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Implement osu! autopilot mod (#4762)
Implement osu! autopilot mod Co-authored-by: Dean Herbert <pe@ppy.sh>
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commit
84944c51de
@ -2,13 +2,19 @@
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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 osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.StateChanges;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModAutopilot : Mod
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public class OsuModAutopilot : Mod, IApplicableFailOverride, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
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{
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public override string Name => "Autopilot";
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public override string Acronym => "AP";
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@ -17,5 +23,40 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override string Description => @"Automatic cursor movement - just follow the rhythm.";
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModSuddenDeath), typeof(ModNoFail), typeof(ModAutoplay) };
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public bool AllowFail => false;
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private OsuInputManager inputManager;
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private List<OsuReplayFrame> replayFrames;
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private int currentFrame;
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public void Update(Playfield playfield)
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{
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if (currentFrame == replayFrames.Count - 1) return;
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double time = playfield.Time.Current;
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// Very naive implementation of autopilot based on proximity to replay frames.
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// TODO: this needs to be based on user interactions to better match stable (pausing until judgement is registered).
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if (Math.Abs(replayFrames[currentFrame + 1].Time - time) <= Math.Abs(replayFrames[currentFrame].Time - time))
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{
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currentFrame++;
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new MousePositionAbsoluteInput { Position = playfield.ToScreenSpace(replayFrames[currentFrame].Position) }.Apply(inputManager.CurrentState, inputManager);
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}
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// TODO: Implement the functionality to automatically spin spinners
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}
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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// Grab the input manager to disable the user's cursor, and for future use
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inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
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inputManager.AllowUserCursorMovement = false;
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// Generate the replay frames the cursor should follow
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replayFrames = new OsuAutoGenerator(drawableRuleset.Beatmap).Generate().Frames.Cast<OsuReplayFrame>().ToList();
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}
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}
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}
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@ -18,6 +18,12 @@ namespace osu.Game.Rulesets.Osu
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set => ((OsuKeyBindingContainer)KeyBindingContainer).AllowUserPresses = value;
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}
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/// <summary>
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/// Whether the user's cursor movement events should be accepted.
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/// Can be used to block only movement while still accepting button input.
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/// </summary>
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public bool AllowUserCursorMovement { get; set; } = true;
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protected override RulesetKeyBindingContainer CreateKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
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=> new OsuKeyBindingContainer(ruleset, variant, unique);
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@ -26,6 +32,13 @@ namespace osu.Game.Rulesets.Osu
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{
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}
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protected override bool Handle(UIEvent e)
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{
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if (e is MouseMoveEvent && !AllowUserCursorMovement) return false;
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return base.Handle(e);
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}
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private class OsuKeyBindingContainer : RulesetKeyBindingContainer
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{
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public bool AllowUserPresses = true;
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@ -82,14 +82,13 @@ namespace osu.Game.Tests.Visual.UserInterface
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var easierMods = instance.GetModsFor(ModType.DifficultyReduction);
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var harderMods = instance.GetModsFor(ModType.DifficultyIncrease);
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var assistMods = instance.GetModsFor(ModType.Automation);
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var noFailMod = easierMods.FirstOrDefault(m => m is OsuModNoFail);
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var hiddenMod = harderMods.FirstOrDefault(m => m is OsuModHidden);
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var doubleTimeMod = harderMods.OfType<MultiMod>().FirstOrDefault(m => m.Mods.Any(a => a is OsuModDoubleTime));
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var autoPilotMod = assistMods.FirstOrDefault(m => m is OsuModAutopilot);
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var spunOutMod = easierMods.FirstOrDefault(m => m is OsuModSpunOut);
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var easy = easierMods.FirstOrDefault(m => m is OsuModEasy);
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var hardRock = harderMods.FirstOrDefault(m => m is OsuModHardRock);
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@ -101,7 +100,7 @@ namespace osu.Game.Tests.Visual.UserInterface
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testMultiplierTextColour(noFailMod, modSelect.LowMultiplierColour);
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testMultiplierTextColour(hiddenMod, modSelect.HighMultiplierColour);
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testUnimplementedMod(autoPilotMod);
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testUnimplementedMod(spunOutMod);
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}
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[Test]
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