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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModAlternate.cs

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// 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;
using System.Collections.Generic;
using System.Linq;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
using osu.Game.Utils;
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namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModAlternate : Mod, IApplicableToDrawableRuleset<OsuHitObject>
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{
public override string Name => @"Alternate";
public override string Acronym => @"AL";
public override string Description => @"Don't use the same key twice in a row!";
public override double ScoreMultiplier => 1.0;
public override Type[] IncompatibleMods => new[] { typeof(ModAutoplay), typeof(ModRelax) };
public override ModType Type => ModType.Conversion;
public override IconUsage? Icon => FontAwesome.Solid.Keyboard;
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private const double flash_duration = 1000;
/// <summary>
/// A tracker for periods where alternate should not be forced (i.e. non-gameplay periods).
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
private PeriodTracker nonGameplayPeriods;
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private OsuAction? lastActionPressed;
private DrawableRuleset<OsuHitObject> ruleset;
private IFrameStableClock gameplayClock;
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
ruleset = drawableRuleset;
drawableRuleset.KeyBindingInputManager.Add(new InputInterceptor(this));
var periods = new List<Period>();
if (drawableRuleset.Objects.Any())
{
periods.Add(new Period(int.MinValue, getValidJudgementTime(ruleset.Objects.First()) - 1));
foreach (BreakPeriod b in drawableRuleset.Beatmap.Breaks)
periods.Add(new Period(b.StartTime, getValidJudgementTime(ruleset.Objects.First(h => h.StartTime >= b.EndTime)) - 1));
static double getValidJudgementTime(HitObject hitObject) => hitObject.StartTime - hitObject.HitWindows.WindowFor(HitResult.Meh);
}
nonGameplayPeriods = new PeriodTracker(periods);
gameplayClock = drawableRuleset.FrameStableClock;
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}
private bool checkCorrectAction(OsuAction action)
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{
if (nonGameplayPeriods.IsInAny(gameplayClock.CurrentTime))
{
lastActionPressed = null;
return true;
}
switch (action)
{
case OsuAction.LeftButton:
case OsuAction.RightButton:
break;
// Any action which is not left or right button should be ignored.
default:
return true;
}
if (lastActionPressed != action)
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{
// User alternated correctly.
lastActionPressed = action;
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return true;
}
ruleset.Cursor.FlashColour(Colour4.Red, flash_duration, Easing.OutQuint);
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return false;
}
private class InputInterceptor : Component, IKeyBindingHandler<OsuAction>
{
private readonly OsuModAlternate mod;
public InputInterceptor(OsuModAlternate mod)
{
this.mod = mod;
}
public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
// if the pressed action is incorrect, block it from reaching gameplay.
=> !mod.checkCorrectAction(e.Action);
public void OnReleased(KeyBindingReleaseEvent<OsuAction> e)
{
}
}
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}
}