osu/osu.Game/Rulesets/Mods/IMod.cs

80 lines
2.9 KiB
C#

// 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.
using System;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
namespace osu.Game.Rulesets.Mods
{
public interface IMod : IEquatable<IMod>
{
/// <summary>
/// The shortened name of this mod.
/// </summary>
string Acronym { get; }
/// <summary>
/// The name of this mod.
/// </summary>
string Name { get; }
/// <summary>
/// Short important information to display on the mod icon. For example, a rate adjust mod's rate
/// or similarly important setting.
/// Use <see cref="string.Empty"/> if the icon should not display any additional info.
/// </summary>
string ExtendedIconInformation { get; }
/// <summary>
/// The user readable description of this mod.
/// </summary>
LocalisableString Description { get; }
/// <summary>
/// The type of this mod.
/// </summary>
ModType Type { get; }
/// <summary>
/// The icon of this mod.
/// </summary>
IconUsage? Icon { get; }
/// <summary>
/// Whether this mod is playable by an end user.
/// Should be <c>false</c> for cases where the user is not interacting with the game (so it can be excluded from multiplayer selection, for example).
/// </summary>
bool UserPlayable { get; }
/// <summary>
/// Whether this mod is valid for multiplayer matches.
/// Should be <c>false</c> for mods that make gameplay duration dependent on user input (e.g. <see cref="ModAdaptiveSpeed"/>).
/// </summary>
bool ValidForMultiplayer { get; }
/// <summary>
/// Whether this mod is valid as a free mod in multiplayer matches.
/// Should be <c>false</c> for mods that affect the gameplay duration (e.g. <see cref="ModRateAdjust"/> and <see cref="ModTimeRamp"/>).
/// </summary>
bool ValidForMultiplayerAsFreeMod { get; }
/// <summary>
/// Indicates that this mod is always permitted in scenarios wherein a user is submitting a score regardless of other circumstances.
/// Intended for mods that are informational in nature and do not really affect gameplay by themselves,
/// but are more of a gauge of increased/decreased difficulty due to the user's configuration (e.g. <see cref="ModTouchDevice"/>).
/// </summary>
bool AlwaysValidForSubmission { get; }
/// <summary>
/// Whether scores with this mod active can give performance points.
/// </summary>
bool Ranked { get; }
/// <summary>
/// Create a fresh <see cref="Mod"/> instance based on this mod.
/// </summary>
Mod CreateInstance() => (Mod)Activator.CreateInstance(GetType())!;
}
}