// 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.Framework.Testing; using osu.Game.Screens.Ranking.Statistics; namespace osu.Game.Rulesets { [ExcludeFromDynamicCompile] 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>(); } }