mirror of
https://github.com/ppy/osu.git
synced 2024-11-12 03:57:25 +08:00
83 lines
3.6 KiB
C#
83 lines
3.6 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Graphics;
|
|
using osu.Game.Overlays.Settings;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.UI;
|
|
|
|
namespace osu.Game.Rulesets
|
|
{
|
|
public abstract class Ruleset
|
|
{
|
|
public readonly RulesetInfo RulesetInfo;
|
|
|
|
public virtual IEnumerable<BeatmapStatistic> GetBeatmapStatistics(WorkingBeatmap beatmap) => new BeatmapStatistic[] { };
|
|
|
|
public IEnumerable<Mod> GetAllMods() => Enum.GetValues(typeof(ModType)).Cast<ModType>()
|
|
// Get all mod types as an IEnumerable<ModType>
|
|
.SelectMany(GetModsFor)
|
|
// Confine all mods of each mod type into a single IEnumerable<Mod>
|
|
.Where(mod => mod != null)
|
|
// Filter out all null mods
|
|
.SelectMany(mod => (mod as MultiMod)?.Mods ?? new[] { mod });
|
|
// Resolve MultiMods as their .Mods property
|
|
|
|
public abstract IEnumerable<Mod> GetModsFor(ModType type);
|
|
|
|
public Mod GetAutoplayMod() => GetAllMods().First(mod => mod is ModAutoplay);
|
|
|
|
protected Ruleset(RulesetInfo rulesetInfo)
|
|
{
|
|
RulesetInfo = rulesetInfo;
|
|
}
|
|
|
|
/// <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="isForCurrentRuleset">Whether the hit renderer should assume the beatmap is for the current ruleset.</param>
|
|
/// <exception cref="BeatmapInvalidForRulesetException">Unable to successfully load the beatmap to be usable with this ruleset.</exception>
|
|
/// <returns></returns>
|
|
public abstract RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap, bool isForCurrentRuleset);
|
|
|
|
public abstract DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap);
|
|
|
|
public virtual Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_question_circle };
|
|
|
|
public abstract string Description { get; }
|
|
|
|
public virtual SettingsSubsection CreateSettings() => null;
|
|
|
|
/// <summary>
|
|
/// Do not override this unless you are a legacy mode.
|
|
/// </summary>
|
|
public virtual int LegacyID => -1;
|
|
|
|
/// <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;
|
|
}
|
|
}
|