// 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.Concurrent; using System.Collections.Generic; using System.Linq; using osu.Framework.Extensions; using osu.Framework.Extensions.EnumExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Sprites; using osu.Framework.Input.Bindings; using osu.Framework.IO.Stores; using osu.Framework.Localisation; using osu.Game.Beatmaps; using osu.Game.Beatmaps.Legacy; using osu.Game.Configuration; using osu.Game.Extensions; using osu.Game.Overlays.Settings; using osu.Game.Rulesets.Configuration; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Filter; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Replays.Types; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.UI; using osu.Game.Scoring; using osu.Game.Screens.Edit.Setup; using osu.Game.Screens.Ranking.Statistics; using osu.Game.Skinning; using osu.Game.Users; namespace osu.Game.Rulesets { public abstract class Ruleset { public RulesetInfo RulesetInfo { get; } private static readonly ConcurrentDictionary mod_reference_cache = new ConcurrentDictionary(); /// /// Version history: /// 2022.205.0 FramedReplayInputHandler.CollectPendingInputs renamed to FramedReplayHandler.CollectReplayInputs. /// 2022.822.0 All strings return values have been converted to LocalisableString to allow for localisation support. /// public const string CURRENT_RULESET_API_VERSION = "2022.822.0"; /// /// Define the ruleset API version supported by this ruleset. /// Ruleset implementations should be updated to support the latest version to ensure they can still be loaded. /// /// /// Generally, all ruleset implementations should point this directly to . /// This will ensure that each time you compile a new release, it will pull in the most recent version. /// See https://github.com/ppy/osu/wiki/Breaking-Changes for full details on required ongoing changes. /// public virtual string RulesetAPIVersionSupported => string.Empty; /// /// A queryable source containing all available mods. /// Call for consumption purposes. /// public IEnumerable AllMods { get { // Is the case for many test usages. if (string.IsNullOrEmpty(ShortName)) return CreateAllMods(); if (!mod_reference_cache.TryGetValue(ShortName, out var mods)) mod_reference_cache[ShortName] = mods = CreateAllMods().Cast().ToArray(); return mods; } } /// /// Returns fresh instances of all mods. /// /// /// This comes with considerable allocation overhead. If only accessing for reference purposes (ie. not changing bindables / settings) /// use instead. /// public IEnumerable CreateAllMods() => Enum.GetValues() // Confine all mods of each mod type into a single IEnumerable .SelectMany(GetModsFor) // Filter out all null mods // This is to handle old rulesets which were doing mods bad. Can be removed at some point we are sure nulls will not appear here. // ReSharper disable once ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract .Where(mod => mod != null) // Resolve MultiMods as their .Mods property .SelectMany(mod => (mod as MultiMod)?.Mods ?? new[] { mod }); /// /// Returns a fresh instance of the mod matching the specified acronym. /// /// The acronym to query for . public Mod? CreateModFromAcronym(string acronym) { return AllMods.FirstOrDefault(m => m.Acronym == acronym)?.CreateInstance(); } /// /// Returns a fresh instance of the mod matching the specified type. /// public T? CreateMod() where T : Mod { return AllMods.FirstOrDefault(m => m is T)?.CreateInstance() as T; } /// /// Creates an enumerable with mods that are supported by the ruleset for the supplied . /// /// /// If there are no applicable mods from the given in this ruleset, /// then the proper behaviour is to return an empty enumerable. /// mods should not be present in the returned enumerable. /// 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 ConvertFromLegacyMods(LegacyMods mods) => Array.Empty(); /// /// Converts mods to legacy enum values. Do not override if you're not a legacy ruleset. /// /// The mods which will be converted. /// A single bitwise enumerable value representing (to the best of our ability) the mods. 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 ModPerfect: value |= LegacyMods.Perfect | LegacyMods.SuddenDeath; break; case ModSuddenDeath: value |= LegacyMods.SuddenDeath; break; case ModNightcore: value |= LegacyMods.Nightcore | LegacyMods.DoubleTime; 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; case ModCinema: value |= LegacyMods.Cinema | LegacyMods.Autoplay; break; case ModAutoplay: value |= LegacyMods.Autoplay; break; case ModScoreV2: value |= LegacyMods.ScoreV2; break; } } return value; } public ModAutoplay? GetAutoplayMod() => CreateMod(); public ModTouchDevice? GetTouchDeviceMod() => CreateMod(); /// /// Create a transformer which adds lookups specific to a ruleset to skin sources. /// /// The source skin. /// The current beatmap. /// A skin with a transformer applied, or null if no transformation is provided by this ruleset. public virtual ISkin? CreateSkinTransformer(ISkin skin, IBeatmap beatmap) => null; protected Ruleset() { RulesetInfo = new RulesetInfo { Name = Description, ShortName = ShortName, OnlineID = (this as ILegacyRuleset)?.LegacyID ?? -1, InstantiationInfo = GetType().GetInvariantInstantiationInfo(), 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(this); /// /// Creates a for this . /// /// The health processor. public virtual HealthProcessor CreateHealthProcessor(double drainStartTime) => new DrainingHealthProcessor(drainStartTime); /// /// 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(IWorkingBeatmap beatmap); /// /// Optionally creates a to generate performance data from the provided score. /// /// A performance calculator instance for the provided score. public virtual PerformanceCalculator? CreatePerformanceCalculator() => null; public virtual HitObjectComposer? CreateHitObjectComposer() => null; public virtual IBeatmapVerifier? CreateBeatmapVerifier() => null; public virtual Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.Solid.QuestionCircle }; public virtual IResourceStore CreateResourceStore() => new NamespacedResourceStore(new DllResourceStore(GetType().Assembly), @"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; } /// /// The playing verb to be shown in the activities. /// public virtual string PlayingVerb => "Playing"; /// /// 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 LocalisableString 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; /// /// Creates the statistics for a to be displayed in the results screen. /// /// The to create the statistics for. The score is guaranteed to have populated. /// The , converted for this with all relevant s applied. /// The s to display. public virtual StatisticItem[] CreateStatisticsForScore(ScoreInfo score, IBeatmap playableBeatmap) => Array.Empty(); /// /// Get all valid s for this ruleset. /// Generally used for results display purposes, where it can't be determined if zero-count means the user has not achieved any or the type is not used by this ruleset. /// /// /// All valid s along with a display-friendly name. /// public IEnumerable<(HitResult result, LocalisableString displayName)> GetHitResults() { var validResults = GetValidHitResults(); // enumerate over ordered list to guarantee return order is stable. foreach (var result in EnumExtensions.GetValuesInOrder()) { switch (result) { // hard blocked types, should never be displayed even if the ruleset tells us to. case HitResult.None: case HitResult.IgnoreHit: case HitResult.IgnoreMiss: // display is handled as a completion count with corresponding "hit" type. case HitResult.LargeTickMiss: case HitResult.SmallTickMiss: continue; } if (result == HitResult.Miss || validResults.Contains(result)) yield return (result, GetDisplayNameForHitResult(result)); } } /// /// Get all valid s for this ruleset. /// Generally used for results display purposes, where it can't be determined if zero-count means the user has not achieved any or the type is not used by this ruleset. /// /// /// is implicitly included. Special types like are ignored even when specified. /// protected virtual IEnumerable GetValidHitResults() => EnumExtensions.GetValuesInOrder(); /// /// Get a display friendly name for the specified result type. /// /// The result type to get the name for. /// The display name. public virtual LocalisableString GetDisplayNameForHitResult(HitResult result) => result.GetLocalisableDescription(); /// /// Applies changes to difficulty attributes for presenting to a user a rough estimate of how rate adjust mods affect difficulty. /// Importantly, this should NOT BE USED FOR ANY CALCULATIONS. /// /// It is also not always correct, and arguably is never correct depending on your frame of mind. /// /// >The that will be adjusted. /// The rate adjustment multiplier from mods. For example 1.5 for DT. /// The adjusted difficulty attributes. public virtual BeatmapDifficulty GetRateAdjustedDisplayDifficulty(IBeatmapDifficultyInfo difficulty, double rate) => new BeatmapDifficulty(difficulty); /// /// Creates ruleset-specific beatmap filter criteria to be used on the song select screen. /// public virtual IRulesetFilterCriteria? CreateRulesetFilterCriteria() => null; /// /// Can be overridden to add a ruleset-specific section to the editor beatmap setup screen. /// public virtual RulesetSetupSection? CreateEditorSetupSection() => null; /// /// Can be overridden to alter the difficulty section to the editor beatmap setup screen. /// public virtual DifficultySection? CreateEditorDifficultySection() => null; } }