mirror of https://github.com/ppy/osu
Adjust mania hit windows with gameplay rate
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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.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Scoring;
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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.Scoring;
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namespace osu.Game.Rulesets.Mania.Mods
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{
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/// <summary>
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/// May be attached to rate-adjustment mods to adjust hit windows adjust relative to gameplay rate.
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/// </summary>
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/// <remarks>
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/// Historically, in osu!mania, hit windows are expected to adjust relative to the gameplay rate such that the real-world hit window remains the same.
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/// </remarks>
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public interface IManiaRateAdjustmentMod : IApplicableToDifficulty, IApplicableToHitObject
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{
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BindableNumber<double> SpeedChange { get; }
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HitWindows HitWindows { get; set; }
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void IApplicableToDifficulty.ApplyToDifficulty(BeatmapDifficulty difficulty)
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{
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HitWindows = new ManiaHitWindows(SpeedChange.Value);
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HitWindows.SetDifficulty(difficulty.OverallDifficulty);
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}
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void IApplicableToHitObject.ApplyToHitObject(HitObject hitObject)
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{
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switch (hitObject)
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{
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case Note:
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hitObject.HitWindows = HitWindows;
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break;
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case HoldNote hold:
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hold.Head.HitWindows = HitWindows;
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hold.Tail.HitWindows = HitWindows;
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break;
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}
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}
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}
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}
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@ -1,11 +1,14 @@
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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.Mania.Scoring;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mania.Mods
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{
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public class ManiaModDaycore : ModDaycore
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public class ManiaModDaycore : ModDaycore, IManiaRateAdjustmentMod
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{
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public HitWindows HitWindows { get; set; } = new ManiaHitWindows();
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}
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}
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@ -1,11 +1,14 @@
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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.Mania.Scoring;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mania.Mods
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{
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public class ManiaModDoubleTime : ModDoubleTime
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public class ManiaModDoubleTime : ModDoubleTime, IManiaRateAdjustmentMod
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{
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public HitWindows HitWindows { get; set; } = new ManiaHitWindows();
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}
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}
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@ -1,11 +1,14 @@
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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.Mania.Scoring;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mania.Mods
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{
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public class ManiaModHalfTime : ModHalfTime
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public class ManiaModHalfTime : ModHalfTime, IManiaRateAdjustmentMod
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{
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public HitWindows HitWindows { get; set; } = new ManiaHitWindows();
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}
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}
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@ -2,11 +2,14 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mania.Mods
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{
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public class ManiaModNightcore : ModNightcore<ManiaHitObject>
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public class ManiaModNightcore : ModNightcore<ManiaHitObject>, IManiaRateAdjustmentMod
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{
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public HitWindows HitWindows { get; set; } = new ManiaHitWindows();
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}
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}
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@ -1,12 +1,25 @@
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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.Linq;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mania.Scoring
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{
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public class ManiaHitWindows : HitWindows
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{
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private readonly double multiplier;
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public ManiaHitWindows()
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: this(1)
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{
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}
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public ManiaHitWindows(double multiplier)
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{
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this.multiplier = multiplier;
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}
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public override bool IsHitResultAllowed(HitResult result)
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{
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switch (result)
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@ -22,5 +35,12 @@ public override bool IsHitResultAllowed(HitResult result)
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return false;
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}
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protected override DifficultyRange[] GetRanges() => base.GetRanges().Select(r =>
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new DifficultyRange(
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r.Result,
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r.Min * multiplier,
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r.Average * multiplier,
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r.Max * multiplier)).ToArray();
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}
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}
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