Files
Ez2Lazer/osu.Game/Rulesets/Mods/ModEasyWithExtraLives.cs

73 lines
2.4 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 Humanizer;
using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Configuration;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Play;
namespace osu.Game.Rulesets.Mods
{
public abstract class ModEasyWithExtraLives : ModEasy, IApplicableFailOverride, IApplicableToPlayer, IApplicableToHealthProcessor
{
[SettingSource("Extra Lives", "Number of extra lives")]
public Bindable<int> Retries { get; } = new BindableInt(2)
{
MinValue = 0,
MaxValue = 10
};
public override IEnumerable<(LocalisableString setting, LocalisableString value)> SettingDescription
{
get
{
if (!Retries.IsDefault)
yield return ("Extra lives", "lives".ToQuantity(Retries.Value));
}
}
public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(ModAccuracyChallenge)).ToArray();
private int? retries;
private readonly BindableNumber<double> health = new BindableDouble();
public void ApplyToPlayer(Player player)
{
// this throw works for two reasons:
// - every time `Player` loads, it deep-clones mods into itself, and the deep clone copies *only* `[SettingsSource]` properties
// - `Player` is the only consumer of `IApplicableToPlayer` and it calls `ApplyToPlayer()` exactly once per mod instance
// if either of the above assumptions no longer holds true for any reason, this will need to be reconsidered
if (retries != null)
throw new InvalidOperationException(@"Cannot apply this mod instance to a player twice.");
retries = Retries.Value;
}
public bool PerformFail()
{
Debug.Assert(retries != null);
if (retries == 0) return true;
health.Value = health.MaxValue;
retries--;
return false;
}
public bool RestartOnFail => false;
public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
{
health.BindTo(healthProcessor.Health);
}
}
}