osu/osu.Game.Rulesets.Osu/UI/OrderedHitPolicy.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.
using System;
using System.Collections.Generic;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Osu.UI
{
/// <summary>
/// Ensures that <see cref="HitObject"/>s are hit in-order. Affectionately known as "note lock".
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/// If a <see cref="HitObject"/> is hit out of order:
/// <list type="number">
/// <item><description>The hit is blocked if it occurred earlier than the previous <see cref="HitObject"/>'s start time.</description></item>
/// <item><description>The hit causes all previous <see cref="HitObject"/>s to missed otherwise.</description></item>
/// </list>
/// </summary>
public class OrderedHitPolicy
{
private readonly HitObjectContainer hitObjectContainer;
public OrderedHitPolicy(HitObjectContainer hitObjectContainer)
{
this.hitObjectContainer = hitObjectContainer;
}
/// <summary>
/// Determines whether a <see cref="DrawableHitObject"/> can be hit at a point in time.
/// </summary>
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to check.</param>
/// <param name="time">The time to check.</param>
/// <returns>Whether <paramref name="hitObject"/> can be hit at the given <paramref name="time"/>.</returns>
public bool IsHittable(DrawableHitObject hitObject, double time)
{
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DrawableHitObject blockingObject = null;
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foreach (var obj in enumerateHitObjectsUpTo(hitObject.HitObject.StartTime))
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{
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if (hitObjectCanBlockFutureHits(obj))
blockingObject = obj;
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}
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// If there is no previous hitobject, allow the hit.
if (blockingObject == null)
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return true;
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// A hit is allowed if:
// 1. The last blocking hitobject has been judged.
// 2. The current time is after the last hitobject's start time.
// Hits at exactly the same time as the blocking hitobject are allowed for maps that contain simultaneous hitobjects (e.g. /b/372245).
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return blockingObject.Judged || time >= blockingObject.HitObject.StartTime;
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}
/// <summary>
/// Handles a <see cref="HitObject"/> being hit to potentially miss all earlier <see cref="HitObject"/>s.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> that was hit.</param>
public void HandleHit(DrawableHitObject hitObject)
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{
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// Hitobjects which themselves don't block future hitobjects don't cause misses (e.g. slider ticks, spinners).
if (!hitObjectCanBlockFutureHits(hitObject))
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return;
if (!IsHittable(hitObject, hitObject.HitObject.StartTime + hitObject.Result.TimeOffset))
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throw new InvalidOperationException($"A {hitObject} was hit before it became hittable!");
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foreach (var obj in enumerateHitObjectsUpTo(hitObject.HitObject.StartTime))
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{
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if (obj.Judged)
continue;
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if (hitObjectCanBlockFutureHits(obj))
((DrawableOsuHitObject)obj).MissForcefully();
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}
}
/// <summary>
/// Whether a <see cref="HitObject"/> blocks hits on future <see cref="HitObject"/>s until its start time is reached.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> to test.</param>
private static bool hitObjectCanBlockFutureHits(DrawableHitObject hitObject)
=> hitObject is DrawableHitCircle;
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private IEnumerable<DrawableHitObject> enumerateHitObjectsUpTo(double targetTime)
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{
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foreach (var obj in hitObjectContainer.AliveObjects)
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{
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if (obj.HitObject.StartTime >= targetTime)
yield break;
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yield return obj;
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foreach (var nestedObj in obj.NestedHitObjects)
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{
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if (nestedObj.HitObject.StartTime >= targetTime)
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break;
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yield return nestedObj;
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}
}
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}
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}
}