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Merge pull request #11683 from smoogipoo/classic-mode-flags
Add classic mod for the osu! ruleset
This commit is contained in:
commit
da9af65ee0
491
osu.Game.Rulesets.Osu.Tests/TestSceneObjectOrderedHitPolicy.cs
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491
osu.Game.Rulesets.Osu.Tests/TestSceneObjectOrderedHitPolicy.cs
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@ -0,0 +1,491 @@
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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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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Screens;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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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.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.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.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Visual;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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public class TestSceneObjectOrderedHitPolicy : RateAdjustedBeatmapTestScene
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{
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private const double early_miss_window = 1000; // time after -1000 to -500 is considered a miss
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private const double late_miss_window = 500; // time after +500 is considered a miss
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/// <summary>
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/// Tests clicking a future circle before the first circle's start time, while the first circle HAS NOT been judged.
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/// </summary>
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[Test]
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public void TestClickSecondCircleBeforeFirstCircleTime()
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{
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const double time_first_circle = 1500;
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const double time_second_circle = 1600;
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Vector2 positionFirstCircle = Vector2.Zero;
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Vector2 positionSecondCircle = new Vector2(80);
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var hitObjects = new List<OsuHitObject>
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{
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new TestHitCircle
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{
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StartTime = time_first_circle,
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Position = positionFirstCircle
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},
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new TestHitCircle
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{
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StartTime = time_second_circle,
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Position = positionSecondCircle
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle - 100, Position = positionSecondCircle, Actions = { OsuAction.LeftButton } }
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});
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addJudgementAssert(hitObjects[0], HitResult.Miss);
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addJudgementAssert(hitObjects[1], HitResult.Miss);
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addJudgementOffsetAssert(hitObjects[0], late_miss_window);
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}
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/// <summary>
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/// Tests clicking a future circle at the first circle's start time, while the first circle HAS NOT been judged.
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/// </summary>
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[Test]
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public void TestClickSecondCircleAtFirstCircleTime()
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{
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const double time_first_circle = 1500;
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const double time_second_circle = 1600;
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Vector2 positionFirstCircle = Vector2.Zero;
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Vector2 positionSecondCircle = new Vector2(80);
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var hitObjects = new List<OsuHitObject>
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{
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new TestHitCircle
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{
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StartTime = time_first_circle,
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Position = positionFirstCircle
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},
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new TestHitCircle
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{
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StartTime = time_second_circle,
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Position = positionSecondCircle
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle, Position = positionSecondCircle, Actions = { OsuAction.LeftButton } }
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});
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addJudgementAssert(hitObjects[0], HitResult.Miss);
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addJudgementAssert(hitObjects[1], HitResult.Miss);
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addJudgementOffsetAssert(hitObjects[0], late_miss_window);
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}
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/// <summary>
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/// Tests clicking a future circle after the first circle's start time, while the first circle HAS NOT been judged.
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/// </summary>
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[Test]
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public void TestClickSecondCircleAfterFirstCircleTime()
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{
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const double time_first_circle = 1500;
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const double time_second_circle = 1600;
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Vector2 positionFirstCircle = Vector2.Zero;
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Vector2 positionSecondCircle = new Vector2(80);
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var hitObjects = new List<OsuHitObject>
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{
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new TestHitCircle
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{
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StartTime = time_first_circle,
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Position = positionFirstCircle
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},
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new TestHitCircle
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{
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StartTime = time_second_circle,
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Position = positionSecondCircle
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle + 100, Position = positionSecondCircle, Actions = { OsuAction.LeftButton } }
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});
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addJudgementAssert(hitObjects[0], HitResult.Miss);
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addJudgementAssert(hitObjects[1], HitResult.Miss);
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addJudgementOffsetAssert(hitObjects[0], late_miss_window);
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}
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/// <summary>
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/// Tests clicking a future circle before the first circle's start time, while the first circle HAS been judged.
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/// </summary>
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[Test]
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public void TestClickSecondCircleBeforeFirstCircleTimeWithFirstCircleJudged()
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{
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const double time_first_circle = 1500;
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const double time_second_circle = 1600;
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Vector2 positionFirstCircle = Vector2.Zero;
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Vector2 positionSecondCircle = new Vector2(80);
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var hitObjects = new List<OsuHitObject>
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{
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new TestHitCircle
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{
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StartTime = time_first_circle,
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Position = positionFirstCircle
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},
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new TestHitCircle
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{
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StartTime = time_second_circle,
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Position = positionSecondCircle
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle - 200, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_first_circle - 100, Position = positionSecondCircle, Actions = { OsuAction.RightButton } }
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});
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addJudgementAssert(hitObjects[0], HitResult.Great);
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addJudgementAssert(hitObjects[1], HitResult.Great);
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addJudgementOffsetAssert(hitObjects[0], -200); // time_first_circle - 200
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addJudgementOffsetAssert(hitObjects[0], -200); // time_second_circle - first_circle_time - 100
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}
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/// <summary>
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/// Tests clicking a future circle after the first circle's start time, while the first circle HAS been judged.
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/// </summary>
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[Test]
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public void TestClickSecondCircleAfterFirstCircleTimeWithFirstCircleJudged()
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{
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const double time_first_circle = 1500;
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const double time_second_circle = 1600;
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Vector2 positionFirstCircle = Vector2.Zero;
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Vector2 positionSecondCircle = new Vector2(80);
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var hitObjects = new List<OsuHitObject>
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{
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new TestHitCircle
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{
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StartTime = time_first_circle,
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Position = positionFirstCircle
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},
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new TestHitCircle
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{
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StartTime = time_second_circle,
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Position = positionSecondCircle
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle - 200, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_first_circle, Position = positionSecondCircle, Actions = { OsuAction.RightButton } }
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});
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addJudgementAssert(hitObjects[0], HitResult.Great);
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addJudgementAssert(hitObjects[1], HitResult.Great);
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addJudgementOffsetAssert(hitObjects[0], -200); // time_first_circle - 200
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addJudgementOffsetAssert(hitObjects[1], -100); // time_second_circle - first_circle_time
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}
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/// <summary>
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/// Tests clicking a future circle after a slider's start time, but hitting all slider ticks.
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/// </summary>
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[Test]
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public void TestMissSliderHeadAndHitAllSliderTicks()
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{
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const double time_slider = 1500;
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const double time_circle = 1510;
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Vector2 positionCircle = Vector2.Zero;
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Vector2 positionSlider = new Vector2(80);
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var hitObjects = new List<OsuHitObject>
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{
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new TestHitCircle
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{
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StartTime = time_circle,
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Position = positionCircle
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},
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new TestSlider
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{
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StartTime = time_slider,
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Position = positionSlider,
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Path = new SliderPath(PathType.Linear, new[]
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{
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Vector2.Zero,
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new Vector2(25, 0),
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})
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_slider, Position = positionCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_slider + 10, Position = positionSlider, Actions = { OsuAction.RightButton } }
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});
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addJudgementAssert(hitObjects[0], HitResult.Miss);
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addJudgementAssert(hitObjects[1], HitResult.Great);
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addJudgementAssert("slider head", () => ((Slider)hitObjects[1]).HeadCircle, HitResult.LargeTickHit);
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addJudgementAssert("slider tick", () => ((Slider)hitObjects[1]).NestedHitObjects[1] as SliderTick, HitResult.LargeTickHit);
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}
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/// <summary>
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/// Tests clicking hitting future slider ticks before a circle.
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/// </summary>
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[Test]
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public void TestHitSliderTicksBeforeCircle()
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{
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const double time_slider = 1500;
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const double time_circle = 1510;
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Vector2 positionCircle = Vector2.Zero;
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Vector2 positionSlider = new Vector2(30);
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var hitObjects = new List<OsuHitObject>
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{
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new TestHitCircle
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{
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StartTime = time_circle,
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Position = positionCircle
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},
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new TestSlider
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{
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StartTime = time_slider,
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Position = positionSlider,
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Path = new SliderPath(PathType.Linear, new[]
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{
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Vector2.Zero,
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new Vector2(25, 0),
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})
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_slider, Position = positionSlider, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_circle + late_miss_window - 100, Position = positionCircle, Actions = { OsuAction.RightButton } },
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new OsuReplayFrame { Time = time_circle + late_miss_window - 90, Position = positionSlider, Actions = { OsuAction.LeftButton } },
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});
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addJudgementAssert(hitObjects[0], HitResult.Great);
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addJudgementAssert(hitObjects[1], HitResult.Great);
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addJudgementAssert("slider head", () => ((Slider)hitObjects[1]).HeadCircle, HitResult.LargeTickHit);
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addJudgementAssert("slider tick", () => ((Slider)hitObjects[1]).NestedHitObjects[1] as SliderTick, HitResult.LargeTickHit);
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}
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/// <summary>
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/// Tests clicking a future circle before a spinner.
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/// </summary>
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[Test]
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public void TestHitCircleBeforeSpinner()
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{
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const double time_spinner = 1500;
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const double time_circle = 1800;
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Vector2 positionCircle = Vector2.Zero;
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var hitObjects = new List<OsuHitObject>
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{
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new TestSpinner
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{
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StartTime = time_spinner,
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Position = new Vector2(256, 192),
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EndTime = time_spinner + 1000,
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},
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new TestHitCircle
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{
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StartTime = time_circle,
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Position = positionCircle
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},
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_spinner - 100, Position = positionCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_spinner + 10, Position = new Vector2(236, 192), Actions = { OsuAction.RightButton } },
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new OsuReplayFrame { Time = time_spinner + 20, Position = new Vector2(256, 172), Actions = { OsuAction.RightButton } },
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new OsuReplayFrame { Time = time_spinner + 30, Position = new Vector2(276, 192), Actions = { OsuAction.RightButton } },
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new OsuReplayFrame { Time = time_spinner + 40, Position = new Vector2(256, 212), Actions = { OsuAction.RightButton } },
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new OsuReplayFrame { Time = time_spinner + 50, Position = new Vector2(236, 192), Actions = { OsuAction.RightButton } },
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});
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addJudgementAssert(hitObjects[0], HitResult.Great);
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addJudgementAssert(hitObjects[1], HitResult.Great);
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}
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[Test]
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public void TestHitSliderHeadBeforeHitCircle()
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{
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const double time_circle = 1000;
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const double time_slider = 1200;
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Vector2 positionCircle = Vector2.Zero;
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Vector2 positionSlider = new Vector2(80);
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var hitObjects = new List<OsuHitObject>
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{
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new TestHitCircle
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{
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StartTime = time_circle,
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Position = positionCircle
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},
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new TestSlider
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{
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StartTime = time_slider,
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Position = positionSlider,
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Path = new SliderPath(PathType.Linear, new[]
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{
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Vector2.Zero,
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new Vector2(25, 0),
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})
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_circle - 100, Position = positionSlider, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_circle, Position = positionCircle, Actions = { OsuAction.RightButton } },
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new OsuReplayFrame { Time = time_slider, Position = positionSlider, Actions = { OsuAction.LeftButton } },
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});
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addJudgementAssert(hitObjects[0], HitResult.Great);
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addJudgementAssert(hitObjects[1], HitResult.Great);
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}
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private void addJudgementAssert(OsuHitObject hitObject, HitResult result)
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{
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AddAssert($"({hitObject.GetType().ReadableName()} @ {hitObject.StartTime}) judgement is {result}",
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() => judgementResults.Single(r => r.HitObject == hitObject).Type == result);
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}
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private void addJudgementAssert(string name, Func<OsuHitObject> hitObject, HitResult result)
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{
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AddAssert($"{name} judgement is {result}",
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() => judgementResults.Single(r => r.HitObject == hitObject()).Type == result);
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}
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private void addJudgementOffsetAssert(OsuHitObject hitObject, double offset)
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{
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AddAssert($"({hitObject.GetType().ReadableName()} @ {hitObject.StartTime}) judged at {offset}",
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() => Precision.AlmostEquals(judgementResults.Single(r => r.HitObject == hitObject).TimeOffset, offset, 100));
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}
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private ScoreAccessibleReplayPlayer currentPlayer;
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private List<JudgementResult> judgementResults;
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private void performTest(List<OsuHitObject> hitObjects, List<ReplayFrame> frames)
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{
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AddStep("load player", () =>
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{
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Beatmap.Value = CreateWorkingBeatmap(new Beatmap<OsuHitObject>
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{
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HitObjects = hitObjects,
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BeatmapInfo =
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{
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BaseDifficulty = new BeatmapDifficulty { SliderTickRate = 3 },
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Ruleset = new OsuRuleset().RulesetInfo
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},
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});
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Beatmap.Value.Beatmap.ControlPointInfo.Add(0, new DifficultyControlPoint { SpeedMultiplier = 0.1f });
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SelectedMods.Value = new[] { new OsuModClassic() };
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var p = new ScoreAccessibleReplayPlayer(new Score { Replay = new Replay { Frames = frames } });
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p.OnLoadComplete += _ =>
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{
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p.ScoreProcessor.NewJudgement += result =>
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{
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if (currentPlayer == p) judgementResults.Add(result);
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};
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};
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LoadScreen(currentPlayer = p);
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judgementResults = new List<JudgementResult>();
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});
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
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}
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private class TestHitCircle : HitCircle
|
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{
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protected override HitWindows CreateHitWindows() => new TestHitWindows();
|
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}
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private class TestSlider : Slider
|
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{
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||||
public TestSlider()
|
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{
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||||
DefaultsApplied += _ =>
|
||||
{
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||||
HeadCircle.HitWindows = new TestHitWindows();
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TailCircle.HitWindows = new TestHitWindows();
|
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HeadCircle.HitWindows.SetDifficulty(0);
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TailCircle.HitWindows.SetDifficulty(0);
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};
|
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}
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}
|
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private class TestSpinner : Spinner
|
||||
{
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||||
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
|
||||
{
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||||
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
|
||||
SpinsRequired = 1;
|
||||
}
|
||||
}
|
||||
|
||||
private class TestHitWindows : HitWindows
|
||||
{
|
||||
private static readonly DifficultyRange[] ranges =
|
||||
{
|
||||
new DifficultyRange(HitResult.Great, 500, 500, 500),
|
||||
new DifficultyRange(HitResult.Miss, early_miss_window, early_miss_window, early_miss_window),
|
||||
};
|
||||
|
||||
public override bool IsHitResultAllowed(HitResult result) => result == HitResult.Great || result == HitResult.Miss;
|
||||
|
||||
protected override DifficultyRange[] GetRanges() => ranges;
|
||||
}
|
||||
|
||||
private class ScoreAccessibleReplayPlayer : ReplayPlayer
|
||||
{
|
||||
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
|
||||
|
||||
protected override bool PauseOnFocusLost => false;
|
||||
|
||||
public ScoreAccessibleReplayPlayer(Score score)
|
||||
: base(score, new PlayerConfiguration
|
||||
{
|
||||
AllowPause = false,
|
||||
ShowResults = false,
|
||||
})
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -27,7 +27,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
{
|
||||
base.Update();
|
||||
|
||||
CirclePiece.UpdateFrom(position == SliderPosition.Start ? HitObject.HeadCircle : HitObject.TailCircle);
|
||||
CirclePiece.UpdateFrom(position == SliderPosition.Start ? (HitCircle)HitObject.HeadCircle : HitObject.TailCircle);
|
||||
}
|
||||
|
||||
// Todo: This is temporary, since the slider circle masks don't do anything special yet. In the future they will handle input.
|
||||
|
12
osu.Game.Rulesets.Osu/Judgements/SliderTickJudgement.cs
Normal file
12
osu.Game.Rulesets.Osu/Judgements/SliderTickJudgement.cs
Normal file
@ -0,0 +1,12 @@
|
||||
// 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 osu.Game.Rulesets.Scoring;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Judgements
|
||||
{
|
||||
public class SliderTickJudgement : OsuJudgement
|
||||
{
|
||||
public override HitResult MaxResult => HitResult.LargeTickHit;
|
||||
}
|
||||
}
|
86
osu.Game.Rulesets.Osu/Mods/OsuModClassic.cs
Normal file
86
osu.Game.Rulesets.Osu/Mods/OsuModClassic.cs
Normal file
@ -0,0 +1,86 @@
|
||||
// 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.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu.UI;
|
||||
using osu.Game.Rulesets.UI;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
public class OsuModClassic : Mod, IApplicableToHitObject, IApplicableToDrawableHitObjects, IApplicableToDrawableRuleset<OsuHitObject>
|
||||
{
|
||||
public override string Name => "Classic";
|
||||
|
||||
public override string Acronym => "CL";
|
||||
|
||||
public override double ScoreMultiplier => 1;
|
||||
|
||||
public override IconUsage? Icon => FontAwesome.Solid.History;
|
||||
|
||||
public override string Description => "Feeling nostalgic?";
|
||||
|
||||
public override bool Ranked => false;
|
||||
|
||||
public override ModType Type => ModType.Conversion;
|
||||
|
||||
[SettingSource("No slider head accuracy requirement", "Scores sliders proportionally to the number of ticks hit.")]
|
||||
public Bindable<bool> NoSliderHeadAccuracy { get; } = new BindableBool(true);
|
||||
|
||||
[SettingSource("No slider head movement", "Pins slider heads at their starting position, regardless of time.")]
|
||||
public Bindable<bool> NoSliderHeadMovement { get; } = new BindableBool(true);
|
||||
|
||||
[SettingSource("Apply classic note lock", "Applies note lock to the full hit window.")]
|
||||
public Bindable<bool> ClassicNoteLock { get; } = new BindableBool(true);
|
||||
|
||||
[SettingSource("Use fixed slider follow circle hit area", "Makes the slider follow circle track its final size at all times.")]
|
||||
public Bindable<bool> FixedFollowCircleHitArea { get; } = new BindableBool(true);
|
||||
|
||||
public void ApplyToHitObject(HitObject hitObject)
|
||||
{
|
||||
switch (hitObject)
|
||||
{
|
||||
case Slider slider:
|
||||
slider.OnlyJudgeNestedObjects = !NoSliderHeadAccuracy.Value;
|
||||
|
||||
foreach (var head in slider.NestedHitObjects.OfType<SliderHeadCircle>())
|
||||
head.JudgeAsNormalHitCircle = !NoSliderHeadAccuracy.Value;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
|
||||
{
|
||||
var osuRuleset = (DrawableOsuRuleset)drawableRuleset;
|
||||
|
||||
if (ClassicNoteLock.Value)
|
||||
osuRuleset.Playfield.HitPolicy = new ObjectOrderedHitPolicy();
|
||||
}
|
||||
|
||||
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
|
||||
{
|
||||
foreach (var obj in drawables)
|
||||
{
|
||||
switch (obj)
|
||||
{
|
||||
case DrawableSlider slider:
|
||||
slider.Ball.InputTracksVisualSize = !FixedFollowCircleHitArea.Value;
|
||||
break;
|
||||
|
||||
case DrawableSliderHead head:
|
||||
head.TrackFollowCircle = !NoSliderHeadMovement.Value;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -123,7 +123,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
||||
return;
|
||||
}
|
||||
|
||||
var result = HitObject.HitWindows.ResultFor(timeOffset);
|
||||
var result = ResultFor(timeOffset);
|
||||
|
||||
if (result == HitResult.None || CheckHittable?.Invoke(this, Time.Current) == false)
|
||||
{
|
||||
@ -146,6 +146,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves the <see cref="HitResult"/> for a time offset.
|
||||
/// </summary>
|
||||
/// <param name="timeOffset">The time offset.</param>
|
||||
/// <returns>The hit result, or <see cref="HitResult.None"/> if <paramref name="timeOffset"/> doesn't result in a judgement.</returns>
|
||||
protected virtual HitResult ResultFor(double timeOffset) => HitObject.HitWindows.ResultFor(timeOffset);
|
||||
|
||||
protected override void UpdateInitialTransforms()
|
||||
{
|
||||
base.UpdateInitialTransforms();
|
||||
|
@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
||||
|
||||
if (JudgedObject?.HitObject is OsuHitObject osuObject)
|
||||
{
|
||||
Position = osuObject.StackedPosition;
|
||||
Position = osuObject.StackedEndPosition;
|
||||
Scale = new Vector2(osuObject.Scale);
|
||||
}
|
||||
}
|
||||
|
@ -15,6 +15,7 @@ using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Osu.Skinning;
|
||||
using osu.Game.Rulesets.Osu.Skinning.Default;
|
||||
using osu.Game.Rulesets.Osu.UI;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osuTK.Graphics;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
@ -30,7 +31,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
||||
public SliderBall Ball { get; private set; }
|
||||
public SkinnableDrawable Body { get; private set; }
|
||||
|
||||
public override bool DisplayResult => false;
|
||||
public override bool DisplayResult => !HitObject.OnlyJudgeNestedObjects;
|
||||
|
||||
private PlaySliderBody sliderBody => Body.Drawable as PlaySliderBody;
|
||||
|
||||
@ -249,7 +250,30 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
||||
if (userTriggered || Time.Current < HitObject.EndTime)
|
||||
return;
|
||||
|
||||
ApplyResult(r => r.Type = NestedHitObjects.Any(h => h.Result.IsHit) ? r.Judgement.MaxResult : r.Judgement.MinResult);
|
||||
// If only the nested hitobjects are judged, then the slider's own judgement is ignored for scoring purposes.
|
||||
// But the slider needs to still be judged with a reasonable hit/miss result for visual purposes (hit/miss transforms, etc).
|
||||
if (HitObject.OnlyJudgeNestedObjects)
|
||||
{
|
||||
ApplyResult(r => r.Type = NestedHitObjects.Any(h => h.Result.IsHit) ? r.Judgement.MaxResult : r.Judgement.MinResult);
|
||||
return;
|
||||
}
|
||||
|
||||
// Otherwise, if this slider also needs to be judged, apply judgement proportionally to the number of nested hitobjects hit. This is the classic osu!stable scoring.
|
||||
ApplyResult(r =>
|
||||
{
|
||||
int totalTicks = NestedHitObjects.Count;
|
||||
int hitTicks = NestedHitObjects.Count(h => h.IsHit);
|
||||
|
||||
if (hitTicks == totalTicks)
|
||||
r.Type = HitResult.Great;
|
||||
else if (hitTicks == 0)
|
||||
r.Type = HitResult.Miss;
|
||||
else
|
||||
{
|
||||
double hitFraction = (double)hitTicks / totalTicks;
|
||||
r.Type = hitFraction >= 0.5 ? HitResult.Ok : HitResult.Meh;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public override void PlaySamples()
|
||||
|
@ -7,16 +7,27 @@ using JetBrains.Annotations;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
||||
{
|
||||
public class DrawableSliderHead : DrawableHitCircle
|
||||
{
|
||||
public new SliderHeadCircle HitObject => (SliderHeadCircle)base.HitObject;
|
||||
|
||||
[CanBeNull]
|
||||
public Slider Slider => DrawableSlider?.HitObject;
|
||||
|
||||
protected DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;
|
||||
|
||||
public override bool DisplayResult => HitObject?.JudgeAsNormalHitCircle ?? base.DisplayResult;
|
||||
|
||||
/// <summary>
|
||||
/// Makes this <see cref="DrawableSliderHead"/> track the follow circle when the start time is reached.
|
||||
/// If <c>false</c>, this <see cref="DrawableSliderHead"/> will be pinned to its initial position in the slider.
|
||||
/// </summary>
|
||||
public bool TrackFollowCircle = true;
|
||||
|
||||
private readonly IBindable<int> pathVersion = new Bindable<int>();
|
||||
|
||||
protected override OsuSkinComponents CirclePieceComponent => OsuSkinComponents.SliderHeadHitCircle;
|
||||
@ -59,12 +70,28 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
||||
base.Update();
|
||||
|
||||
Debug.Assert(Slider != null);
|
||||
Debug.Assert(HitObject != null);
|
||||
|
||||
double completionProgress = Math.Clamp((Time.Current - Slider.StartTime) / Slider.Duration, 0, 1);
|
||||
if (TrackFollowCircle)
|
||||
{
|
||||
double completionProgress = Math.Clamp((Time.Current - Slider.StartTime) / Slider.Duration, 0, 1);
|
||||
|
||||
//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
|
||||
if (!IsHit)
|
||||
Position = Slider.CurvePositionAt(completionProgress);
|
||||
//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
|
||||
if (!IsHit)
|
||||
Position = Slider.CurvePositionAt(completionProgress);
|
||||
}
|
||||
}
|
||||
|
||||
protected override HitResult ResultFor(double timeOffset)
|
||||
{
|
||||
Debug.Assert(HitObject != null);
|
||||
|
||||
if (HitObject.JudgeAsNormalHitCircle)
|
||||
return base.ResultFor(timeOffset);
|
||||
|
||||
// If not judged as a normal hitcircle, judge as a slider tick instead. This is the classic osu!stable scoring.
|
||||
var result = base.ResultFor(timeOffset);
|
||||
return result.IsHit() ? HitResult.LargeTickHit : HitResult.LargeTickMiss;
|
||||
}
|
||||
|
||||
public Action<double> OnShake;
|
||||
|
@ -114,8 +114,14 @@ namespace osu.Game.Rulesets.Osu.Objects
|
||||
/// </summary>
|
||||
public double TickDistanceMultiplier = 1;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this <see cref="Slider"/>'s judgement is fully handled by its nested <see cref="HitObject"/>s.
|
||||
/// If <c>false</c>, this <see cref="Slider"/> will be judged proportionally to the number of nested <see cref="HitObject"/>s hit.
|
||||
/// </summary>
|
||||
public bool OnlyJudgeNestedObjects = true;
|
||||
|
||||
[JsonIgnore]
|
||||
public HitCircle HeadCircle { get; protected set; }
|
||||
public SliderHeadCircle HeadCircle { get; protected set; }
|
||||
|
||||
[JsonIgnore]
|
||||
public SliderTailCircle TailCircle { get; protected set; }
|
||||
@ -233,7 +239,7 @@ namespace osu.Game.Rulesets.Osu.Objects
|
||||
HeadCircle.Samples = this.GetNodeSamples(0);
|
||||
}
|
||||
|
||||
public override Judgement CreateJudgement() => new OsuIgnoreJudgement();
|
||||
public override Judgement CreateJudgement() => OnlyJudgeNestedObjects ? new OsuIgnoreJudgement() : new OsuJudgement();
|
||||
|
||||
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
|
||||
}
|
||||
|
@ -1,9 +1,19 @@
|
||||
// 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 osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Osu.Judgements;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Objects
|
||||
{
|
||||
public class SliderHeadCircle : HitCircle
|
||||
{
|
||||
/// <summary>
|
||||
/// Whether to treat this <see cref="SliderHeadCircle"/> as a normal <see cref="HitCircle"/> for judgement purposes.
|
||||
/// If <c>false</c>, this <see cref="SliderHeadCircle"/> will be judged as a <see cref="SliderTick"/> instead.
|
||||
/// </summary>
|
||||
public bool JudgeAsNormalHitCircle = true;
|
||||
|
||||
public override Judgement CreateJudgement() => JudgeAsNormalHitCircle ? base.CreateJudgement() : new SliderTickJudgement();
|
||||
}
|
||||
}
|
||||
|
@ -33,10 +33,5 @@ namespace osu.Game.Rulesets.Osu.Objects
|
||||
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
|
||||
|
||||
public override Judgement CreateJudgement() => new SliderTickJudgement();
|
||||
|
||||
public class SliderTickJudgement : OsuJudgement
|
||||
{
|
||||
public override HitResult MaxResult => HitResult.LargeTickHit;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -163,6 +163,7 @@ namespace osu.Game.Rulesets.Osu
|
||||
{
|
||||
new OsuModTarget(),
|
||||
new OsuModDifficultyAdjust(),
|
||||
new OsuModClassic()
|
||||
};
|
||||
|
||||
case ModType.Automation:
|
||||
|
@ -21,6 +21,8 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
|
||||
[Resolved(CanBeNull = true)]
|
||||
private OsuRulesetConfigManager config { get; set; }
|
||||
|
||||
private readonly Bindable<bool> configSnakingOut = new Bindable<bool>();
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(ISkinSource skin, DrawableHitObject drawableObject)
|
||||
{
|
||||
@ -36,10 +38,28 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
|
||||
accentColour.BindValueChanged(accent => updateAccentColour(skin, accent.NewValue), true);
|
||||
|
||||
config?.BindWith(OsuRulesetSetting.SnakingInSliders, SnakingIn);
|
||||
config?.BindWith(OsuRulesetSetting.SnakingOutSliders, SnakingOut);
|
||||
config?.BindWith(OsuRulesetSetting.SnakingOutSliders, configSnakingOut);
|
||||
|
||||
SnakingOut.BindTo(configSnakingOut);
|
||||
|
||||
BorderSize = skin.GetConfig<OsuSkinConfiguration, float>(OsuSkinConfiguration.SliderBorderSize)?.Value ?? 1;
|
||||
BorderColour = skin.GetConfig<OsuSkinColour, Color4>(OsuSkinColour.SliderBorder)?.Value ?? Color4.White;
|
||||
|
||||
drawableObject.HitObjectApplied += onHitObjectApplied;
|
||||
}
|
||||
|
||||
private void onHitObjectApplied(DrawableHitObject obj)
|
||||
{
|
||||
var drawableSlider = (DrawableSlider)obj;
|
||||
if (drawableSlider.HitObject == null)
|
||||
return;
|
||||
|
||||
// When not tracking the follow circle, unbind from the config and forcefully disable snaking out - it looks better that way.
|
||||
if (!drawableSlider.HeadCircle.TrackFollowCircle)
|
||||
{
|
||||
SnakingOut.UnbindFrom(configSnakingOut);
|
||||
SnakingOut.Value = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void updateAccentColour(ISkinSource skin, Color4 defaultAccentColour)
|
||||
|
@ -31,6 +31,12 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
|
||||
set => ball.Colour = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Whether to track accurately to the visual size of this <see cref="SliderBall"/>.
|
||||
/// If <c>false</c>, tracking will be performed at the final scale at all times.
|
||||
/// </summary>
|
||||
public bool InputTracksVisualSize = true;
|
||||
|
||||
private readonly Drawable followCircle;
|
||||
private readonly DrawableSlider drawableSlider;
|
||||
private readonly Drawable ball;
|
||||
@ -94,7 +100,14 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
|
||||
|
||||
tracking = value;
|
||||
|
||||
followCircle.ScaleTo(tracking ? 2.4f : 1f, 300, Easing.OutQuint);
|
||||
if (InputTracksVisualSize)
|
||||
followCircle.ScaleTo(tracking ? 2.4f : 1f, 300, Easing.OutQuint);
|
||||
else
|
||||
{
|
||||
// We need to always be tracking the final size, at both endpoints. For now, this is achieved by removing the scale duration.
|
||||
followCircle.ScaleTo(tracking ? 2.4f : 1f);
|
||||
}
|
||||
|
||||
followCircle.FadeTo(tracking ? 1f : 0, 300, Easing.OutQuint);
|
||||
}
|
||||
}
|
||||
|
54
osu.Game.Rulesets.Osu/UI/ObjectOrderedHitPolicy.cs
Normal file
54
osu.Game.Rulesets.Osu/UI/ObjectOrderedHitPolicy.cs
Normal file
@ -0,0 +1,54 @@
|
||||
// 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.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
||||
using osu.Game.Rulesets.UI;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Ensures that <see cref="HitObject"/>s are hit in order of appearance. The classic note lock.
|
||||
/// <remarks>
|
||||
/// Hits will be blocked until the previous <see cref="HitObject"/>s have been judged.
|
||||
/// </remarks>
|
||||
/// </summary>
|
||||
public class ObjectOrderedHitPolicy : IHitPolicy
|
||||
{
|
||||
public IHitObjectContainer HitObjectContainer { get; set; }
|
||||
|
||||
public bool IsHittable(DrawableHitObject hitObject, double time) => enumerateHitObjectsUpTo(hitObject.HitObject.StartTime).All(obj => obj.AllJudged);
|
||||
|
||||
public void HandleHit(DrawableHitObject hitObject)
|
||||
{
|
||||
}
|
||||
|
||||
private IEnumerable<DrawableHitObject> enumerateHitObjectsUpTo(double targetTime)
|
||||
{
|
||||
foreach (var obj in HitObjectContainer.AliveObjects)
|
||||
{
|
||||
if (obj.HitObject.StartTime >= targetTime)
|
||||
yield break;
|
||||
|
||||
switch (obj)
|
||||
{
|
||||
case DrawableSpinner _:
|
||||
continue;
|
||||
|
||||
case DrawableSlider slider:
|
||||
yield return slider.HeadCircle;
|
||||
|
||||
break;
|
||||
|
||||
default:
|
||||
yield return obj;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -31,7 +31,6 @@ namespace osu.Game.Rulesets.Osu.UI
|
||||
private readonly ProxyContainer spinnerProxies;
|
||||
private readonly JudgementContainer<DrawableOsuJudgement> judgementLayer;
|
||||
private readonly FollowPointRenderer followPoints;
|
||||
private readonly StartTimeOrderedHitPolicy hitPolicy;
|
||||
|
||||
public static readonly Vector2 BASE_SIZE = new Vector2(512, 384);
|
||||
|
||||
@ -54,10 +53,9 @@ namespace osu.Game.Rulesets.Osu.UI
|
||||
approachCircles = new ProxyContainer { RelativeSizeAxes = Axes.Both },
|
||||
};
|
||||
|
||||
hitPolicy = new StartTimeOrderedHitPolicy { HitObjectContainer = HitObjectContainer };
|
||||
HitPolicy = new StartTimeOrderedHitPolicy();
|
||||
|
||||
var hitWindows = new OsuHitWindows();
|
||||
|
||||
foreach (var result in Enum.GetValues(typeof(HitResult)).OfType<HitResult>().Where(r => r > HitResult.None && hitWindows.IsHitResultAllowed(r)))
|
||||
poolDictionary.Add(result, new DrawableJudgementPool(result, onJudgmentLoaded));
|
||||
|
||||
@ -66,6 +64,18 @@ namespace osu.Game.Rulesets.Osu.UI
|
||||
NewResult += onNewResult;
|
||||
}
|
||||
|
||||
private IHitPolicy hitPolicy;
|
||||
|
||||
public IHitPolicy HitPolicy
|
||||
{
|
||||
get => hitPolicy;
|
||||
set
|
||||
{
|
||||
hitPolicy = value ?? throw new ArgumentNullException(nameof(value));
|
||||
hitPolicy.HitObjectContainer = HitObjectContainer;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnNewDrawableHitObject(DrawableHitObject drawable)
|
||||
{
|
||||
((DrawableOsuHitObject)drawable).CheckHittable = hitPolicy.IsHittable;
|
||||
|
Loading…
Reference in New Issue
Block a user