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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModAutopilot.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.
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using System;
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using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.StateChanges;
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using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.Mods
{
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public class OsuModAutopilot : Mod, IApplicableFailOverride, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
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{
public override string Name => "Autopilot";
public override string Acronym => "AP";
public override IconUsage Icon => OsuIcon.ModAutopilot;
public override ModType Type => ModType.Automation;
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public override string Description => @"Automatic cursor movement - just follow the rhythm.";
public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModSuddenDeath), typeof(ModNoFail), typeof(ModAutoplay) };
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public bool AllowFail => false;
private OsuInputManager inputManager;
private List<OsuReplayFrame> replayFrames;
private int currentFrame;
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public void Update(Playfield playfield)
{
if (currentFrame == replayFrames.Count - 1) return;
double time = playfield.Time.Current;
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// Very naive implementation of autopilot based on proximity to replay frames.
// TODO: this needs to be based on user interactions to better match stable (pausing until judgement is registered).
if (Math.Abs(replayFrames[currentFrame + 1].Time - time) <= Math.Abs(replayFrames[currentFrame].Time - time))
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{
currentFrame++;
new MousePositionAbsoluteInput { Position = playfield.ToScreenSpace(replayFrames[currentFrame].Position) }.Apply(inputManager.CurrentState, inputManager);
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}
// TODO: Implement the functionality to automatically spin spinners
}
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> 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<OsuReplayFrame>().ToList();
}
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}
}