mirror of
https://github.com/SK-la/Ez2Lazer.git
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73 lines
2.4 KiB
C#
73 lines
2.4 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.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Humanizer;
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using osu.Framework.Bindables;
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using osu.Framework.Localisation;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModEasyWithExtraLives : ModEasy, IApplicableFailOverride, IApplicableToPlayer, IApplicableToHealthProcessor
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{
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[SettingSource("Extra Lives", "Number of extra lives")]
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public Bindable<int> Retries { get; } = new BindableInt(2)
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{
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MinValue = 0,
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MaxValue = 10
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};
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public override IEnumerable<(LocalisableString setting, LocalisableString value)> SettingDescription
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{
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get
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{
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if (!Retries.IsDefault)
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yield return ("Extra lives", "lives".ToQuantity(Retries.Value));
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}
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}
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public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(ModAccuracyChallenge)).ToArray();
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private int? retries;
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private readonly BindableNumber<double> health = new BindableDouble();
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public void ApplyToPlayer(Player player)
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{
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// this throw works for two reasons:
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// - every time `Player` loads, it deep-clones mods into itself, and the deep clone copies *only* `[SettingsSource]` properties
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// - `Player` is the only consumer of `IApplicableToPlayer` and it calls `ApplyToPlayer()` exactly once per mod instance
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// if either of the above assumptions no longer holds true for any reason, this will need to be reconsidered
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if (retries != null)
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throw new InvalidOperationException(@"Cannot apply this mod instance to a player twice.");
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retries = Retries.Value;
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}
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public bool PerformFail()
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{
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Debug.Assert(retries != null);
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if (retries == 0) return true;
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health.Value = health.MaxValue;
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retries--;
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return false;
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}
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public bool RestartOnFail => false;
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public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
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{
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health.BindTo(healthProcessor.Health);
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}
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}
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}
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