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142 lines
6.2 KiB
C#
142 lines
6.2 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Rulesets.UI;
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using osu.Game.Beatmaps.Legacy;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Configuration;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets
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{
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public abstract class Ruleset
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{
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public readonly RulesetInfo RulesetInfo;
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public IEnumerable<Mod> GetAllMods() => Enum.GetValues(typeof(ModType)).Cast<ModType>()
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// Confine all mods of each mod type into a single IEnumerable<Mod>
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.SelectMany(GetModsFor)
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// Filter out all null mods
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.Where(mod => mod != null)
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// Resolve MultiMods as their .Mods property
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.SelectMany(mod => (mod as MultiMod)?.Mods ?? new[] { mod });
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public abstract IEnumerable<Mod> GetModsFor(ModType type);
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/// <summary>
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/// Converts mods from legacy enum values. Do not override if you're not a legacy ruleset.
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/// </summary>
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/// <param name="mods">The legacy enum which will be converted</param>
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/// <returns>An enumerable of constructed <see cref="Mod"/>s</returns>
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public virtual IEnumerable<Mod> ConvertLegacyMods(LegacyMods mods) => new Mod[] { };
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public ModAutoplay GetAutoplayMod() => GetAllMods().OfType<ModAutoplay>().First();
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protected Ruleset(RulesetInfo rulesetInfo = null)
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{
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RulesetInfo = rulesetInfo ?? createRulesetInfo();
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}
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/// <summary>
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/// Attempt to create a hit renderer for a beatmap
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/// </summary>
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/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
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/// <exception cref="BeatmapInvalidForRulesetException">Unable to successfully load the beatmap to be usable with this ruleset.</exception>
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/// <returns></returns>
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public abstract RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap);
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/// <summary>
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/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> to one that is applicable for this <see cref="Ruleset"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to be converted.</param>
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/// <returns>The <see cref="IBeatmapConverter"/>.</returns>
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public abstract IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap);
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/// <summary>
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/// Optionally creates a <see cref="IBeatmapProcessor"/> to alter a <see cref="IBeatmap"/> after it has been converted.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to be processed.</param>
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/// <returns>The <see cref="IBeatmapProcessor"/>.</returns>
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public virtual IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => null;
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public abstract DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap);
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public virtual PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => null;
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public virtual HitObjectComposer CreateHitObjectComposer() => null;
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public virtual Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_question_circle };
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public abstract string Description { get; }
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public virtual RulesetSettingsSubsection CreateSettings() => null;
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/// <summary>
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/// Creates the <see cref="IRulesetConfigManager"/> for this <see cref="Ruleset"/>.
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/// </summary>
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/// <param name="settings">The <see cref="SettingsStore"/> to store the settings.</param>
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public virtual IRulesetConfigManager CreateConfig(SettingsStore settings) => null;
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/// <summary>
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/// Do not override this unless you are a legacy mode.
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/// </summary>
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public virtual int? LegacyID => null;
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/// <summary>
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/// A unique short name to reference this ruleset in online requests.
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/// </summary>
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public abstract string ShortName { get; }
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/// <summary>
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/// A list of available variant ids.
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/// </summary>
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public virtual IEnumerable<int> AvailableVariants => new[] { 0 };
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/// <summary>
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/// Get a list of default keys for the specified variant.
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/// </summary>
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/// <param name="variant">A variant.</param>
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/// <returns>A list of valid <see cref="KeyBinding"/>s.</returns>
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public virtual IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0) => new KeyBinding[] { };
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/// <summary>
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/// Gets the name for a key binding variant. This is used for display in the settings overlay.
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/// </summary>
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/// <param name="variant">The variant.</param>
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/// <returns>A descriptive name of the variant.</returns>
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public virtual string GetVariantName(int variant) => string.Empty;
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/// <summary>
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/// For rulesets which support legacy (osu-stable) replay conversion, this method will create an empty replay frame
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/// for conversion use.
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/// </summary>
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/// <returns>An empty frame for the current ruleset, or null if unsupported.</returns>
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public virtual IConvertibleReplayFrame CreateConvertibleReplayFrame() => null;
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/// <summary>
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/// Create a ruleset info based on this ruleset.
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/// </summary>
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/// <returns>A filled <see cref="RulesetInfo"/>.</returns>
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private RulesetInfo createRulesetInfo() => new RulesetInfo
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{
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Name = Description,
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ShortName = ShortName,
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InstantiationInfo = GetType().AssemblyQualifiedName,
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ID = LegacyID,
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Available = true
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};
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}
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}
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