// Copyright (c) ppy Pty Ltd . 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; namespace osu.Game.Rulesets { public abstract class Ruleset { public RulesetInfo RulesetInfo { get; internal set; } public IEnumerable GetAllMods() => Enum.GetValues(typeof(ModType)).Cast() // Confine all mods of each mod type into a single IEnumerable .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 GetModsFor(ModType type); /// /// Converts mods from legacy enum values. Do not override if you're not a legacy ruleset. /// /// The legacy enum which will be converted /// An enumerable of constructed s public virtual IEnumerable ConvertLegacyMods(LegacyMods mods) => Array.Empty(); public ModAutoplay GetAutoplayMod() => GetAllMods().OfType().First(); public virtual ISkin CreateLegacySkinProvider(ISkinSource source) => null; protected Ruleset() { RulesetInfo = new RulesetInfo { Name = Description, ShortName = ShortName, ID = (this as ILegacyRuleset)?.LegacyID, InstantiationInfo = GetType().AssemblyQualifiedName, Available = true }; } /// /// Attempt to create a hit renderer for a beatmap /// /// The beatmap to create the hit renderer for. /// The s to apply. /// Unable to successfully load the beatmap to be usable with this ruleset. /// public abstract DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList mods = null); /// /// Creates a for this . /// /// The score processor. public virtual ScoreProcessor CreateScoreProcessor() => new ScoreProcessor(); /// /// Creates a for this . /// /// The health processor. public virtual HealthProcessor CreateHealthProcessor(double gameplayStartTime) => new DrainingHealthProcessor(gameplayStartTime); /// /// Creates a to convert a to one that is applicable for this . /// /// The to be converted. /// The . public abstract IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap); /// /// Optionally creates a to alter a after it has been converted. /// /// The to be processed. /// The . 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 CreateResourceStore() => new NamespacedResourceStore(new DllResourceStore(GetType().Assembly.Location), @"Resources"); public abstract string Description { get; } public virtual RulesetSettingsSubsection CreateSettings() => null; /// /// Creates the for this . /// /// The to store the settings. public virtual IRulesetConfigManager CreateConfig(SettingsStore settings) => null; /// /// A unique short name to reference this ruleset in online requests. /// public abstract string ShortName { get; } /// /// A list of available variant ids. /// public virtual IEnumerable AvailableVariants => new[] { 0 }; /// /// Get a list of default keys for the specified variant. /// /// A variant. /// A list of valid s. public virtual IEnumerable GetDefaultKeyBindings(int variant = 0) => Array.Empty(); /// /// Gets the name for a key binding variant. This is used for display in the settings overlay. /// /// The variant. /// A descriptive name of the variant. public virtual string GetVariantName(int variant) => string.Empty; /// /// For rulesets which support legacy (osu-stable) replay conversion, this method will create an empty replay frame /// for conversion use. /// /// An empty frame for the current ruleset, or null if unsupported. public virtual IConvertibleReplayFrame CreateConvertibleReplayFrame() => null; } }