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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModRelax.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.Diagnostics;
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using System.Linq;
using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.UI;
using static osu.Game.Input.Handlers.ReplayInputHandler;
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namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModRelax : ModRelax, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
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{
public override string Description => @"You don't need to click. Give your clicking/tapping fingers a break from the heat of things.";
public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModAutopilot)).ToArray();
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/// <summary>
/// How early before a hitobject's start time to trigger a hit.
/// </summary>
private const float relax_leniency = 3;
public void Update(Playfield playfield)
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{
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bool requiresHold = false;
bool requiresHit = false;
double time = playfield.Clock.CurrentTime;
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foreach (var h in playfield.HitObjectContainer.AliveObjects.OfType<DrawableOsuHitObject>())
{
// we are not yet close enough to the object.
if (time < h.HitObject.StartTime - relax_leniency)
break;
// already hit or beyond the hittable end time.
if (h.IsHit || (h.HitObject is IHasEndTime hasEnd && time > hasEnd.EndTime))
continue;
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switch (h)
{
case DrawableHitCircle _:
if (!h.IsHovered)
break;
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Debug.Assert(h.HitObject.HitWindows != null);
requiresHit |= h.HitObject.HitWindows.CanBeHit(time - h.HitObject.StartTime);
break;
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case DrawableSlider slider:
requiresHold |= slider.Ball.IsHovered || h.IsHovered;
break;
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case DrawableSpinner _:
requiresHold = true;
break;
}
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}
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if (requiresHit)
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{
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addAction(false);
addAction(true);
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}
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addAction(requiresHold);
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}
private bool wasHit;
private bool wasLeft;
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private OsuInputManager osuInputManager;
private void addAction(bool hitting)
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{
if (wasHit == hitting)
return;
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wasHit = hitting;
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var state = new ReplayState<OsuAction>
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{
PressedActions = new List<OsuAction>()
};
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if (hitting)
{
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state.PressedActions.Add(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton);
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wasLeft = !wasLeft;
}
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state.Apply(osuInputManager.CurrentState, osuInputManager);
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}
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
// grab the input manager for future use.
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osuInputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
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osuInputManager.AllowUserPresses = false;
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}
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}
}