mirror of
https://github.com/ppy/osu
synced 2024-12-13 18:37:04 +00:00
83 lines
2.9 KiB
C#
83 lines
2.9 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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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
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{
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public abstract class Ruleset
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{
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public readonly RulesetInfo RulesetInfo;
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public virtual IEnumerable<BeatmapStatistic> GetBeatmapStatistics(WorkingBeatmap beatmap) => new BeatmapStatistic[] { };
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public IEnumerable<Mod> GetAllMods()
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{
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List<Mod> modList = new List<Mod>();
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foreach (ModType type in Enum.GetValues(typeof(ModType)))
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modList.AddRange(GetModsFor(type).SelectMany(mod =>
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{
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var multiMod = mod as MultiMod;
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if (multiMod != null)
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return multiMod.Mods;
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return new Mod[] { mod };
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}));
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return modList.ToArray();
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}
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public abstract IEnumerable<Mod> GetModsFor(ModType type);
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public Mod GetModByShortenedName(string shortenedName)
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{
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return GetAllMods().First(mod => mod.ShortenedName == shortenedName);
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}
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public abstract Mod GetAutoplayMod();
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protected Ruleset(RulesetInfo rulesetInfo)
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{
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RulesetInfo = rulesetInfo;
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}
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/// <summary>
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/// Attempt to create a hit renderer for a beatmap
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/// </summary>
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/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
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/// <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>
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/// <returns></returns>
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public abstract RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap, bool isForCurrentRuleset);
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public abstract DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap);
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public abstract ScoreProcessor CreateScoreProcessor();
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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>
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/// Do not override this unless you are a legacy mode.
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/// </summary>
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public virtual int LegacyID => -1;
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}
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}
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