// 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.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.Scoring; namespace osu.Game.Rulesets { public abstract class Ruleset { public readonly RulesetInfo RulesetInfo; 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> ConvertLegacyMods(LegacyMods mods) => new Mod[] { }; public ModAutoplay GetAutoplayMod() => GetAllMods().OfType<ModAutoplay>().First(); protected Ruleset(RulesetInfo rulesetInfo = null) { RulesetInfo = rulesetInfo ?? createRulesetInfo(); } /// <summary> /// Attempt to create a hit renderer for a beatmap /// </summary> /// <param name="beatmap">The beatmap to create the hit renderer for.</param> /// <exception cref="BeatmapInvalidForRulesetException">Unable to successfully load the beatmap to be usable with this ruleset.</exception> /// <returns></returns> public abstract DrawableRuleset CreateDrawableRulesetWith(WorkingBeatmap beatmap, IReadOnlyList<Mod> mods); /// <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 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> /// Do not override this unless you are a legacy mode. /// </summary> public virtual int? LegacyID => null; /// <summary> /// A unique short name to reference this ruleset in online requests. /// </summary> public abstract string ShortName { get; } /// <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[] { }; /// <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> /// Create a ruleset info based on this ruleset. /// </summary> /// <returns>A filled <see cref="RulesetInfo"/>.</returns> private RulesetInfo createRulesetInfo() => new RulesetInfo { Name = Description, ShortName = ShortName, InstantiationInfo = GetType().AssemblyQualifiedName, ID = LegacyID, Available = true }; } }