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

73 lines
2.5 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 osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Mods
{
public abstract class ModHidden : Mod, IReadFromConfig, IApplicableToDrawableHitObjects, IApplicableToScoreProcessor
{
public override string Name => "Hidden";
public override string Acronym => "HD";
public override IconUsage? Icon => OsuIcon.ModHidden;
public override ModType Type => ModType.DifficultyIncrease;
public override bool Ranked => true;
protected Bindable<bool> IncreaseFirstObjectVisibility = new Bindable<bool>();
/// <summary>
/// Check whether the provided hitobject should be considered the "first" hideable object.
/// Can be used to skip spinners, for instance.
/// </summary>
/// <param name="hitObject">The hitobject to check.</param>
protected virtual bool IsFirstHideableObject(DrawableHitObject hitObject) => true;
public void ReadFromConfig(OsuConfigManager config)
{
IncreaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
}
public virtual void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
if (IncreaseFirstObjectVisibility.Value)
drawables = drawables.SkipWhile(h => !IsFirstHideableObject(h)).Skip(1);
foreach (var dho in drawables)
dho.ApplyCustomUpdateState += ApplyHiddenState;
}
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
// Default value of ScoreProcessor's Rank in Hidden Mod should be SS+
scoreProcessor.Rank.Value = ScoreRank.XH;
}
public ScoreRank AdjustRank(ScoreRank rank, double accuracy)
{
switch (rank)
{
case ScoreRank.X:
return ScoreRank.XH;
case ScoreRank.S:
return ScoreRank.SH;
default:
return rank;
}
}
protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state)
{
}
}
}