2019-01-24 16:43:03 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2018-04-13 17:19:50 +08:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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2019-03-27 18:29:27 +08:00
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using osu.Framework.Graphics.Sprites;
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2018-04-13 17:19:50 +08:00
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using osu.Framework.Input.Bindings;
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2019-09-04 19:28:21 +08:00
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using osu.Framework.IO.Stores;
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2018-04-13 17:19:50 +08:00
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using osu.Game.Beatmaps;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Rulesets.UI;
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2018-04-13 21:41:35 +08:00
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using osu.Game.Beatmaps.Legacy;
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2018-06-11 12:17:08 +08:00
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Configuration;
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2018-05-15 16:38:04 +08:00
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using osu.Game.Rulesets.Difficulty;
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2019-12-17 19:08:13 +08:00
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using osu.Game.Rulesets.Scoring;
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2018-11-28 15:12:57 +08:00
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using osu.Game.Scoring;
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using osu.Game.Skinning;
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using osu.Game.Users;
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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 RulesetInfo RulesetInfo { get; internal set; }
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public IEnumerable<Mod> GetAllMods() => Enum.GetValues(typeof(ModType)).Cast<ModType>()
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// Confine all mods of each mod type into a single IEnumerable<Mod>
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.SelectMany(GetModsFor)
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// Filter out all null mods
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.Where(mod => mod != null)
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// Resolve MultiMods as their .Mods property
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.SelectMany(mod => (mod as MultiMod)?.Mods ?? new[] { mod });
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public abstract IEnumerable<Mod> GetModsFor(ModType type);
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2018-04-16 20:14:40 +08:00
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/// <summary>
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/// Converts mods from legacy enum values. Do not override if you're not a legacy ruleset.
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/// </summary>
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/// <param name="mods">The legacy enum which will be converted</param>
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/// <returns>An enumerable of constructed <see cref="Mod"/>s</returns>
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public virtual IEnumerable<Mod> ConvertLegacyMods(LegacyMods mods) => Array.Empty<Mod>();
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public ModAutoplay GetAutoplayMod() => GetAllMods().OfType<ModAutoplay>().First();
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public virtual ISkin CreateLegacySkinProvider(ISkinSource source) => null;
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protected Ruleset()
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{
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RulesetInfo = new RulesetInfo
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{
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Name = Description,
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ShortName = ShortName,
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ID = (this as ILegacyRuleset)?.LegacyID,
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InstantiationInfo = GetType().AssemblyQualifiedName,
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Available = true,
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};
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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="mods">The <see cref="Mod"/>s to apply.</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 DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null);
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/// <summary>
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/// Creates a <see cref="ScoreProcessor"/> for this <see cref="Ruleset"/>.
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/// </summary>
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/// <returns>The score processor.</returns>
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public virtual ScoreProcessor CreateScoreProcessor() => new ScoreProcessor();
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/// <summary>
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/// Creates a <see cref="HealthProcessor"/> for this <see cref="Ruleset"/>.
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/// </summary>
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/// <returns>The health processor.</returns>
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public virtual HealthProcessor CreateHealthProcessor(double drainStartTime) => new DrainingHealthProcessor(drainStartTime);
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/// <summary>
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/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> to one that is applicable for this <see cref="Ruleset"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to be converted.</param>
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/// <returns>The <see cref="IBeatmapConverter"/>.</returns>
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public abstract IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap);
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/// <summary>
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/// Optionally creates a <see cref="IBeatmapProcessor"/> to alter a <see cref="IBeatmap"/> after it has been converted.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to be processed.</param>
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/// <returns>The <see cref="IBeatmapProcessor"/>.</returns>
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public virtual IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => null;
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public abstract DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap);
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public virtual PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => null;
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public virtual HitObjectComposer CreateHitObjectComposer() => null;
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public virtual Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.Solid.QuestionCircle };
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public virtual IResourceStore<byte[]> CreateResourceStore() => new NamespacedResourceStore<byte[]>(new DllResourceStore(GetType().Assembly), @"Resources");
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public abstract string Description { get; }
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public virtual RulesetSettingsSubsection CreateSettings() => null;
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/// <summary>
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/// Creates the <see cref="IRulesetConfigManager"/> for this <see cref="Ruleset"/>.
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/// </summary>
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/// <param name="settings">The <see cref="SettingsStore"/> to store the settings.</param>
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public virtual IRulesetConfigManager CreateConfig(SettingsStore settings) => null;
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/// <summary>
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/// A unique short name to reference this ruleset in online requests.
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/// </summary>
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public abstract string ShortName { get; }
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/// <summary>
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/// The playing verb to be shown in the <see cref="UserActivity.SoloGame.Status"/>.
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/// </summary>
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public virtual string PlayingVerb => "Playing solo";
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/// <summary>
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/// A list of available variant ids.
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/// </summary>
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public virtual IEnumerable<int> AvailableVariants => new[] { 0 };
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/// <summary>
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/// Get a list of default keys for the specified variant.
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/// </summary>
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/// <param name="variant">A variant.</param>
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/// <returns>A list of valid <see cref="KeyBinding"/>s.</returns>
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public virtual IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0) => Array.Empty<KeyBinding>();
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/// <summary>
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/// Gets the name for a key binding variant. This is used for display in the settings overlay.
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/// </summary>
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/// <param name="variant">The variant.</param>
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/// <returns>A descriptive name of the variant.</returns>
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public virtual string GetVariantName(int variant) => string.Empty;
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/// <summary>
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/// For rulesets which support legacy (osu-stable) replay conversion, this method will create an empty replay frame
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/// for conversion use.
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/// </summary>
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/// <returns>An empty frame for the current ruleset, or null if unsupported.</returns>
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public virtual IConvertibleReplayFrame CreateConvertibleReplayFrame() => null;
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}
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}
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