osu/osu.Game/Rulesets/Ruleset.cs
2017-08-13 19:54:07 +02:00

83 lines
2.9 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Linq;
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Scoring;
using osu.Game.Overlays.Settings;
namespace osu.Game.Rulesets
{
public abstract class Ruleset
{
public readonly RulesetInfo RulesetInfo;
public virtual IEnumerable<BeatmapStatistic> GetBeatmapStatistics(WorkingBeatmap beatmap) => new BeatmapStatistic[] { };
public IEnumerable<Mod> GetAllMods()
{
List<Mod> modList = new List<Mod>();
foreach (ModType type in Enum.GetValues(typeof(ModType)))
modList.AddRange(GetModsFor(type).SelectMany(mod =>
{
var multiMod = mod as MultiMod;
if (multiMod != null)
return multiMod.Mods;
return new Mod[] { mod };
}));
return modList.ToArray();
}
public abstract IEnumerable<Mod> GetModsFor(ModType type);
public Mod GetModByShortenedName(string shortenedName)
{
return GetAllMods().First(mod => mod.ShortenedName == shortenedName);
}
public abstract Mod GetAutoplayMod();
protected Ruleset(RulesetInfo rulesetInfo)
{
RulesetInfo = rulesetInfo;
}
/// <summary>
/// Attempt to create a hit renderer for a beatmap
/// </summary>
/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
/// <param name="isForCurrentRuleset">Whether the hit renderer should assume the beatmap is for the current ruleset.</param>
/// <exception cref="BeatmapInvalidForRulesetException">Unable to successfully load the beatmap to be usable with this ruleset.</exception>
/// <returns></returns>
public abstract RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap, bool isForCurrentRuleset);
public abstract DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap);
public abstract ScoreProcessor CreateScoreProcessor();
public virtual Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_question_circle };
public abstract string Description { get; }
public abstract IEnumerable<KeyCounter> CreateGameplayKeys();
public virtual SettingsSubsection CreateSettings() => null;
/// <summary>
/// Do not override this unless you are a legacy mode.
/// </summary>
public virtual int LegacyID => -1;
}
}