osu/osu.Game/Screens/Play/Player.cs
Dean Herbert 0b4f5af52e Add setting to toggle standardised or exponential scoring display
Also adjusts exponential scoring to be closer to stable. Log wasn't cutting it.
2018-06-08 03:17:12 +09:00

415 lines
15 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Linq;
using System.Threading.Tasks;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Input;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Framework.Threading;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Cursor;
using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Ranking;
using osu.Game.Skinning;
using osu.Game.Storyboards.Drawables;
namespace osu.Game.Screens.Play
{
public class Player : ScreenWithBeatmapBackground, IProvideCursor
{
protected override float BackgroundParallaxAmount => 0.1f;
protected override bool HideOverlaysOnEnter => true;
protected override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered;
public Action RestartRequested;
public bool HasFailed { get; private set; }
public bool AllowPause { get; set; } = true;
public bool AllowLeadIn { get; set; } = true;
public bool AllowResults { get; set; } = true;
protected override bool AllowBackButton => false;
private Bindable<bool> mouseWheelDisabled;
private Bindable<double> userAudioOffset;
public int RestartCount;
public CursorContainer Cursor => RulesetContainer.Cursor;
public bool ProvidingUserCursor => RulesetContainer?.Cursor != null && !RulesetContainer.HasReplayLoaded.Value;
private IAdjustableClock sourceClock;
/// <summary>
/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
/// </summary>
private DecoupleableInterpolatingFramedClock adjustableClock;
private PauseContainer pauseContainer;
private RulesetInfo ruleset;
private APIAccess api;
private SampleChannel sampleRestart;
protected ScoreProcessor ScoreProcessor;
protected RulesetContainer RulesetContainer;
private HUDOverlay hudOverlay;
private FailOverlay failOverlay;
private DrawableStoryboard storyboard;
private Container storyboardContainer;
public bool LoadedBeatmapSuccessfully => RulesetContainer?.Objects.Any() == true;
[BackgroundDependencyLoader]
private void load(AudioManager audio, APIAccess api, OsuConfigManager config)
{
this.api = api;
WorkingBeatmap working = Beatmap.Value;
if (working is DummyWorkingBeatmap)
return;
sampleRestart = audio.Sample.Get(@"Gameplay/restart");
mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
IBeatmap beatmap;
try
{
beatmap = working.Beatmap;
if (beatmap == null)
throw new InvalidOperationException("Beatmap was not loaded");
ruleset = Ruleset.Value ?? beatmap.BeatmapInfo.Ruleset;
var rulesetInstance = ruleset.CreateInstance();
try
{
RulesetContainer = rulesetInstance.CreateRulesetContainerWith(working);
}
catch (BeatmapInvalidForRulesetException)
{
// we may fail to create a RulesetContainer if the beatmap cannot be loaded with the user's preferred ruleset
// let's try again forcing the beatmap's ruleset.
ruleset = beatmap.BeatmapInfo.Ruleset;
rulesetInstance = ruleset.CreateInstance();
RulesetContainer = rulesetInstance.CreateRulesetContainerWith(Beatmap.Value);
}
if (!RulesetContainer.Objects.Any())
{
Logger.Error(new InvalidOperationException("Beatmap contains no hit objects!"), "Beatmap contains no hit objects!");
return;
}
}
catch (Exception e)
{
Logger.Error(e, "Could not load beatmap sucessfully!");
//couldn't load, hard abort!
return;
}
sourceClock = (IAdjustableClock)working.Track ?? new StopwatchClock();
adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
var firstObjectTime = RulesetContainer.Objects.First().StartTime;
adjustableClock.Seek(AllowLeadIn
? Math.Min(0, firstObjectTime - Math.Max(beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, beatmap.BeatmapInfo.AudioLeadIn))
: firstObjectTime);
adjustableClock.ProcessFrame();
// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
var platformOffsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0 };
// the final usable gameplay clock with user-set offsets applied.
var offsetClock = new FramedOffsetClock(platformOffsetClock);
userAudioOffset.ValueChanged += v => offsetClock.Offset = v;
userAudioOffset.TriggerChange();
ScoreProcessor = RulesetContainer.CreateScoreProcessor();
ScoreProcessor.Mode.BindTo(config.GetBindable<ScoringMode>(OsuSetting.ScoreDisplayMode));
Children = new Drawable[]
{
pauseContainer = new PauseContainer(offsetClock, adjustableClock)
{
OnRetry = Restart,
OnQuit = Exit,
CheckCanPause = () => AllowPause && ValidForResume && !HasFailed && !RulesetContainer.HasReplayLoaded,
OnPause = () =>
{
pauseContainer.Retries = RestartCount;
hudOverlay.KeyCounter.IsCounting = pauseContainer.IsPaused;
},
OnResume = () => hudOverlay.KeyCounter.IsCounting = true,
Children = new[]
{
storyboardContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
},
new LocalSkinOverrideContainer(working.Skin)
{
RelativeSizeAxes = Axes.Both,
Child = RulesetContainer
},
new BreakOverlay(beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
ProcessCustomClock = false,
Breaks = beatmap.Breaks
},
RulesetContainer.Cursor?.CreateProxy() ?? new Container(),
hudOverlay = new HUDOverlay(ScoreProcessor, RulesetContainer, working, offsetClock, adjustableClock)
{
Clock = Clock, // hud overlay doesn't want to use the audio clock directly
ProcessCustomClock = false,
Anchor = Anchor.Centre,
Origin = Anchor.Centre
},
new SkipOverlay(firstObjectTime)
{
Clock = Clock, // skip button doesn't want to use the audio clock directly
ProcessCustomClock = false,
AdjustableClock = adjustableClock,
FramedClock = offsetClock,
},
}
},
failOverlay = new FailOverlay
{
OnRetry = Restart,
OnQuit = Exit,
},
new HotkeyRetryOverlay
{
Action = () =>
{
if (!IsCurrentScreen) return;
//we want to hide the hitrenderer immediately (looks better).
//we may be able to remove this once the mouse cursor trail is improved.
RulesetContainer?.Hide();
Restart();
},
}
};
hudOverlay.HoldToQuit.Action = Exit;
if (ShowStoryboard)
initializeStoryboard(false);
// Bind ScoreProcessor to ourselves
ScoreProcessor.AllJudged += onCompletion;
ScoreProcessor.Failed += onFail;
foreach (var mod in Beatmap.Value.Mods.Value.OfType<IApplicableToScoreProcessor>())
mod.ApplyToScoreProcessor(ScoreProcessor);
}
private void applyRateFromMods()
{
if (sourceClock == null) return;
sourceClock.Rate = 1;
foreach (var mod in Beatmap.Value.Mods.Value.OfType<IApplicableToClock>())
mod.ApplyToClock(sourceClock);
}
public void Restart()
{
sampleRestart?.Play();
ValidForResume = false;
RestartRequested?.Invoke();
Exit();
}
private ScheduledDelegate onCompletionEvent;
private void onCompletion()
{
// Only show the completion screen if the player hasn't failed
if (ScoreProcessor.HasFailed || onCompletionEvent != null)
return;
ValidForResume = false;
if (!AllowResults) return;
using (BeginDelayedSequence(1000))
{
onCompletionEvent = Schedule(delegate
{
if (!IsCurrentScreen) return;
var score = new Score
{
Beatmap = Beatmap.Value.BeatmapInfo,
Ruleset = ruleset
};
ScoreProcessor.PopulateScore(score);
score.User = RulesetContainer.Replay?.User ?? api.LocalUser.Value;
Push(new Results(score));
});
}
}
private bool onFail()
{
if (Beatmap.Value.Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail))
return false;
adjustableClock.Stop();
HasFailed = true;
failOverlay.Retries = RestartCount;
failOverlay.Show();
return true;
}
protected override void OnEntering(Screen last)
{
base.OnEntering(last);
if (!LoadedBeatmapSuccessfully)
return;
Content.Alpha = 0;
Content
.ScaleTo(0.7f)
.ScaleTo(1, 750, Easing.OutQuint)
.Delay(250)
.FadeIn(250);
Task.Run(() =>
{
sourceClock.Reset();
Schedule(() =>
{
adjustableClock.ChangeSource(sourceClock);
applyRateFromMods();
this.Delay(750).Schedule(() =>
{
if (!pauseContainer.IsPaused)
{
adjustableClock.Start();
}
});
});
});
pauseContainer.Alpha = 0;
pauseContainer.FadeIn(750, Easing.OutQuint);
}
protected override void OnSuspending(Screen next)
{
fadeOut();
base.OnSuspending(next);
}
protected override bool OnExiting(Screen next)
{
if ((!AllowPause || HasFailed || !ValidForResume || pauseContainer?.IsPaused != false || RulesetContainer?.HasReplayLoaded != false) && (!pauseContainer?.IsResuming ?? true))
{
// In the case of replays, we may have changed the playback rate.
applyRateFromMods();
fadeOut();
return base.OnExiting(next);
}
if (LoadedBeatmapSuccessfully)
pauseContainer?.Pause();
return true;
}
private void fadeOut()
{
const float fade_out_duration = 250;
RulesetContainer?.FadeOut(fade_out_duration);
Content.FadeOut(fade_out_duration);
hudOverlay?.ScaleTo(0.7f, fade_out_duration * 3, Easing.In);
Background?.FadeTo(1f, fade_out_duration);
}
protected override bool OnScroll(InputState state) => mouseWheelDisabled.Value && !pauseContainer.IsPaused;
private void initializeStoryboard(bool asyncLoad)
{
if (storyboardContainer == null)
return;
var beatmap = Beatmap.Value;
storyboard = beatmap.Storyboard.CreateDrawable();
storyboard.Masking = true;
if (asyncLoad)
LoadComponentAsync(storyboard, storyboardContainer.Add);
else
storyboardContainer.Add(storyboard);
}
protected override void UpdateBackgroundElements()
{
if (!IsCurrentScreen) return;
base.UpdateBackgroundElements();
if (ShowStoryboard && storyboard == null)
initializeStoryboard(true);
var beatmap = Beatmap.Value;
var storyboardVisible = ShowStoryboard && beatmap.Storyboard.HasDrawable;
storyboardContainer?
.FadeColour(OsuColour.Gray(BackgroundOpacity), BACKGROUND_FADE_DURATION, Easing.OutQuint)
.FadeTo(storyboardVisible && BackgroundOpacity > 0 ? 1 : 0, BACKGROUND_FADE_DURATION, Easing.OutQuint);
if (storyboardVisible && beatmap.Storyboard.ReplacesBackground)
Background?.FadeTo(0, BACKGROUND_FADE_DURATION, Easing.OutQuint);
}
}
}