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osu-lazer/osu.Game/Rulesets/Mods/ICreateReplayData.cs

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// 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.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Replays;
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using osu.Game.Scoring;
using osu.Game.Users;
namespace osu.Game.Rulesets.Mods
{
/// <summary>
/// A mod which creates full replay data, which is to be played back in place of a local user playing the game.
/// </summary>
public interface ICreateReplayData
{
/// <summary>
/// Create replay data.
/// </summary>
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/// <param name="beatmap">The beatmap to create replay data for.</param>
/// <param name="mods">The mods to take into account when creating the replay data.</param>
/// <returns>A <see cref="ModReplayData"/> structure, containing the generated replay data.</returns>
/// <remarks>
/// For callers that want to receive a directly usable <see cref="Score"/> instance,
/// the <see cref="ModExtensions.CreateScoreFromReplayData"/> extension method is provided for convenience.
/// </remarks>
ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<Mod> mods);
}
/// <summary>
/// Data created by a mod that implements <see cref="ICreateReplayData"/>.
/// </summary>
public class ModReplayData
{
/// <summary>
/// The full replay data.
/// </summary>
public readonly Replay Replay;
/// <summary>
/// Placeholder user data to show in place of the local user when the associated mod is active.
/// </summary>
public readonly ModCreatedUser User;
public ModReplayData(Replay replay, ModCreatedUser? user = null)
{
Replay = replay;
User = user ?? new ModCreatedUser();
}
}
/// <summary>
/// A user which is associated with a replay that was created by a mod (ie. autoplay or cinema).
/// </summary>
public class ModCreatedUser : IUser
{
public int OnlineID => APIUser.SYSTEM_USER_ID;
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public CountryCode CountryCode => default;
public bool IsBot => true;
public string Username { get; set; } = string.Empty;
}
}