mirror of
https://github.com/ppy/osu
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118 lines
4.1 KiB
C#
118 lines
4.1 KiB
C#
// 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 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>
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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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public override string Description => @"Don't use the same key twice in a row!";
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public override double ScoreMultiplier => 1.0;
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public override Type[] IncompatibleMods => new[] { typeof(ModAutoplay) };
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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 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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private IFrameStableClock gameplayClock;
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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ruleset = drawableRuleset;
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drawableRuleset.KeyBindingInputManager.Add(new InputInterceptor(this));
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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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private bool checkCorrectAction(OsuAction action)
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{
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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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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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break;
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// Any action which is not left or right button should be ignored.
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default:
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return true;
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}
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if (lastActionPressed != action)
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{
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// User alternated correctly.
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lastActionPressed = action;
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return true;
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}
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ruleset.Cursor.FlashColour(Colour4.Red, flash_duration, Easing.OutQuint);
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return false;
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}
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private class InputInterceptor : Component, IKeyBindingHandler<OsuAction>
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{
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private readonly OsuModAlternate mod;
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public InputInterceptor(OsuModAlternate mod)
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{
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this.mod = mod;
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}
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public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
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// if the pressed action is incorrect, block it from reaching gameplay.
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=> !mod.checkCorrectAction(e.Action);
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public void OnReleased(KeyBindingReleaseEvent<OsuAction> e)
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{
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}
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}
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}
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}
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