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411 lines
19 KiB
C#
411 lines
19 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.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.EnumExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Bindings;
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using osu.Framework.IO.Stores;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Legacy;
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using osu.Game.Configuration;
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using osu.Game.Extensions;
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using osu.Game.Overlays.Settings;
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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.Rulesets.Edit;
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using osu.Game.Rulesets.Filter;
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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.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osu.Game.Screens.Edit.Setup;
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using osu.Game.Screens.Ranking.Statistics;
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using osu.Game.Skinning;
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using osu.Game.Users;
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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 RulesetInfo RulesetInfo { get; }
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private static readonly ConcurrentDictionary<string, IMod[]> mod_reference_cache = new ConcurrentDictionary<string, IMod[]>();
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/// <summary>
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/// Version history:
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/// 2022.205.0 FramedReplayInputHandler.CollectPendingInputs renamed to FramedReplayHandler.CollectReplayInputs.
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/// 2022.822.0 All strings return values have been converted to LocalisableString to allow for localisation support.
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/// </summary>
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public const string CURRENT_RULESET_API_VERSION = "2022.822.0";
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/// <summary>
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/// Define the ruleset API version supported by this ruleset.
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/// Ruleset implementations should be updated to support the latest version to ensure they can still be loaded.
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/// </summary>
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/// <remarks>
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/// Generally, all ruleset implementations should point this directly to <see cref="CURRENT_RULESET_API_VERSION"/>.
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/// This will ensure that each time you compile a new release, it will pull in the most recent version.
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/// See https://github.com/ppy/osu/wiki/Breaking-Changes for full details on required ongoing changes.
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/// </remarks>
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public virtual string RulesetAPIVersionSupported => string.Empty;
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/// <summary>
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/// A queryable source containing all available mods.
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/// Call <see cref="IMod.CreateInstance"/> for consumption purposes.
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/// </summary>
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public IEnumerable<IMod> AllMods
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{
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get
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{
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// Is the case for many test usages.
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if (string.IsNullOrEmpty(ShortName))
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return CreateAllMods();
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if (!mod_reference_cache.TryGetValue(ShortName, out var mods))
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mod_reference_cache[ShortName] = mods = CreateAllMods().Cast<IMod>().ToArray();
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return mods;
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}
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}
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/// <summary>
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/// Returns fresh instances of all mods.
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/// </summary>
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/// <remarks>
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/// This comes with considerable allocation overhead. If only accessing for reference purposes (ie. not changing bindables / settings)
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/// use <see cref="AllMods"/> instead.
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/// </remarks>
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public IEnumerable<Mod> CreateAllMods() => Enum.GetValues<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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// This is to handle old rulesets which were doing mods bad. Can be removed at some point we are sure nulls will not appear here.
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// ReSharper disable once ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
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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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/// <summary>
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/// Returns a fresh instance of the mod matching the specified acronym.
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/// </summary>
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/// <param name="acronym">The acronym to query for .</param>
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public Mod? CreateModFromAcronym(string acronym)
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{
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return AllMods.FirstOrDefault(m => m.Acronym == acronym)?.CreateInstance();
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}
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/// <summary>
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/// Returns a fresh instance of the mod matching the specified type.
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/// </summary>
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public T? CreateMod<T>()
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where T : Mod
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{
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return AllMods.FirstOrDefault(m => m is T)?.CreateInstance() as T;
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}
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/// <summary>
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/// Creates an enumerable with mods that are supported by the ruleset for the supplied <paramref name="type"/>.
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/// </summary>
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/// <remarks>
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/// If there are no applicable mods from the given <paramref name="type"/> in this ruleset,
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/// then the proper behaviour is to return an empty enumerable.
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/// <see langword="null"/> mods should not be present in the returned enumerable.
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/// </remarks>
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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> ConvertFromLegacyMods(LegacyMods mods) => Array.Empty<Mod>();
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/// <summary>
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/// Converts mods to 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 mods which will be converted.</param>
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/// <returns>A single bitwise enumerable value representing (to the best of our ability) the mods.</returns>
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public virtual LegacyMods ConvertToLegacyMods(Mod[] mods)
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{
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var value = LegacyMods.None;
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foreach (var mod in mods)
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{
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switch (mod)
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{
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case ModNoFail:
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value |= LegacyMods.NoFail;
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break;
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case ModEasy:
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value |= LegacyMods.Easy;
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break;
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case ModHidden:
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value |= LegacyMods.Hidden;
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break;
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case ModHardRock:
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value |= LegacyMods.HardRock;
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break;
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case ModPerfect:
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value |= LegacyMods.Perfect | LegacyMods.SuddenDeath;
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break;
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case ModSuddenDeath:
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value |= LegacyMods.SuddenDeath;
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break;
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case ModNightcore:
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value |= LegacyMods.Nightcore | LegacyMods.DoubleTime;
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break;
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case ModDoubleTime:
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value |= LegacyMods.DoubleTime;
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break;
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case ModRelax:
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value |= LegacyMods.Relax;
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break;
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case ModHalfTime:
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value |= LegacyMods.HalfTime;
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break;
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case ModFlashlight:
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value |= LegacyMods.Flashlight;
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break;
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case ModCinema:
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value |= LegacyMods.Cinema | LegacyMods.Autoplay;
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break;
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case ModAutoplay:
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value |= LegacyMods.Autoplay;
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break;
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case ModScoreV2:
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value |= LegacyMods.ScoreV2;
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break;
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}
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}
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return value;
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}
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public ModAutoplay? GetAutoplayMod() => CreateMod<ModAutoplay>();
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public ModTouchDevice? GetTouchDeviceMod() => CreateMod<ModTouchDevice>();
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/// <summary>
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/// Create a transformer which adds lookups specific to a ruleset to skin sources.
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/// </summary>
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/// <param name="skin">The source skin.</param>
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/// <param name="beatmap">The current beatmap.</param>
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/// <returns>A skin with a transformer applied, or null if no transformation is provided by this ruleset.</returns>
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public virtual ISkin? CreateSkinTransformer(ISkin skin, IBeatmap beatmap) => null;
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protected Ruleset()
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{
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RulesetInfo = new RulesetInfo
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{
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Name = Description,
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ShortName = ShortName,
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OnlineID = (this as ILegacyRuleset)?.LegacyID ?? -1,
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InstantiationInfo = GetType().GetInvariantInstantiationInfo(),
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Available = true,
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};
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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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/// <param name="mods">The <see cref="Mod"/>s to apply.</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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public abstract DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod>? mods = null);
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/// <summary>
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/// Creates a <see cref="ScoreProcessor"/> for this <see cref="Ruleset"/>.
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/// </summary>
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/// <returns>The score processor.</returns>
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public virtual ScoreProcessor CreateScoreProcessor() => new ScoreProcessor(this);
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/// <summary>
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/// Creates a <see cref="HealthProcessor"/> for this <see cref="Ruleset"/>.
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/// </summary>
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/// <returns>The health processor.</returns>
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public virtual HealthProcessor CreateHealthProcessor(double drainStartTime) => new DrainingHealthProcessor(drainStartTime);
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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(IWorkingBeatmap beatmap);
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/// <summary>
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/// Optionally creates a <see cref="PerformanceCalculator"/> to generate performance data from the provided score.
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/// </summary>
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/// <returns>A performance calculator instance for the provided score.</returns>
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public virtual PerformanceCalculator? CreatePerformanceCalculator() => null;
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public virtual HitObjectComposer? CreateHitObjectComposer() => null;
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public virtual IBeatmapVerifier? CreateBeatmapVerifier() => null;
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public virtual Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.Solid.QuestionCircle };
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public virtual IResourceStore<byte[]> CreateResourceStore() => new NamespacedResourceStore<byte[]>(new DllResourceStore(GetType().Assembly), @"Resources");
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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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/// 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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/// The playing verb to be shown in the <see cref="UserActivity.InGame"/> activities.
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/// </summary>
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public virtual string PlayingVerb => "Playing";
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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) => Array.Empty<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 LocalisableString 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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/// Creates the statistics for a <see cref="ScoreInfo"/> to be displayed in the results screen.
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/// </summary>
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/// <param name="score">The <see cref="ScoreInfo"/> to create the statistics for. The score is guaranteed to have <see cref="ScoreInfo.HitEvents"/> populated.</param>
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/// <param name="playableBeatmap">The <see cref="IBeatmap"/>, converted for this <see cref="Ruleset"/> with all relevant <see cref="Mod"/>s applied.</param>
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/// <returns>The <see cref="StatisticItem"/>s to display.</returns>
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public virtual StatisticItem[] CreateStatisticsForScore(ScoreInfo score, IBeatmap playableBeatmap) => Array.Empty<StatisticItem>();
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/// <summary>
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/// Get all valid <see cref="HitResult"/>s for this ruleset.
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/// 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.
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/// </summary>
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/// <returns>
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/// All valid <see cref="HitResult"/>s along with a display-friendly name.
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/// </returns>
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public IEnumerable<(HitResult result, LocalisableString displayName)> GetHitResults()
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{
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var validResults = GetValidHitResults();
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// enumerate over ordered list to guarantee return order is stable.
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foreach (var result in EnumExtensions.GetValuesInOrder<HitResult>())
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{
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switch (result)
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{
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// hard blocked types, should never be displayed even if the ruleset tells us to.
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case HitResult.None:
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case HitResult.IgnoreHit:
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case HitResult.IgnoreMiss:
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// display is handled as a completion count with corresponding "hit" type.
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case HitResult.LargeTickMiss:
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case HitResult.SmallTickMiss:
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continue;
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}
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if (result == HitResult.Miss || validResults.Contains(result))
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yield return (result, GetDisplayNameForHitResult(result));
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}
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}
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/// <summary>
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/// Get all valid <see cref="HitResult"/>s for this ruleset.
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/// 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.
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/// </summary>
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/// <remarks>
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/// <see cref="HitResult.Miss"/> is implicitly included. Special types like <see cref="HitResult.IgnoreHit"/> are ignored even when specified.
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/// </remarks>
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protected virtual IEnumerable<HitResult> GetValidHitResults() => EnumExtensions.GetValuesInOrder<HitResult>();
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/// <summary>
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/// Get a display friendly name for the specified result type.
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/// </summary>
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/// <param name="result">The result type to get the name for.</param>
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/// <returns>The display name.</returns>
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public virtual LocalisableString GetDisplayNameForHitResult(HitResult result) => result.GetLocalisableDescription();
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/// <summary>
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/// Applies changes to difficulty attributes for presenting to a user a rough estimate of how rate adjust mods affect difficulty.
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/// Importantly, this should NOT BE USED FOR ANY CALCULATIONS.
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///
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/// It is also not always correct, and arguably is never correct depending on your frame of mind.
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/// </summary>
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/// <param name="difficulty">>The <see cref="IBeatmapDifficultyInfo"/> that will be adjusted.</param>
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/// <param name="rate">The rate adjustment multiplier from mods. For example 1.5 for DT.</param>
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/// <returns>The adjusted difficulty attributes.</returns>
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public virtual BeatmapDifficulty GetRateAdjustedDisplayDifficulty(IBeatmapDifficultyInfo difficulty, double rate) => new BeatmapDifficulty(difficulty);
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/// <summary>
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/// Creates ruleset-specific beatmap filter criteria to be used on the song select screen.
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/// </summary>
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public virtual IRulesetFilterCriteria? CreateRulesetFilterCriteria() => null;
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/// <summary>
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/// Can be overridden to add ruleset-specific sections to the editor beatmap setup screen.
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/// </summary>
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public virtual IEnumerable<SetupSection> CreateEditorSetupSections() =>
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[
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new DifficultySection(),
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new ColoursSection(),
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];
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/// <summary>
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/// Can be overridden to avoid showing scroll speed changes in the editor.
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/// </summary>
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public virtual bool EditorShowScrollSpeed => true;
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}
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}
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