Implement co-op keybindings

This commit is contained in:
smoogipoo 2018-01-15 17:43:45 +09:00
parent 0d79d16692
commit 351afc350e
2 changed files with 223 additions and 23 deletions

View File

@ -17,8 +17,10 @@ public ManiaInputManager(RulesetInfo ruleset, int variant)
public enum ManiaAction
{
[Description("Special")]
[Description("Special 1")]
Special = 1,
[Description("Special 2")]
Special2 = 2,
[Description("Key 1")]
Key1 = 1000,
@ -37,6 +39,24 @@ public enum ManiaAction
[Description("Key 8")]
Key8,
[Description("Key 9")]
Key9
Key9,
[Description("Key 10")]
Key10,
[Description("Key 11")]
Key11,
[Description("Key 12")]
Key12,
[Description("Key 13")]
Key13,
[Description("Key 14")]
Key14,
[Description("Key 15")]
Key15,
[Description("Key 16")]
Key16,
[Description("Key 17")]
Key17,
[Description("Key 18")]
Key18,
}
}

View File

@ -1,12 +1,14 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.UI;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Game.Graphics;
@ -117,42 +119,220 @@ public ManiaRuleset(RulesetInfo rulesetInfo = null)
{
}
public override IEnumerable<int> AvailableVariants => new[] { 1, 2, 3, 4, 5, 6, 7, 8, 9 };
public override IEnumerable<int> AvailableVariants
{
get
{
for (int i = 1; i <= 9; i++)
yield return (int)ManiaVariantType.Solo + i;
for (int i = 2; i <= 18; i++)
yield return (int)ManiaVariantType.Coop + i;
// Todo: Versus mode
}
}
public override IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0)
{
var leftKeys = new[]
switch (getVariantType(variant))
{
InputKey.A,
InputKey.S,
InputKey.D,
InputKey.F
};
case ManiaVariantType.Solo:
return new VariantMappingGenerator
{
LeftKeys = new[]
{
InputKey.A,
InputKey.S,
InputKey.D,
InputKey.F
},
RightKeys = new[]
{
InputKey.J,
InputKey.K,
InputKey.L,
InputKey.Semicolon
},
SpecialKey = InputKey.Space,
SpecialAction = ManiaAction.Special,
NormalActionStart = ManiaAction.Key1,
}.GenerateKeyBindingsFor(variant);
case ManiaVariantType.Coop:
case ManiaVariantType.Versus:
getMultiVariantKeyCounts(variant, out int p1K, out int p2K);
var rightKeys = new[]
var player1Bindings = new VariantMappingGenerator
{
LeftKeys = new[]
{
InputKey.Number1,
InputKey.Number2,
InputKey.Number3,
InputKey.Number4,
},
RightKeys = new[]
{
InputKey.Z,
InputKey.X,
InputKey.C,
InputKey.V
},
SpecialKey = InputKey.Tilde,
SpecialAction = ManiaAction.Special,
NormalActionStart = ManiaAction.Key1
}.GenerateKeyBindingsFor(p1K);
var player2Bindings = new VariantMappingGenerator
{
LeftKeys = new[]
{
InputKey.Number7,
InputKey.Number8,
InputKey.Number9,
InputKey.Number0
},
RightKeys = new[]
{
InputKey.O,
InputKey.P,
InputKey.BracketLeft,
InputKey.BracketRight
},
SpecialKey = InputKey.BackSlash,
SpecialAction = ManiaAction.Special2,
NormalActionStart = ManiaAction.Key10
}.GenerateKeyBindingsFor(p2K);
return player1Bindings.Concat(player2Bindings);
}
return new KeyBinding[0];
}
public override string GetVariantName(int variant)
{
switch (getVariantType(variant))
{
InputKey.J,
InputKey.K,
InputKey.L,
InputKey.Semicolon
};
default:
case ManiaVariantType.Solo:
return $"{variant}K";
case ManiaVariantType.Coop:
{
getMultiVariantKeyCounts(variant, out int p1K, out int p2K);
return $"{p1K}K + {p2K}K";
}
case ManiaVariantType.Versus:
{
getMultiVariantKeyCounts(variant, out int p1K, out int p2K);
return $"{p1K}K Vs. {p2K}K";
}
}
}
ManiaAction currentKey = ManiaAction.Key1;
/// <summary>
/// Finds the number of keys for each player in <see cref="ManiaVariantType.Coop"/> or <see cref="ManiaVariantType.Versus"/>.
/// </summary>
/// <param name="variant">The variant.</param>
/// <param name="player1Keys">The number of keys for player 1.</param>
/// <param name="player2Keys">The number of keys for player 2.</param>
private void getMultiVariantKeyCounts(int variant, out int player1Keys, out int player2Keys)
{
player1Keys = 0;
player2Keys = 0;
switch (getVariantType(variant))
{
case ManiaVariantType.Coop:
{
int totalKeys = variant - (int)ManiaVariantType.Coop;
player1Keys = (int)Math.Ceiling(totalKeys / 2f);
player2Keys = (int)Math.Floor(totalKeys / 2f);
break;
}
case ManiaVariantType.Versus:
{
int totalKeys = variant - (int)ManiaVariantType.Versus;
player1Keys = totalKeys;
player2Keys = totalKeys;
break;
}
}
}
/// <summary>
/// Finds the <see cref="ManiaVariantType"/> that corresponds to a variant value.
/// </summary>
/// <param name="variant">The variant value.</param>
/// <returns>The <see cref="ManiaVariantType"/> that corresponds to <paramref name="variant"/>.</returns>
private ManiaVariantType getVariantType(int variant)
{
return (ManiaVariantType)Enum.GetValues(typeof(ManiaVariantType)).Cast<int>().OrderByDescending(i => i).First(v => variant > v);
}
}
public class VariantMappingGenerator
{
/// <summary>
/// All the <see cref="InputKey"/>s available to the left hand.
/// </summary>
public InputKey[] LeftKeys;
/// <summary>
/// All the <see cref="InputKey"/>s available to the right hand.
/// </summary>
public InputKey[] RightKeys;
/// <summary>
/// The <see cref="InputKey"/> for the special key.
/// </summary>
public InputKey SpecialKey;
/// <summary>
/// The <see cref="ManiaAction"/> at which the normal columns should begin.
/// </summary>
public ManiaAction NormalActionStart;
/// <summary>
/// The <see cref="ManiaAction"/> for the special column.
/// </summary>
public ManiaAction SpecialAction;
/// <summary>
/// Generates a list of <see cref="KeyBinding"/>s for a specific number of columns.
/// </summary>
/// <param name="columns">The number of columns that need to be bound.</param>
/// <returns>The keybindings.</returns>
public IEnumerable<KeyBinding> GenerateKeyBindingsFor(int columns)
{
ManiaAction currentNormalAction = NormalActionStart;
var bindings = new List<KeyBinding>();
for (int i = leftKeys.Length - variant / 2; i < leftKeys.Length; i++)
bindings.Add(new KeyBinding(leftKeys[i], currentKey++));
for (int i = LeftKeys.Length - columns / 2; i < LeftKeys.Length; i++)
bindings.Add(new KeyBinding(LeftKeys[i], currentNormalAction++));
for (int i = 0; i < variant / 2; i++)
bindings.Add(new KeyBinding(rightKeys[i], currentKey++));
for (int i = 0; i < columns / 2; i++)
bindings.Add(new KeyBinding(RightKeys[i], currentNormalAction++));
if (variant % 2 == 1)
bindings.Insert(variant / 2, new KeyBinding(InputKey.Space, ManiaAction.Special));
if (columns % 2 == 1)
bindings.Add(new KeyBinding(SpecialKey, SpecialAction));
return bindings;
}
}
public override string GetVariantName(int variant) => $"{variant}K";
public enum ManiaVariantType
{
/// <summary>
/// Solo play keybinding variant (single stage).
/// </summary>
Solo = 0,
/// <summary>
/// Co-op play keybinding variant (multiple stages).
/// </summary>
Coop = 1000,
/// <summary>
/// Versus play keybinding variant (multiple stages).
/// </summary>
Versus = 10000
}
}