osu/osu.Game.Rulesets.Osu/Mods/OsuModClassic.cs

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// 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.
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using System;
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using System.Linq;
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using osu.Framework.Bindables;
using osu.Framework.Graphics;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModClassic : ModClassic, IApplicableToHitObject, IApplicableToDrawableHitObject, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableHealthProcessor
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{
public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModStrictTracking)).ToArray();
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[SettingSource("No slider head accuracy requirement", "Scores sliders proportionally to the number of ticks hit.")]
public Bindable<bool> NoSliderHeadAccuracy { get; } = new BindableBool(true);
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[SettingSource("Apply classic note lock", "Applies note lock to the full hit window.")]
public Bindable<bool> ClassicNoteLock { get; } = new BindableBool(true);
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[SettingSource("Always play a slider's tail sample", "Always plays a slider's tail sample regardless of whether it was hit or not.")]
public Bindable<bool> AlwaysPlayTailSample { get; } = new BindableBool(true);
[SettingSource("Fade out hit circles earlier", "Make hit circles fade out into a miss, rather than after it.")]
public Bindable<bool> FadeHitCircleEarly { get; } = new Bindable<bool>(true);
[SettingSource("Classic health", "More closely resembles the original HP drain mechanics.")]
public Bindable<bool> ClassicHealth { get; } = new Bindable<bool>(true);
private bool usingHiddenFading;
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public void ApplyToHitObject(HitObject hitObject)
{
switch (hitObject)
{
case Slider slider:
slider.ClassicSliderBehaviour = NoSliderHeadAccuracy.Value;
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break;
}
}
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
var osuRuleset = (DrawableOsuRuleset)drawableRuleset;
if (ClassicNoteLock.Value)
{
double hittableRange = OsuHitWindows.MISS_WINDOW - (drawableRuleset.Mods.OfType<OsuModAutopilot>().Any() ? 200 : 0);
osuRuleset.Playfield.HitPolicy = new LegacyHitPolicy(hittableRange);
}
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usingHiddenFading = drawableRuleset.Mods.OfType<OsuModHidden>().SingleOrDefault()?.OnlyFadeApproachCircles.Value == false;
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}
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public void ApplyToDrawableHitObject(DrawableHitObject obj)
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{
switch (obj)
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{
case DrawableSliderHead head:
if (FadeHitCircleEarly.Value && !usingHiddenFading)
applyEarlyFading(head);
if (ClassicNoteLock.Value)
blockInputToObjectsUnderSliderHead(head);
break;
case DrawableSliderTail tail:
tail.SamplePlaysOnlyOnHit = !AlwaysPlayTailSample.Value;
break;
case DrawableHitCircle circle:
if (FadeHitCircleEarly.Value && !usingHiddenFading)
applyEarlyFading(circle);
break;
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}
}
/// <summary>
/// On stable, slider heads that have already been hit block input from reaching objects that may be underneath them
/// until the sliders they're part of have been fully judged.
/// The purpose of this method is to restore that behaviour.
/// In order to avoid introducing yet another confusing config option, this behaviour is roped into the general notion of "note lock".
/// </summary>
private static void blockInputToObjectsUnderSliderHead(DrawableSliderHead slider)
{
var oldHitAction = slider.HitArea.Hit;
slider.HitArea.Hit = () =>
{
oldHitAction?.Invoke();
return !slider.DrawableSlider.AllJudged;
};
}
private void applyEarlyFading(DrawableHitCircle circle)
{
circle.ApplyCustomUpdateState += (dho, state) =>
{
using (dho.BeginAbsoluteSequence(dho.StateUpdateTime))
{
if (state != ArmedState.Hit)
{
double okWindow = dho.HitObject.HitWindows.WindowFor(HitResult.Ok);
double lateMissFadeTime = dho.HitObject.HitWindows.WindowFor(HitResult.Meh) - okWindow;
dho.Delay(okWindow).FadeOut(lateMissFadeTime);
}
}
};
}
public HealthProcessor? CreateHealthProcessor(double drainStartTime) => ClassicHealth.Value ? new OsuLegacyHealthProcessor(drainStartTime) : null;
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}
}