2017-03-20 17:25:12 +08:00
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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2017-03-17 16:38:49 +08:00
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using System;
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using System.Linq;
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2017-04-18 15:05:58 +08:00
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using osu.Game.Rulesets.Taiko.Judgements;
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2017-03-17 16:38:49 +08:00
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2017-04-18 15:05:58 +08:00
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public abstract class DrawableHitStrong : DrawableHit
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{
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/// <summary>
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/// The lenience for the second key press.
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/// This does not adjust by map difficulty in ScoreV2 yet.
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/// </summary>
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private const double second_hit_window = 30;
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private double firstHitTime;
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private bool firstKeyHeld;
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private TaikoAction firstHitAction;
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2017-04-05 09:37:49 +08:00
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protected DrawableHitStrong(Hit hit)
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: base(hit)
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{
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}
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2017-09-06 16:02:13 +08:00
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private bool processedSecondHit;
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public override bool AllJudged => processedSecondHit && base.AllJudged;
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2017-04-04 11:53:06 +08:00
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2017-09-06 16:02:13 +08:00
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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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if (!base.AllJudged)
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{
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base.CheckForJudgements(userTriggered, timeOffset);
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return;
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}
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if (!userTriggered)
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return;
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// If we get here, we're assured that the key pressed is the correct secondary key
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if (Math.Abs(firstHitTime - Time.Current) < second_hit_window)
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{
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AddJudgement(new TaikoStrongHitJudgement());
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processedSecondHit = true;
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}
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}
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2017-08-20 20:18:21 +08:00
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public override bool OnReleased(TaikoAction action)
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{
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if (action == firstHitAction)
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firstKeyHeld = false;
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return base.OnReleased(action);
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}
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public override bool OnPressed(TaikoAction action)
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{
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// Check if we've handled the first key
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if (!base.AllJudged)
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{
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// First key hasn't been handled yet, attempt to handle it
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bool handled = base.OnPressed(action);
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if (handled)
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{
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firstHitTime = Time.Current;
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firstHitAction = action;
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firstKeyHeld = true;
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}
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2017-03-25 22:43:41 +08:00
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return handled;
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}
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// If we've already hit the second key, don't handle this object any further
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if (processedSecondHit)
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return false;
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2017-03-25 22:43:41 +08:00
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// Don't handle represses of the first key
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if (firstHitAction == action)
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return false;
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2017-08-20 20:18:21 +08:00
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// Don't handle invalid hit action presses
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if (!HitActions.Contains(action))
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return false;
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2017-03-28 09:02:41 +08:00
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// Assume the intention was to hit the strong hit with both keys only if the first key is still being held down
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return firstKeyHeld && UpdateJudgement(true);
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}
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}
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}
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