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https://github.com/ppy/osu
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73 lines
2.5 KiB
C#
73 lines
2.5 KiB
C#
// 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 osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModHidden : Mod, IReadFromConfig, IApplicableToDrawableHitObjects, IApplicableToScoreProcessor
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{
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public override string Name => "Hidden";
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public override string Acronym => "HD";
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public override IconUsage? Icon => OsuIcon.ModHidden;
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public override ModType Type => ModType.DifficultyIncrease;
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public override bool Ranked => true;
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protected Bindable<bool> IncreaseFirstObjectVisibility = new Bindable<bool>();
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/// <summary>
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/// Check whether the provided hitobject should be considered the "first" hideable object.
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/// Can be used to skip spinners, for instance.
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/// </summary>
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/// <param name="hitObject">The hitobject to check.</param>
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protected virtual bool IsFirstHideableObject(DrawableHitObject hitObject) => true;
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public void ReadFromConfig(OsuConfigManager config)
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{
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IncreaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
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}
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public virtual void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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if (IncreaseFirstObjectVisibility.Value)
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drawables = drawables.SkipWhile(h => !IsFirstHideableObject(h)).Skip(1);
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foreach (var dho in drawables)
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dho.ApplyCustomUpdateState += ApplyHiddenState;
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}
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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// Default value of ScoreProcessor's Rank in Hidden Mod should be SS+
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scoreProcessor.Rank.Value = ScoreRank.XH;
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}
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public ScoreRank AdjustRank(ScoreRank rank, double accuracy)
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{
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switch (rank)
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{
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case ScoreRank.X:
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return ScoreRank.XH;
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case ScoreRank.S:
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return ScoreRank.SH;
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default:
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return rank;
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}
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}
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protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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}
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}
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