mirror of
https://github.com/ppy/osu
synced 2024-12-21 06:16:00 +00:00
223 lines
9.7 KiB
C#
223 lines
9.7 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 System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Sprites;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Framework.IO.Stores;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Overlays.Settings;
|
|
using osu.Game.Rulesets.Edit;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Replays.Types;
|
|
using osu.Game.Rulesets.UI;
|
|
using osu.Game.Beatmaps.Legacy;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Rulesets.Configuration;
|
|
using osu.Game.Rulesets.Difficulty;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osu.Game.Scoring;
|
|
using osu.Game.Skinning;
|
|
using osu.Game.Users;
|
|
using JetBrains.Annotations;
|
|
using osu.Game.Screens.Ranking.Statistics;
|
|
|
|
namespace osu.Game.Rulesets
|
|
{
|
|
public abstract class Ruleset
|
|
{
|
|
public RulesetInfo RulesetInfo { get; internal set; }
|
|
|
|
public IEnumerable<Mod> GetAllMods() => Enum.GetValues(typeof(ModType)).Cast<ModType>()
|
|
// Confine all mods of each mod type into a single IEnumerable<Mod>
|
|
.SelectMany(GetModsFor)
|
|
// Filter out all null mods
|
|
.Where(mod => mod != null)
|
|
// Resolve MultiMods as their .Mods property
|
|
.SelectMany(mod => (mod as MultiMod)?.Mods ?? new[] { mod });
|
|
|
|
public abstract IEnumerable<Mod> GetModsFor(ModType type);
|
|
|
|
/// <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)
|
|
{
|
|
case ModNoFail _:
|
|
value |= LegacyMods.NoFail;
|
|
break;
|
|
|
|
case ModEasy _:
|
|
value |= LegacyMods.Easy;
|
|
break;
|
|
|
|
case ModHidden _:
|
|
value |= LegacyMods.Hidden;
|
|
break;
|
|
|
|
case ModHardRock _:
|
|
value |= LegacyMods.HardRock;
|
|
break;
|
|
|
|
case ModSuddenDeath _:
|
|
value |= LegacyMods.SuddenDeath;
|
|
break;
|
|
|
|
case ModDoubleTime _:
|
|
value |= LegacyMods.DoubleTime;
|
|
break;
|
|
|
|
case ModRelax _:
|
|
value |= LegacyMods.Relax;
|
|
break;
|
|
|
|
case ModHalfTime _:
|
|
value |= LegacyMods.HalfTime;
|
|
break;
|
|
|
|
case ModFlashlight _:
|
|
value |= LegacyMods.Flashlight;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return value;
|
|
}
|
|
|
|
[CanBeNull]
|
|
public ModAutoplay GetAutoplayMod() => GetAllMods().OfType<ModAutoplay>().FirstOrDefault();
|
|
|
|
public virtual ISkin CreateLegacySkinProvider(ISkinSource source, IBeatmap beatmap) => null;
|
|
|
|
protected Ruleset()
|
|
{
|
|
RulesetInfo = new RulesetInfo
|
|
{
|
|
Name = Description,
|
|
ShortName = ShortName,
|
|
ID = (this as ILegacyRuleset)?.LegacyID,
|
|
InstantiationInfo = GetType().AssemblyQualifiedName,
|
|
Available = true,
|
|
};
|
|
}
|
|
|
|
/// <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="mods">The <see cref="Mod"/>s to apply.</param>
|
|
/// <exception cref="BeatmapInvalidForRulesetException">Unable to successfully load the beatmap to be usable with this ruleset.</exception>
|
|
/// <returns></returns>
|
|
public abstract DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null);
|
|
|
|
/// <summary>
|
|
/// Creates a <see cref="ScoreProcessor"/> for this <see cref="Ruleset"/>.
|
|
/// </summary>
|
|
/// <returns>The score processor.</returns>
|
|
public virtual ScoreProcessor CreateScoreProcessor() => new ScoreProcessor();
|
|
|
|
/// <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(WorkingBeatmap beatmap);
|
|
|
|
public virtual PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => null;
|
|
|
|
public virtual HitObjectComposer CreateHitObjectComposer() => null;
|
|
|
|
public virtual Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.Solid.QuestionCircle };
|
|
|
|
public virtual IResourceStore<byte[]> CreateResourceStore() => new NamespacedResourceStore<byte[]>(new DllResourceStore(GetType().Assembly), @"Resources");
|
|
|
|
public abstract string Description { get; }
|
|
|
|
public virtual RulesetSettingsSubsection CreateSettings() => null;
|
|
|
|
/// <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;
|
|
|
|
/// <summary>
|
|
/// A unique short name to reference this ruleset in online requests.
|
|
/// </summary>
|
|
public abstract string ShortName { get; }
|
|
|
|
/// <summary>
|
|
/// The playing verb to be shown in the <see cref="UserActivity.SoloGame.Status"/>.
|
|
/// </summary>
|
|
public virtual string PlayingVerb => "Playing solo";
|
|
|
|
/// <summary>
|
|
/// A list of available variant ids.
|
|
/// </summary>
|
|
public virtual IEnumerable<int> AvailableVariants => new[] { 0 };
|
|
|
|
/// <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>
|
|
public virtual IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0) => Array.Empty<KeyBinding>();
|
|
|
|
/// <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 string GetVariantName(int variant) => string.Empty;
|
|
|
|
/// <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="StatisticRow"/>s to display. Each <see cref="StatisticRow"/> may contain 0 or more <see cref="StatisticItem"/>.</returns>
|
|
[NotNull]
|
|
public virtual StatisticRow[] CreateStatisticsForScore(ScoreInfo score, IBeatmap playableBeatmap) => Array.Empty<StatisticRow>();
|
|
}
|
|
}
|