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https://github.com/ppy/osu
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Merge pull request #18017 from frenzibyte/improve-alternate-after-break
Improve "Alternate" mod to reset at first object after break
This commit is contained in:
commit
a03ea96338
@ -16,31 +16,6 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods
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{
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public class TestSceneOsuModAlternate : OsuModTestScene
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{
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[Test]
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public void TestInputAtIntro() => CreateModTest(new ModTestData
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{
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Mod = new OsuModAlternate(),
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PassCondition = () => Player.ScoreProcessor.Combo.Value == 1,
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Autoplay = false,
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Beatmap = new Beatmap
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{
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HitObjects = new List<HitObject>
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{
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new HitCircle
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{
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StartTime = 1000,
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Position = new Vector2(100),
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},
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},
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},
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ReplayFrames = new List<ReplayFrame>
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{
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new OsuReplayFrame(500, new Vector2(200), OsuAction.LeftButton),
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new OsuReplayFrame(501, new Vector2(200)),
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new OsuReplayFrame(1000, new Vector2(100), OsuAction.LeftButton),
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}
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});
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[Test]
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public void TestInputAlternating() => CreateModTest(new ModTestData
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{
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@ -116,17 +91,50 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods
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}
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});
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/// <summary>
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/// Ensures alternation is reset before the first hitobject after intro.
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/// </summary>
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[Test]
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public void TestInputSingularAtIntro() => CreateModTest(new ModTestData
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{
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Mod = new OsuModAlternate(),
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PassCondition = () => Player.ScoreProcessor.Combo.Value == 1,
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Autoplay = false,
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Beatmap = new Beatmap
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{
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HitObjects = new List<HitObject>
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{
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new HitCircle
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{
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StartTime = 1000,
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Position = new Vector2(100),
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},
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},
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},
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ReplayFrames = new List<ReplayFrame>
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{
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// first press during intro.
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new OsuReplayFrame(500, new Vector2(200), OsuAction.LeftButton),
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new OsuReplayFrame(501, new Vector2(200)),
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// press same key at hitobject and ensure it has been hit.
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new OsuReplayFrame(1000, new Vector2(100), OsuAction.LeftButton),
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}
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});
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/// <summary>
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/// Ensures alternation is reset before the first hitobject after a break.
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/// </summary>
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[Test]
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public void TestInputSingularWithBreak() => CreateModTest(new ModTestData
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{
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Mod = new OsuModAlternate(),
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PassCondition = () => Player.ScoreProcessor.Combo.Value == 2,
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PassCondition = () => Player.ScoreProcessor.Combo.Value == 0 && Player.ScoreProcessor.HighestCombo.Value == 2,
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Autoplay = false,
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Beatmap = new Beatmap
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{
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Breaks = new List<BreakPeriod>
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{
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new BreakPeriod(500, 2250),
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new BreakPeriod(500, 2000),
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},
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HitObjects = new List<HitObject>
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{
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@ -138,16 +146,29 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods
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new HitCircle
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{
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StartTime = 2500,
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Position = new Vector2(100),
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}
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Position = new Vector2(500, 100),
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},
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new HitCircle
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{
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StartTime = 3000,
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Position = new Vector2(500, 100),
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},
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}
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},
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ReplayFrames = new List<ReplayFrame>
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{
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// first press to start alternate lock.
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new OsuReplayFrame(500, new Vector2(100), OsuAction.LeftButton),
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new OsuReplayFrame(501, new Vector2(100)),
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new OsuReplayFrame(2500, new Vector2(100), OsuAction.LeftButton),
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new OsuReplayFrame(2501, new Vector2(100)),
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// press same key after break but before hit object.
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new OsuReplayFrame(2250, new Vector2(300, 100), OsuAction.LeftButton),
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new OsuReplayFrame(2251, new Vector2(300, 100)),
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// press same key at second hitobject and ensure it has been hit.
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new OsuReplayFrame(2500, new Vector2(500, 100), OsuAction.LeftButton),
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new OsuReplayFrame(2501, new Vector2(500, 100)),
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// press same key at third hitobject and ensure it has been missed.
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new OsuReplayFrame(3000, new Vector2(500, 100), OsuAction.LeftButton),
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new OsuReplayFrame(3001, new Vector2(500, 100)),
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}
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});
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}
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@ -2,21 +2,24 @@
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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.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Utils;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModAlternate : Mod, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToPlayer
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public class OsuModAlternate : Mod, IApplicableToDrawableRuleset<OsuHitObject>
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{
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public override string Name => @"Alternate";
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public override string Acronym => @"AL";
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@ -26,9 +29,16 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override ModType Type => ModType.Conversion;
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public override IconUsage? Icon => FontAwesome.Solid.Keyboard;
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private double firstObjectValidJudgementTime;
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private IBindable<bool> isBreakTime;
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private const double flash_duration = 1000;
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/// <summary>
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/// A tracker for periods where alternate should not be forced (i.e. non-gameplay periods).
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/// </summary>
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/// <remarks>
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/// This is different from <see cref="Player.IsBreakTime"/> in that the periods here end strictly at the first object after the break, rather than the break's end time.
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/// </remarks>
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private PeriodTracker nonGameplayPeriods;
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private OsuAction? lastActionPressed;
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private DrawableRuleset<OsuHitObject> ruleset;
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@ -39,29 +49,30 @@ namespace osu.Game.Rulesets.Osu.Mods
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ruleset = drawableRuleset;
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drawableRuleset.KeyBindingInputManager.Add(new InputInterceptor(this));
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var firstHitObject = ruleset.Objects.FirstOrDefault();
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firstObjectValidJudgementTime = (firstHitObject?.StartTime ?? 0) - (firstHitObject?.HitWindows.WindowFor(HitResult.Meh) ?? 0);
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var periods = new List<Period>();
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if (drawableRuleset.Objects.Any())
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{
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periods.Add(new Period(int.MinValue, getValidJudgementTime(ruleset.Objects.First()) - 1));
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foreach (BreakPeriod b in drawableRuleset.Beatmap.Breaks)
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periods.Add(new Period(b.StartTime, getValidJudgementTime(ruleset.Objects.First(h => h.StartTime >= b.EndTime)) - 1));
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static double getValidJudgementTime(HitObject hitObject) => hitObject.StartTime - hitObject.HitWindows.WindowFor(HitResult.Meh);
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}
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nonGameplayPeriods = new PeriodTracker(periods);
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gameplayClock = drawableRuleset.FrameStableClock;
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}
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public void ApplyToPlayer(Player player)
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{
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isBreakTime = player.IsBreakTime.GetBoundCopy();
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isBreakTime.ValueChanged += e =>
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{
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if (e.NewValue)
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lastActionPressed = null;
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};
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}
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private bool checkCorrectAction(OsuAction action)
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{
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if (isBreakTime.Value)
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return true;
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if (gameplayClock.CurrentTime < firstObjectValidJudgementTime)
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if (nonGameplayPeriods.IsInAny(gameplayClock.CurrentTime))
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{
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lastActionPressed = null;
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return true;
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}
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switch (action)
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{
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