
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/// <summary>
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/// Verifies all proposed mods are valid for a given ruleset and returns instantiated <see cref="Mod"/>s for further processing.
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/// </summary>
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/// <param name="ruleset">The ruleset to verify mods against.</param>
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/// <param name="proposedMods">The proposed mods.</param>
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/// <param name="valid">Mods instantiated from <paramref name="proposedMods"/> which were valid for the given <paramref name="ruleset"/>.</param>
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/// <returns>Whether all <paramref name="proposedMods"/> were valid for the given <paramref name="ruleset"/>.</returns>
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public static bool InstantiateValidModsForRuleset(Ruleset ruleset, IEnumerable<APIMod> proposedMods, out List<Mod> valid)
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{
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valid = new List<Mod>();
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bool proposedWereValid = true;
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foreach (var apiMod in proposedMods)
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{
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try
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{
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// will throw if invalid
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valid.Add(apiMod.ToMod(ruleset));
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}
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catch
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{
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proposedWereValid = false;
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}
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}
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return proposedWereValid;
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}
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}
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}
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