mirror of https://github.com/ppy/osu
Merge pull request #24233 from chayleaf/fix-taiko-maps-not-finishing
Fix taiko maps sporadically not completing with Hidden mod active
This commit is contained in:
commit
50e6f0aee9
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@ -1,6 +1,7 @@
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// 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.Linq;
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using NUnit.Framework;
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@ -10,6 +11,7 @@
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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@ -36,11 +38,12 @@ protected void AssertResult<T>(int index, HitResult expectedResult)
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() => Is.EqualTo(expectedResult));
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}
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protected void PerformTest(List<ReplayFrame> frames, Beatmap<TaikoHitObject>? beatmap = null)
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protected void PerformTest(List<ReplayFrame> frames, Beatmap<TaikoHitObject>? beatmap = null, Mod[]? mods = null)
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{
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AddStep("load player", () =>
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{
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Beatmap.Value = CreateWorkingBeatmap(beatmap);
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SelectedMods.Value = mods ?? Array.Empty<Mod>();
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var p = new ScoreAccessibleReplayPlayer(new Score { Replay = new Replay { Frames = frames } });
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@ -75,6 +75,25 @@ public void TestHitNoneDrumRoll()
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AssertResult<DrumRoll>(0, HitResult.IgnoreHit);
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}
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[Test]
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public void TestHitNoneStrongDrumRoll()
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{
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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}, CreateBeatmap(createDrumRoll(true)));
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AssertJudgementCount(12);
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for (int i = 0; i < 5; ++i)
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{
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AssertResult<DrumRollTick>(i, HitResult.IgnoreMiss);
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AssertResult<DrumRollTick.StrongNestedHit>(i, HitResult.IgnoreMiss);
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}
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AssertResult<DrumRoll>(0, HitResult.IgnoreHit);
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}
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[Test]
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public void TestHitAllStrongDrumRollWithOneKey()
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{
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@ -4,10 +4,14 @@
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Replays;
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using osu.Game.Rulesets.Taiko.Scoring;
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namespace osu.Game.Rulesets.Taiko.Tests.Judgements
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{
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@ -157,5 +161,58 @@ public void TestHighVelocityHit()
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AssertJudgementCount(1);
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AssertResult<Hit>(0, HitResult.Ok);
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}
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[Test]
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public void TestStrongHitOneKeyWithHidden()
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{
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const double hit_time = 1000;
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var beatmap = CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = hit_time,
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IsStrong = true
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});
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var hitWindows = new TaikoHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(hit_time + hitWindows.WindowFor(HitResult.Ok) - 1, TaikoAction.LeftCentre),
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}, beatmap, new Mod[] { new TaikoModHidden() });
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AssertJudgementCount(2);
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AssertResult<Hit>(0, HitResult.Ok);
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AssertResult<Hit.StrongNestedHit>(0, HitResult.IgnoreMiss);
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}
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[Test]
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public void TestStrongHitTwoKeysWithHidden()
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{
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const double hit_time = 1000;
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var beatmap = CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = hit_time,
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IsStrong = true
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});
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var hitWindows = new TaikoHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(hit_time + hitWindows.WindowFor(HitResult.Ok) - 1, TaikoAction.LeftCentre),
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new TaikoReplayFrame(hit_time + hitWindows.WindowFor(HitResult.Ok) + DrawableHit.StrongNestedHit.SECOND_HIT_WINDOW - 2, TaikoAction.LeftCentre, TaikoAction.RightCentre),
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}, beatmap, new Mod[] { new TaikoModHidden() });
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AssertJudgementCount(2);
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AssertResult<Hit>(0, HitResult.Ok);
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AssertResult<Hit.StrongNestedHit>(0, HitResult.LargeBonus);
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}
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}
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}
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@ -62,6 +62,8 @@ protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject,
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hitObject.LifetimeEnd = state == ArmedState.Idle || !hitObject.AllJudged
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? hitObject.HitObject.GetEndTime() + hitObject.HitObject.HitWindows.WindowFor(HitResult.Miss)
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: hitObject.HitStateUpdateTime;
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// extend the lifetime end of the object in order to allow its nested strong hit (if any) to be judged.
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hitObject.LifetimeEnd += DrawableHit.StrongNestedHit.SECOND_HIT_WINDOW;
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}
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break;
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@ -195,14 +195,6 @@ protected override void CheckForResult(bool userTriggered, double timeOffset)
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ApplyResult(r => r.Type = ParentHitObject.IsHit ? r.Judgement.MaxResult : r.Judgement.MinResult);
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}
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public override void OnKilled()
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{
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base.OnKilled();
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if (Time.Current > ParentHitObject.HitObject.GetEndTime() && !Judged)
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ApplyResult(r => r.Type = r.Judgement.MinResult);
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}
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public override bool OnPressed(KeyBindingPressEvent<TaikoAction> e) => false;
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}
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}
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@ -108,14 +108,6 @@ protected override void CheckForResult(bool userTriggered, double timeOffset)
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ApplyResult(r => r.Type = ParentHitObject.IsHit ? r.Judgement.MaxResult : r.Judgement.MinResult);
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}
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public override void OnKilled()
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{
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base.OnKilled();
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if (Time.Current > ParentHitObject.HitObject.GetEndTime() && !Judged)
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ApplyResult(r => r.Type = r.Judgement.MinResult);
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}
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public override bool OnPressed(KeyBindingPressEvent<TaikoAction> e) => false;
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}
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}
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@ -1,6 +1,7 @@
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// 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 osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Taiko.Judgements;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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@ -16,5 +17,17 @@ protected DrawableStrongNestedHit(StrongNestedHitObject? nestedHit)
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: base(nestedHit)
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{
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}
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public override void OnKilled()
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{
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base.OnKilled();
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// usually, the strong nested hit isn't judged itself, it is judged by its parent object.
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// however, in rare cases (see: drum rolls, hits with hidden active),
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// it can happen that the hit window of the nested strong hit extends past the lifetime of the parent object.
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// this is a safety to prevent such cases from causing the nested hit to never be judged and as such prevent gameplay from completing.
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if (!Judged && Time.Current > ParentHitObject?.HitObject.GetEndTime())
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ApplyResult(r => r.Type = r.Judgement.MinResult);
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}
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}
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}
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