// Copyright (c) ppy Pty Ltd . 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 osu.Framework.Graphics.Sprites; using osu.Framework.Input.StateChanges; using osu.Game.Graphics; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Replays; using osu.Game.Rulesets.UI; namespace osu.Game.Rulesets.Osu.Mods { public class OsuModAutopilot : Mod, IApplicableFailOverride, IUpdatableByPlayfield, IApplicableToDrawableRuleset { public override string Name => "Autopilot"; public override string Acronym => "AP"; public override IconUsage Icon => OsuIcon.ModAutopilot; public override ModType Type => ModType.Automation; public override string Description => @"Automatic cursor movement - just follow the rhythm."; public override double ScoreMultiplier => 1; public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModSuddenDeath), typeof(ModNoFail), typeof(ModAutoplay) }; public bool AllowFail => false; private OsuInputManager inputManager; private List replayFrames; private int frameIndex; public void Update(Playfield playfield) { // If we are on the last replay frame, no need to do anything if (frameIndex == replayFrames.Count - 1) return; // Check if we are closer to the next replay frame then the current one if (Math.Abs(replayFrames[frameIndex].Time - playfield.Time.Current) >= Math.Abs(replayFrames[frameIndex + 1].Time - playfield.Time.Current)) { // If we are, move to the next frame, and update the mouse position frameIndex++; new MousePositionAbsoluteInput { Position = playfield.ToScreenSpace(replayFrames[frameIndex].Position) }.Apply(inputManager.CurrentState, inputManager); } // TODO: Implement the functionality to automatically spin spinners } public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) { // Grab the input manager to disable the user's cursor, and for future use inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager; inputManager.AllowUserCursorMovement = false; // Generate the replay frames the cursor should follow replayFrames = new OsuAutoGenerator(drawableRuleset.Beatmap).Generate().Frames.Cast().ToList(); } } }