1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-18 09:32:53 +08:00
osu-lazer/osu.Game/Rulesets/Ruleset.cs

83 lines
3.6 KiB
C#
Raw Normal View History

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
2017-08-14 01:54:07 +08:00
using System;
using System.Collections.Generic;
using System.Linq;
2017-08-14 21:16:22 +08:00
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
2017-08-14 21:16:22 +08:00
using osu.Game.Overlays.Settings;
2017-04-18 15:05:58 +08:00
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.UI;
2017-04-18 15:05:58 +08:00
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() => Enum.GetValues(typeof(ModType)).Cast<ModType>()
2017-08-15 18:27:51 +08:00
// Get all mod types as an IEnumerable<ModType>
.SelectMany(GetModsFor)
// Confine all mods of each mod type into a single IEnumerable<Mod>
.Where(mod => mod != null)
// Filter out all null mods
.SelectMany(mod => (mod as MultiMod)?.Mods ?? new[] { mod });
// Resolve MultiMods as their .Mods property
public abstract IEnumerable<Mod> GetModsFor(ModType type);
public Mod GetAutoplayMod() => GetAllMods().First(mod => mod is ModAutoplay);
2017-08-04 00:25:24 +08:00
protected Ruleset(RulesetInfo rulesetInfo)
{
RulesetInfo = rulesetInfo;
}
2017-04-20 10:36:50 +08:00
/// <summary>
/// Attempt to create a hit renderer for a beatmap
2017-04-20 10:36:50 +08:00
/// </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>
2017-04-20 10:36:50 +08:00
/// <exception cref="BeatmapInvalidForRulesetException">Unable to successfully load the beatmap to be usable with this ruleset.</exception>
/// <returns></returns>
2017-08-09 12:28:29 +08:00
public abstract RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap, bool isForCurrentRuleset);
public abstract DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap);
public virtual Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_question_circle };
2017-01-30 12:35:40 +08:00
public abstract string Description { get; }
2017-07-12 02:25:24 +08:00
public virtual SettingsSubsection CreateSettings() => null;
2017-04-17 16:43:48 +08:00
/// <summary>
/// Do not override this unless you are a legacy mode.
/// </summary>
public virtual int LegacyID => -1;
/// <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) => new KeyBinding[] { };
2017-08-23 13:19:14 +08:00
/// <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;
}
}