fix alive hitobjects blocking hits in taiko with hd

This commit is contained in:
chayleaf 2023-07-20 20:53:27 +07:00
parent 285a232cc2
commit 970ea50269
2 changed files with 57 additions and 4 deletions

View File

@ -1,24 +1,71 @@
// 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;
using System.Linq;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Taiko.Mods;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Tests.Mods
{
public partial class TestSceneTaikoModHidden : TaikoModTestScene
{
private Func<bool> checkAllMaxResultJudgements(int count) => ()
=> Player.ScoreProcessor.JudgedHits >= count
&& Player.Results.All(result => result.Type == result.Judgement.MaxResult);
[Test]
public void TestDefaultBeatmapTest() => CreateModTest(new ModTestData
{
Mod = new TaikoModHidden(),
Autoplay = true,
PassCondition = checkSomeAutoplayHits
PassCondition = checkAllMaxResultJudgements(4),
});
private bool checkSomeAutoplayHits()
=> Player.ScoreProcessor.JudgedHits >= 4
&& Player.Results.All(result => result.Type == result.Judgement.MaxResult);
[Test]
public void TestHitTwoNotesWithinShortPeriod()
{
const double hit_time = 1;
var beatmap = new Beatmap<TaikoHitObject>
{
HitObjects = new List<TaikoHitObject>
{
new Hit
{
Type = HitType.Rim,
StartTime = hit_time,
},
new Hit
{
Type = HitType.Centre,
StartTime = hit_time * 2,
},
},
BeatmapInfo =
{
Difficulty = new BeatmapDifficulty
{
SliderTickRate = 4,
OverallDifficulty = 0,
},
Ruleset = new TaikoRuleset().RulesetInfo
},
};
beatmap.ControlPointInfo.Add(0, new EffectControlPoint { ScrollSpeed = 0.1f });
CreateModTest(new ModTestData
{
Mod = new TaikoModHidden(),
Autoplay = true,
PassCondition = checkAllMaxResultJudgements(2),
Beatmap = beatmap,
});
}
}
}

View File

@ -57,6 +57,12 @@ protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject,
{
hitObject.FadeOut(duration);
// Keep updating the object even after it stopped being visible.
// This is required because of the custom logic in DrawableHit's Update method.
// Specifically, pressHandledThisFrame wasn't reset, which caused further hits
// within the object's lifetime to be rejected.
hitObject.AlwaysPresent = true;
// DrawableHitObject sets LifetimeEnd to LatestTransformEndTime if it isn't manually changed.
// in order for the object to not be killed before its actual end time (as the latest transform ends earlier), set lifetime end explicitly.
hitObject.LifetimeEnd = state == ArmedState.Idle || !hitObject.AllJudged