Crates.io | rosu-mods |
lib.rs | rosu-mods |
version | 0.2.1 |
source | src |
created_at | 2024-07-04 09:43:10.988254 |
updated_at | 2024-11-28 12:03:41.309743 |
description | Library for osu! mods |
homepage | |
repository | https://github.com/MaxOhn/rosu-mods |
max_upload_size | |
id | 1291510 |
size | 760,005 |
A library to provide types for all osu! gamemods as defined in the official mods.json file.
Individual gamemod types are generated automatically through the generate-mods
binary.
In total there are three different collections for mods.
GameModsLegacy
GameModsLegacy
is a lightweight type that is essentially just bitflags for the legacy mods.
use rosu_mods::GameModsLegacy;
let hdnc = GameModsLegacy::Nightcore | GameModsLegacy::Hidden;
assert_eq!(hdnc.to_string(), "HDNC");
assert!(hdnc.contains(GameModsLegacy::DoubleTime));
GameMods
GameMods
is a collection of the GameMod
enum. GameMod
distinguishes between each
mode so if a mod is valid for multiple modes, each of those modes will have a variant for that
mod.
use rosu_mods::{GameMod, GameMods, generated_mods::AccuracyChallengeMania};
// The `mods!` macro is only available if the `macros` feature is enabled
let mut mods: GameMods = rosu_mods::mods!(Taiko: AC HR);
// In addition to the two taiko mods, let's add a mania mod too
mods.insert(GameMod::AccuracyChallengeMania(AccuracyChallengeMania {
restart: Some(true),
..Default::default()
}));
assert_eq!(mods.to_string(), "HRACAC");
let mut iter = mods.into_iter();
assert_eq!(iter.next(), Some(GameMod::HardRockTaiko(Default::default())));
assert_eq!(iter.next(), Some(GameMod::AccuracyChallengeTaiko(Default::default())));
assert_eq!(iter.next(), Some(GameMod::AccuracyChallengeMania(AccuracyChallengeMania {
restart: Some(true),
minimum_accuracy: None,
accuracy_judge_mode: None,
})));
assert_eq!(iter.next(), None);
GameModsIntermode
GameModsIntermode
is a collection of the GameModIntermode
enum. Unlike GameMod
,
this enum does not distinguish between modes. As such, variants do not carry further data
because a mod may have different settings depending on the mode.
Since GameModsIntermode
does not carry additional data and also consists of fewer variants,
it is generally easier to deal with than GameMods
.
use rosu_mods::{GameModIntermode, GameModsIntermode};
// The `mods!` macro is only available if the `macros` feature is enabled
let mut mods: GameModsIntermode = rosu_mods::mods!(WG FI);
// Let's add some more mods
mods.extend([GameModIntermode::Easy, GameModIntermode::HardRock]);
assert_eq!(mods.to_string(), "EZHRFIWG");
let mut iter = mods.into_iter();
assert_eq!(iter.next(), Some(GameModIntermode::Easy));
assert_eq!(iter.next(), Some(GameModIntermode::HardRock));
assert_eq!(iter.next(), Some(GameModIntermode::FadeIn));
assert_eq!(iter.next(), Some(GameModIntermode::Wiggle));
assert_eq!(iter.next(), None);
Flag | Description | Dependencies |
---|---|---|
default |
No features enabled | |
macros |
Enables the mods! macro |
paste |
serde |
Implements serde::{Deserialize, Serialize} for all types and enables the serde module |
serde |
rkyv |
Implements rkyv::{Archive, Serialize, Deserialize} for all types and enables the rkyv module |
rkyv |