osu/osu.Game/Rulesets/Ruleset.cs

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// 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.
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using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Extensions;
using osu.Framework.Extensions.EnumExtensions;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Bindings;
using osu.Framework.IO.Stores;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Legacy;
using osu.Game.Configuration;
using osu.Game.Extensions;
using osu.Game.Overlays.Settings;
using osu.Game.Rulesets.Configuration;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Filter;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Screens.Ranking.Statistics;
using osu.Game.Skinning;
using osu.Game.Users;
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namespace osu.Game.Rulesets
{
public abstract class Ruleset
{
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public RulesetInfo RulesetInfo { get; }
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private static readonly ConcurrentDictionary<string, IMod[]> mod_reference_cache = new ConcurrentDictionary<string, IMod[]>();
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/// <summary>
/// Version history:
/// 2022.205.0 FramedReplayInputHandler.CollectPendingInputs renamed to FramedReplayHandler.CollectReplayInputs.
/// 2022.822.0 All strings return values have been converted to LocalisableString to allow for localisation support.
/// </summary>
public const string CURRENT_RULESET_API_VERSION = "2022.822.0";
/// <summary>
/// Define the ruleset API version supported by this ruleset.
/// Ruleset implementations should be updated to support the latest version to ensure they can still be loaded.
/// </summary>
/// <remarks>
/// Generally, all ruleset implementations should point this directly to <see cref="CURRENT_RULESET_API_VERSION"/>.
/// This will ensure that each time you compile a new release, it will pull in the most recent version.
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/// See https://github.com/ppy/osu/wiki/Breaking-Changes for full details on required ongoing changes.
/// </remarks>
public virtual string RulesetAPIVersionSupported => string.Empty;
/// <summary>
/// A queryable source containing all available mods.
/// Call <see cref="IMod.CreateInstance"/> for consumption purposes.
/// </summary>
public IEnumerable<IMod> AllMods
{
get
{
// Is the case for many test usages.
if (string.IsNullOrEmpty(ShortName))
return CreateAllMods();
if (!mod_reference_cache.TryGetValue(ShortName, out var mods))
mod_reference_cache[ShortName] = mods = CreateAllMods().Cast<IMod>().ToArray();
return mods;
}
}
/// <summary>
/// Returns fresh instances of all mods.
/// </summary>
/// <remarks>
/// This comes with considerable allocation overhead. If only accessing for reference purposes (ie. not changing bindables / settings)
/// use <see cref="AllMods"/> instead.
/// </remarks>
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public IEnumerable<Mod> CreateAllMods() => Enum.GetValues<ModType>()
// Confine all mods of each mod type into a single IEnumerable<Mod>
.SelectMany(GetModsFor)
// Filter out all null mods
// This is to handle old rulesets which were doing mods bad. Can be removed at some point we are sure nulls will not appear here.
// ReSharper disable once ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
.Where(mod => mod != null)
// Resolve MultiMods as their .Mods property
.SelectMany(mod => (mod as MultiMod)?.Mods ?? new[] { mod });
/// <summary>
/// Returns a fresh instance of the mod matching the specified acronym.
/// </summary>
/// <param name="acronym">The acronym to query for .</param>
public Mod? CreateModFromAcronym(string acronym)
{
return AllMods.FirstOrDefault(m => m.Acronym == acronym)?.CreateInstance();
}
/// <summary>
/// Returns a fresh instance of the mod matching the specified type.
/// </summary>
public T? CreateMod<T>()
where T : Mod
{
return AllMods.FirstOrDefault(m => m is T)?.CreateInstance() as T;
}
/// <summary>
/// Creates an enumerable with mods that are supported by the ruleset for the supplied <paramref name="type"/>.
/// </summary>
/// <remarks>
/// If there are no applicable mods from the given <paramref name="type"/> in this ruleset,
/// then the proper behaviour is to return an empty enumerable.
/// <see langword="null"/> mods should not be present in the returned enumerable.
/// </remarks>
public abstract IEnumerable<Mod> GetModsFor(ModType type);
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/// <summary>
/// Converts mods from legacy enum values. Do not override if you're not a legacy ruleset.
/// </summary>
/// <param name="mods">The legacy enum which will be converted.</param>
/// <returns>An enumerable of constructed <see cref="Mod"/>s.</returns>
public virtual IEnumerable<Mod> ConvertFromLegacyMods(LegacyMods mods) => Array.Empty<Mod>();
/// <summary>
/// Converts mods to legacy enum values. Do not override if you're not a legacy ruleset.
/// </summary>
/// <param name="mods">The mods which will be converted.</param>
/// <returns>A single bitwise enumerable value representing (to the best of our ability) the mods.</returns>
public virtual LegacyMods ConvertToLegacyMods(Mod[] mods)
{
var value = LegacyMods.None;
foreach (var mod in mods)
{
switch (mod)
{
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case ModNoFail:
value |= LegacyMods.NoFail;
break;
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case ModEasy:
value |= LegacyMods.Easy;
break;
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case ModHidden:
value |= LegacyMods.Hidden;
break;
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case ModHardRock:
value |= LegacyMods.HardRock;
break;
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case ModPerfect:
value |= LegacyMods.Perfect | LegacyMods.SuddenDeath;
break;
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case ModSuddenDeath:
value |= LegacyMods.SuddenDeath;
break;
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case ModNightcore:
value |= LegacyMods.Nightcore | LegacyMods.DoubleTime;
break;
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case ModDoubleTime:
value |= LegacyMods.DoubleTime;
break;
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case ModRelax:
value |= LegacyMods.Relax;
break;
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case ModHalfTime:
value |= LegacyMods.HalfTime;
break;
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case ModFlashlight:
value |= LegacyMods.Flashlight;
break;
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case ModCinema:
value |= LegacyMods.Cinema | LegacyMods.Autoplay;
break;
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case ModAutoplay:
value |= LegacyMods.Autoplay;
break;
case ModScoreV2:
value |= LegacyMods.ScoreV2;
break;
}
}
return value;
}
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public ModAutoplay? GetAutoplayMod() => CreateMod<ModAutoplay>();
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public ModTouchDevice? GetTouchDeviceMod() => CreateMod<ModTouchDevice>();
/// <summary>
/// Create a transformer which adds lookups specific to a ruleset to skin sources.
/// </summary>
/// <param name="skin">The source skin.</param>
/// <param name="beatmap">The current beatmap.</param>
/// <returns>A skin with a transformer applied, or null if no transformation is provided by this ruleset.</returns>
public virtual ISkin? CreateSkinTransformer(ISkin skin, IBeatmap beatmap) => null;
protected Ruleset()
{
RulesetInfo = new RulesetInfo
{
Name = Description,
ShortName = ShortName,
OnlineID = (this as ILegacyRuleset)?.LegacyID ?? -1,
InstantiationInfo = GetType().GetInvariantInstantiationInfo(),
Available = true,
};
}
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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>
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/// <param name="mods">The <see cref="Mod"/>s to apply.</param>
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/// <exception cref="BeatmapInvalidForRulesetException">Unable to successfully load the beatmap to be usable with this ruleset.</exception>
public abstract DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod>? mods = null);
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/// <summary>
/// Creates a <see cref="ScoreProcessor"/> for this <see cref="Ruleset"/>.
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/// </summary>
/// <returns>The score processor.</returns>
public virtual ScoreProcessor CreateScoreProcessor() => new ScoreProcessor(this);
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/// <summary>
/// Creates a <see cref="HealthProcessor"/> for this <see cref="Ruleset"/>.
/// </summary>
/// <returns>The health processor.</returns>
public virtual HealthProcessor CreateHealthProcessor(double drainStartTime) => new DrainingHealthProcessor(drainStartTime);
/// <summary>
/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> to one that is applicable for this <see cref="Ruleset"/>.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> to be converted.</param>
/// <returns>The <see cref="IBeatmapConverter"/>.</returns>
public abstract IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap);
/// <summary>
/// Optionally creates a <see cref="IBeatmapProcessor"/> to alter a <see cref="IBeatmap"/> after it has been converted.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> to be processed.</param>
/// <returns>The <see cref="IBeatmapProcessor"/>.</returns>
public virtual IBeatmapProcessor? CreateBeatmapProcessor(IBeatmap beatmap) => null;
public abstract DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap);
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/// <summary>
/// Optionally creates a <see cref="PerformanceCalculator"/> to generate performance data from the provided score.
/// </summary>
/// <returns>A performance calculator instance for the provided score.</returns>
public virtual PerformanceCalculator? CreatePerformanceCalculator() => null;
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public virtual HitObjectComposer? CreateHitObjectComposer() => null;
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public virtual IBeatmapVerifier? CreateBeatmapVerifier() => null;
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public virtual Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.Solid.QuestionCircle };
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public virtual IResourceStore<byte[]> CreateResourceStore() => new NamespacedResourceStore<byte[]>(new DllResourceStore(GetType().Assembly), @"Resources");
public abstract string Description { get; }
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public virtual RulesetSettingsSubsection? CreateSettings() => null;
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/// <summary>
/// Creates the <see cref="IRulesetConfigManager"/> for this <see cref="Ruleset"/>.
/// </summary>
/// <param name="settings">The <see cref="SettingsStore"/> to store the settings.</param>
public virtual IRulesetConfigManager? CreateConfig(SettingsStore? settings) => null;
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/// <summary>
/// A unique short name to reference this ruleset in online requests.
/// </summary>
public abstract string ShortName { get; }
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/// <summary>
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/// The playing verb to be shown in the <see cref="UserActivity.InGame"/> activities.
/// </summary>
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public virtual string PlayingVerb => "Playing";
/// <summary>
/// A list of available variant ids.
/// </summary>
public virtual IEnumerable<int> AvailableVariants => new[] { 0 };
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/// <summary>
/// Get a list of default keys for the specified variant.
/// </summary>
/// <param name="variant">A variant.</param>
/// <returns>A list of valid <see cref="KeyBinding"/>s.</returns>
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public virtual IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0) => Array.Empty<KeyBinding>();
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/// <summary>
/// Gets the name for a key binding variant. This is used for display in the settings overlay.
/// </summary>
/// <param name="variant">The variant.</param>
/// <returns>A descriptive name of the variant.</returns>
public virtual LocalisableString GetVariantName(int variant) => string.Empty;
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/// <summary>
/// For rulesets which support legacy (osu-stable) replay conversion, this method will create an empty replay frame
/// for conversion use.
/// </summary>
/// <returns>An empty frame for the current ruleset, or null if unsupported.</returns>
public virtual IConvertibleReplayFrame? CreateConvertibleReplayFrame() => null;
/// <summary>
/// Creates the statistics for a <see cref="ScoreInfo"/> to be displayed in the results screen.
/// </summary>
/// <param name="score">The <see cref="ScoreInfo"/> to create the statistics for. The score is guaranteed to have <see cref="ScoreInfo.HitEvents"/> populated.</param>
/// <param name="playableBeatmap">The <see cref="IBeatmap"/>, converted for this <see cref="Ruleset"/> with all relevant <see cref="Mod"/>s applied.</param>
/// <returns>The <see cref="StatisticItem"/>s to display.</returns>
public virtual StatisticItem[] CreateStatisticsForScore(ScoreInfo score, IBeatmap playableBeatmap) => Array.Empty<StatisticItem>();
/// <summary>
/// Get all valid <see cref="HitResult"/>s for this ruleset.
/// Generally used for results display purposes, where it can't be determined if zero-count means the user has not achieved any or the type is not used by this ruleset.
/// </summary>
/// <returns>
/// All valid <see cref="HitResult"/>s along with a display-friendly name.
/// </returns>
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public IEnumerable<(HitResult result, LocalisableString displayName)> GetHitResults()
{
var validResults = GetValidHitResults();
// enumerate over ordered list to guarantee return order is stable.
foreach (var result in EnumExtensions.GetValuesInOrder<HitResult>())
{
switch (result)
{
// hard blocked types, should never be displayed even if the ruleset tells us to.
case HitResult.None:
case HitResult.IgnoreHit:
case HitResult.IgnoreMiss:
// display is handled as a completion count with corresponding "hit" type.
case HitResult.LargeTickMiss:
case HitResult.SmallTickMiss:
continue;
}
if (result == HitResult.Miss || validResults.Contains(result))
yield return (result, GetDisplayNameForHitResult(result));
}
}
/// <summary>
/// Get all valid <see cref="HitResult"/>s for this ruleset.
/// Generally used for results display purposes, where it can't be determined if zero-count means the user has not achieved any or the type is not used by this ruleset.
/// </summary>
/// <remarks>
/// <see cref="HitResult.Miss"/> is implicitly included. Special types like <see cref="HitResult.IgnoreHit"/> are ignored even when specified.
/// </remarks>
protected virtual IEnumerable<HitResult> GetValidHitResults() => EnumExtensions.GetValuesInOrder<HitResult>();
/// <summary>
/// Get a display friendly name for the specified result type.
/// </summary>
/// <param name="result">The result type to get the name for.</param>
/// <returns>The display name.</returns>
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public virtual LocalisableString GetDisplayNameForHitResult(HitResult result) => result.GetLocalisableDescription();
/// <summary>
/// Applies changes to difficulty attributes for presenting to a user a rough estimate of how rate adjust mods affect difficulty.
/// Importantly, this should NOT BE USED FOR ANY CALCULATIONS.
///
/// It is also not always correct, and arguably is never correct depending on your frame of mind.
/// </summary>
/// <param name="difficulty">>The <see cref="IBeatmapDifficultyInfo"/> that will be adjusted.</param>
/// <param name="rate">The rate adjustment multiplier from mods. For example 1.5 for DT.</param>
/// <returns>The adjusted difficulty attributes.</returns>
public virtual BeatmapDifficulty GetRateAdjustedDisplayDifficulty(IBeatmapDifficultyInfo difficulty, double rate) => new BeatmapDifficulty(difficulty);
/// <summary>
/// Creates ruleset-specific beatmap filter criteria to be used on the song select screen.
/// </summary>
public virtual IRulesetFilterCriteria? CreateRulesetFilterCriteria() => null;
/// <summary>
/// Can be overridden to add a ruleset-specific section to the editor beatmap setup screen.
/// </summary>
public virtual RulesetSetupSection? CreateEditorSetupSection() => null;
/// <summary>
/// Can be overridden to alter the difficulty section to the editor beatmap setup screen.
/// </summary>
public virtual SetupSection? CreateEditorDifficultySection() => null;
}
}