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osu-lazer/osu.Game/Rulesets/Ruleset.cs
Dean Herbert 985604fab5 Return StatisticItems rather than StatisticRows from ruleset
There were no usages of more than one column being provided per row, so
it seemed like unnecessarily complexity. I'm currently trying to reduce
complexity so we can improve the layout of the results screen, which
currently has up to three levels of nested `GridContainer`s.

Of note, I can't add backwards compatibility because the method
signature has not changed in `Ruleset` (only the return type). If we do
want to keep compatibility with other rulesets, we could designate a new
name for the updated method.
2023-06-01 14:35:15 +09:00

385 lines
17 KiB
C#

// 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.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<string, IMod[]> mod_reference_cache = new ConcurrentDictionary<string, IMod[]>();
/// <summary>
/// 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.
/// </summary>
public const string CURRENT_RULESET_API_VERSION = "2022.822.0";
/// <summary>
/// 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.
/// </summary>
/// <remarks>
/// Generally, all ruleset implementations should point this directly to <see cref="CURRENT_RULESET_API_VERSION"/>.
/// 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.
/// </remarks>
public virtual string RulesetAPIVersionSupported => string.Empty;
/// <summary>
/// A queryable source containing all available mods.
/// Call <see cref="IMod.CreateInstance"/> for consumption purposes.
/// </summary>
public IEnumerable<IMod> 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<IMod>().ToArray();
return mods;
}
}
/// <summary>
/// Returns fresh instances of all mods.
/// </summary>
/// <remarks>
/// This comes with considerable allocation overhead. If only accessing for reference purposes (ie. not changing bindables / settings)
/// use <see cref="AllMods"/> instead.
/// </remarks>
public IEnumerable<Mod> CreateAllMods() => Enum.GetValues<ModType>()
// Confine all mods of each mod type into a single IEnumerable<Mod>
.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 });
/// <summary>
/// Returns a fresh instance of the mod matching the specified acronym.
/// </summary>
/// <param name="acronym">The acronym to query for .</param>
public Mod? CreateModFromAcronym(string acronym)
{
return AllMods.FirstOrDefault(m => m.Acronym == acronym)?.CreateInstance();
}
/// <summary>
/// Returns a fresh instance of the mod matching the specified type.
/// </summary>
public T? CreateMod<T>()
where T : Mod
{
return AllMods.FirstOrDefault(m => m is T)?.CreateInstance() as T;
}
/// <summary>
/// Creates an enumerable with mods that are supported by the ruleset for the supplied <paramref name="type"/>.
/// </summary>
/// <remarks>
/// If there are no applicable mods from the given <paramref name="type"/> in this ruleset,
/// then the proper behaviour is to return an empty enumerable.
/// <see langword="null"/> mods should not be present in the returned enumerable.
/// </remarks>
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 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;
}
}
return value;
}
public ModAutoplay? GetAutoplayMod() => CreateMod<ModAutoplay>();
/// <summary>
/// Create a transformer which adds lookups specific to a ruleset to skin sources.
/// </summary>
/// <param name="skin">The source skin.</param>
/// <param name="beatmap">The current beatmap.</param>
/// <returns>A skin with a transformer applied, or null if no transformation is provided by this ruleset.</returns>
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,
};
}
/// <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>
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(this);
/// <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(IWorkingBeatmap beatmap);
/// <summary>
/// Optionally creates a <see cref="PerformanceCalculator"/> to generate performance data from the provided score.
/// </summary>
/// <returns>A performance calculator instance for the provided score.</returns>
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<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.InGame"/> activities.
/// </summary>
public virtual string PlayingVerb => "Playing";
/// <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 LocalisableString 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="StatisticItem"/>s to display.</returns>
public virtual StatisticItem[] CreateStatisticsForScore(ScoreInfo score, IBeatmap playableBeatmap) => Array.Empty<StatisticItem>();
/// <summary>
/// Get all valid <see cref="HitResult"/>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.
/// </summary>
/// <returns>
/// All valid <see cref="HitResult"/>s along with a display-friendly name.
/// </returns>
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<HitResult>())
{
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));
}
}
/// <summary>
/// Get all valid <see cref="HitResult"/>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.
/// </summary>
/// <remarks>
/// <see cref="HitResult.Miss"/> is implicitly included. Special types like <see cref="HitResult.IgnoreHit"/> are ignored even when specified.
/// </remarks>
protected virtual IEnumerable<HitResult> GetValidHitResults() => EnumExtensions.GetValuesInOrder<HitResult>();
/// <summary>
/// Get a display friendly name for the specified result type.
/// </summary>
/// <param name="result">The result type to get the name for.</param>
/// <returns>The display name.</returns>
public virtual LocalisableString GetDisplayNameForHitResult(HitResult result) => result.GetLocalisableDescription();
/// <summary>
/// Creates ruleset-specific beatmap filter criteria to be used on the song select screen.
/// </summary>
public virtual IRulesetFilterCriteria? CreateRulesetFilterCriteria() => null;
/// <summary>
/// Can be overridden to add a ruleset-specific section to the editor beatmap setup screen.
/// </summary>
public virtual RulesetSetupSection? CreateEditorSetupSection() => null;
}
}