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osu-lazer/osu.Game/Rulesets/Mods/Mod.cs

155 lines
5.0 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.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using Newtonsoft.Json;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Testing;
using osu.Game.Configuration;
using osu.Game.IO.Serialization;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Mods
{
/// <summary>
/// The base class for gameplay modifiers.
/// </summary>
[ExcludeFromDynamicCompile]
public abstract class Mod : IMod, IJsonSerializable
{
/// <summary>
/// The name of this mod.
/// </summary>
[JsonIgnore]
public abstract string Name { get; }
/// <summary>
/// The shortened name of this mod.
/// </summary>
public abstract string Acronym { get; }
/// <summary>
/// The icon of this mod.
/// </summary>
[JsonIgnore]
public virtual IconUsage? Icon => null;
/// <summary>
/// The type of this mod.
/// </summary>
[JsonIgnore]
public virtual ModType Type => ModType.Fun;
/// <summary>
/// The user readable description of this mod.
/// </summary>
[JsonIgnore]
public virtual string Description => string.Empty;
/// <summary>
/// The tooltip to display for this mod when used in a <see cref="ModIcon"/>.
/// </summary>
/// <remarks>
/// Differs from <see cref="Name"/>, as the value of attributes (AR, CS, etc) changeable via the mod
/// are displayed in the tooltip.
/// </remarks>
[JsonIgnore]
public string IconTooltip
{
get
{
string description = SettingDescription;
return string.IsNullOrEmpty(description) ? Name : $"{Name} ({description})";
}
}
/// <summary>
/// The description of editable settings of a mod to use in the <see cref="IconTooltip"/>.
/// </summary>
/// <remarks>
/// Parentheses are added to the tooltip, surrounding the value of this property. If this property is <c>string.Empty</c>,
/// the tooltip will not have parentheses.
/// </remarks>
public virtual string SettingDescription
{
get
{
var tooltipTexts = new List<string>();
foreach ((SettingSourceAttribute attr, PropertyInfo property) in this.GetOrderedSettingsSourceProperties())
{
object bindableObj = property.GetValue(this);
if ((bindableObj as IHasDefaultValue)?.IsDefault == true)
continue;
tooltipTexts.Add($"{attr.Label} {bindableObj}");
}
return string.Join(", ", tooltipTexts.Where(s => !string.IsNullOrEmpty(s)));
}
}
/// <summary>
/// The score multiplier of this mod.
/// </summary>
[JsonIgnore]
public abstract double ScoreMultiplier { get; }
/// <summary>
/// Returns true if this mod is implemented (and playable).
/// </summary>
[JsonIgnore]
public virtual bool HasImplementation => this is IApplicableMod;
/// <summary>
/// Returns if this mod is ranked.
/// </summary>
[JsonIgnore]
public virtual bool Ranked => false;
/// <summary>
/// Whether this mod requires configuration to apply changes to the game.
/// </summary>
[JsonIgnore]
public virtual bool RequiresConfiguration => false;
/// <summary>
/// The mods this mod cannot be enabled with.
/// </summary>
[JsonIgnore]
public virtual Type[] IncompatibleMods => Array.Empty<Type>();
/// <summary>
/// Creates a copy of this <see cref="Mod"/> initialised to a default state.
/// </summary>
public virtual Mod CreateCopy()
{
var copy = (Mod)Activator.CreateInstance(GetType());
// Copy bindable values across
foreach (var (_, prop) in this.GetSettingsSourceProperties())
{
var origBindable = prop.GetValue(this);
var copyBindable = prop.GetValue(copy);
// The bindables themselves are readonly, so the value must be transferred through the Bindable<T>.Value property.
var valueProperty = origBindable.GetType().GetProperty(nameof(Bindable<object>.Value), BindingFlags.Public | BindingFlags.Instance);
Debug.Assert(valueProperty != null);
valueProperty.SetValue(copyBindable, valueProperty.GetValue(origBindable));
}
return copy;
}
public bool Equals(IMod other) => GetType() == other?.GetType();
}
}