1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-06 09:47:52 +08:00
osu-lazer/osu.Game/Rulesets/Ruleset.cs
Dean Herbert 520e550764 Bring back SettingsStore to avoid changing ruleset API for now
Also fixes some remaining test failures due to locally constructed
rulesets that are not being tracked by the game.
2021-09-15 17:12:02 +09:00

373 lines
16 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.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Bindings;
using osu.Framework.IO.Stores;
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.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Skinning;
using osu.Game.Users;
using JetBrains.Annotations;
using osu.Framework.Extensions;
using osu.Framework.Extensions.EnumExtensions;
using osu.Framework.Testing;
using osu.Game.Extensions;
using osu.Game.Rulesets.Filter;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Screens.Ranking.Statistics;
namespace osu.Game.Rulesets
{
[ExcludeFromDynamicCompile]
public abstract class Ruleset
{
public RulesetInfo RulesetInfo { get; internal set; }
private static readonly ConcurrentDictionary<int, IMod[]> mod_reference_cache = new ConcurrentDictionary<int, IMod[]>();
/// <summary>
/// A queryable source containing all available mods.
/// Call <see cref="IMod.CreateInstance"/> for consumption purposes.
/// </summary>
public IEnumerable<IMod> AllMods
{
get
{
if (!(RulesetInfo.ID is int id))
return CreateAllMods();
if (!mod_reference_cache.TryGetValue(id, out var mods))
mod_reference_cache[id] = 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(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 });
/// <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;
}
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;
break;
case ModSuddenDeath _:
value |= LegacyMods.SuddenDeath;
break;
case ModNightcore _:
value |= LegacyMods.Nightcore;
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;
break;
case ModAutoplay _:
value |= LegacyMods.Autoplay;
break;
}
}
return value;
}
[CanBeNull]
public ModAutoplay GetAutoplayMod() => CreateMod<ModAutoplay>();
public virtual ISkin CreateLegacySkinProvider([NotNull] ISkin skin, IBeatmap beatmap) => null;
protected Ruleset()
{
RulesetInfo = new RulesetInfo
{
Name = Description,
ShortName = ShortName,
ID = (this as ILegacyRuleset)?.LegacyID,
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();
/// <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(WorkingBeatmap beatmap);
/// <summary>
/// Optionally creates a <see cref="PerformanceCalculator"/> to generate performance data from the provided score.
/// </summary>
/// <param name="attributes">Difficulty attributes for the beatmap related to the provided score.</param>
/// <param name="score">The score to be processed.</param>
/// <returns>A performance calculator instance for the provided score.</returns>
[CanBeNull]
public virtual PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => null;
/// <summary>
/// Optionally creates a <see cref="PerformanceCalculator"/> to generate performance data from the provided score.
/// </summary>
/// <param name="beatmap">The beatmap to use as a source for generating <see cref="DifficultyAttributes"/>.</param>
/// <param name="score">The score to be processed.</param>
/// <returns>A performance calculator instance for the provided score.</returns>
[CanBeNull]
public PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score)
{
var difficultyCalculator = CreateDifficultyCalculator(beatmap);
var difficultyAttributes = difficultyCalculator.Calculate(score.Mods);
return CreatePerformanceCalculator(difficultyAttributes, score);
}
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 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>
/// 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="StatisticRow"/>s to display. Each <see cref="StatisticRow"/> may contain 0 or more <see cref="StatisticItem"/>.</returns>
[NotNull]
public virtual StatisticRow[] CreateStatisticsForScore(ScoreInfo score, IBeatmap playableBeatmap) => Array.Empty<StatisticRow>();
/// <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, string 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 string GetDisplayNameForHitResult(HitResult result) => result.GetDescription();
/// <summary>
/// Creates ruleset-specific beatmap filter criteria to be used on the song select screen.
/// </summary>
[CanBeNull]
public virtual IRulesetFilterCriteria CreateRulesetFilterCriteria() => null;
/// <summary>
/// Can be overridden to add a ruleset-specific section to the editor beatmap setup screen.
/// </summary>
[CanBeNull]
public virtual RulesetSetupSection CreateEditorSetupSection() => null;
}
}