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osu-lazer/osu.Game.Tournament/Screens/Gameplay/GameplayScreen.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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Threading;
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using osu.Game.Graphics.UserInterface;
using osu.Game.Tournament.Components;
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using osu.Game.Tournament.IPC;
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using osu.Game.Tournament.Models;
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using osu.Game.Tournament.Screens.Gameplay.Components;
using osu.Game.Tournament.Screens.MapPool;
using osu.Game.Tournament.Screens.TeamWin;
using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Tournament.Screens.Gameplay
{
public class GameplayScreen : BeatmapInfoScreen
{
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private readonly BindableBool warmup = new BindableBool();
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private readonly Bindable<TournamentMatch> currentMatch = new Bindable<TournamentMatch>();
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public readonly Bindable<TourneyState> State = new Bindable<TourneyState>();
private TriangleButton warmupButton;
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private MatchIPCInfo ipc;
private readonly Color4 red = new Color4(186, 0, 18, 255);
private readonly Color4 blue = new Color4(17, 136, 170, 255);
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[Resolved(canBeNull: true)]
private TournamentSceneManager sceneManager { get; set; }
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[Resolved]
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private TournamentMatchChatDisplay chat { get; set; }
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[BackgroundDependencyLoader]
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private void load(LadderInfo ladder, MatchIPCInfo ipc)
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{
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this.ipc = ipc;
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AddRangeInternal(new Drawable[]
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{
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new MatchHeader(),
new Container
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{
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RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
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Y = 5,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
Children = new Drawable[]
{
new Box
{
// chroma key area for stable gameplay
Name = "chroma",
RelativeSizeAxes = Axes.X,
Height = 512,
Colour = new Color4(0, 255, 0, 255),
},
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new Container
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Y = -4,
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Children = new Drawable[]
{
new Circle
{
Name = "top bar red",
RelativeSizeAxes = Axes.X,
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Height = 8,
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Width = 0.5f,
Colour = red,
},
new Circle
{
Name = "top bar blue",
RelativeSizeAxes = Axes.X,
Height = 8,
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Width = 0.5f,
Colour = blue,
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
},
}
},
}
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},
scoreDisplay = new MatchScoreDisplay
{
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Y = -60,
Scale = new Vector2(0.8f),
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
},
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new ControlPanel
{
Children = new Drawable[]
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{
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warmupButton = new TriangleButton
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{
RelativeSizeAxes = Axes.X,
Text = "Toggle warmup",
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Action = () => warmup.Toggle()
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},
new TriangleButton
{
RelativeSizeAxes = Axes.X,
Text = "Toggle chat",
Action = () => { State.Value = State.Value == TourneyState.Idle ? TourneyState.Playing : TourneyState.Idle; }
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}
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}
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}
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});
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State.BindTo(ipc.State);
State.BindValueChanged(stateChanged, true);
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currentMatch.BindValueChanged(m =>
{
warmup.Value = m.NewValue.Team1Score.Value + m.NewValue.Team2Score.Value == 0;
scheduledOperation?.Cancel();
});
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currentMatch.BindTo(ladder.CurrentMatch);
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warmup.BindValueChanged(w => warmupButton.Alpha = !w.NewValue ? 0.5f : 1, true);
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}
private ScheduledDelegate scheduledOperation;
private MatchScoreDisplay scoreDisplay;
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private TourneyState lastState;
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private void stateChanged(ValueChangedEvent<TourneyState> state)
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{
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try
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{
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if (state.NewValue == TourneyState.Ranking)
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{
if (warmup.Value) return;
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if (ipc.Score1.Value > ipc.Score2.Value)
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currentMatch.Value.Team1Score.Value++;
else
currentMatch.Value.Team2Score.Value++;
}
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scheduledOperation?.Cancel();
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void expand()
{
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chat?.Expand();
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using (BeginDelayedSequence(300, true))
{
scoreDisplay.FadeIn(100);
SongBar.Expanded = true;
}
}
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void contract()
{
SongBar.Expanded = false;
scoreDisplay.FadeOut(100);
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using (chat?.BeginDelayedSequence(500))
chat?.Contract();
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}
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switch (state.NewValue)
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{
case TourneyState.Idle:
contract();
const float delay_before_progression = 4000;
// if we've returned to idle and the last screen was ranking
// we should automatically proceed after a short delay
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if (lastState == TourneyState.Ranking && !warmup.Value)
{
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if (currentMatch.Value?.Completed.Value == true)
scheduledOperation = Scheduler.AddDelayed(() => { sceneManager?.SetScreen(typeof(TeamWinScreen)); }, delay_before_progression);
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else if (currentMatch.Value?.Completed.Value == false)
scheduledOperation = Scheduler.AddDelayed(() => { sceneManager?.SetScreen(typeof(MapPoolScreen)); }, delay_before_progression);
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}
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break;
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case TourneyState.Ranking:
scheduledOperation = Scheduler.AddDelayed(contract, 10000);
break;
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default:
chat.Expand();
expand();
break;
}
}
finally
{
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lastState = state.NewValue;
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}
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}
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}
}