2020-04-10 01:02:09 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2020-04-17 13:22:03 +08:00
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using System;
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2020-04-17 13:00:00 +08:00
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using System.Collections;
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2020-04-17 12:34:20 +08:00
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using System.Collections.Generic;
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using System.Diagnostics;
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2020-04-10 01:02:09 +08:00
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.UI
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{
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/// <summary>
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/// Ensures that <see cref="HitObject"/>s are hit in-order.
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/// If a <see cref="HitObject"/> is hit out of order:
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/// <list type="number">
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/// <item><description>The hit is blocked if it occurred earlier than the previous <see cref="HitObject"/>'s start time.</description></item>
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/// <item><description>The hit causes all previous <see cref="HitObject"/>s to missed otherwise.</description></item>
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/// </list>
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/// </summary>
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public class OrderedHitPolicy
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{
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private readonly HitObjectContainer hitObjectContainer;
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public OrderedHitPolicy(HitObjectContainer hitObjectContainer)
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{
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this.hitObjectContainer = hitObjectContainer;
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}
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/// <summary>
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/// Determines whether a <see cref="DrawableHitObject"/> can be hit at a point in time.
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/// </summary>
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/// <param name="hitObject">The <see cref="DrawableHitObject"/> to check.</param>
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/// <param name="time">The time to check.</param>
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/// <returns>Whether <paramref name="hitObject"/> can be hit at the given <paramref name="time"/>.</returns>
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public bool IsHittable(DrawableHitObject hitObject, double time)
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{
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DrawableHitObject blockingObject = null;
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var enumerator = new HitObjectEnumerator(hitObjectContainer, hitObject.HitObject.StartTime);
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while (enumerator.MoveNext())
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{
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Debug.Assert(enumerator.Current != null);
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if (hitObjectCanBlockFutureHits(enumerator.Current))
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blockingObject = enumerator.Current;
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}
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// If there is no previous hitobject, allow the hit.
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if (blockingObject == null)
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return true;
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// A hit is allowed if:
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// 1. The last blocking hitobject has been judged.
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// 2. The current time is after the last hitobject's start time.
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// Hits at exactly the same time as the blocking hitobject are allowed for maps that contain simultaneous hitobjects (e.g. /b/372245).
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if (blockingObject.Judged || time >= blockingObject.HitObject.StartTime)
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return true;
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return false;
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}
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/// <summary>
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/// Handles a <see cref="HitObject"/> being hit to potentially miss all earlier <see cref="HitObject"/>s.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> that was hit.</param>
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public void HandleHit(DrawableHitObject hitObject)
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{
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// Hitobjects which themselves don't block future hitobjects don't cause misses (e.g. slider ticks, spinners).
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if (!hitObjectCanBlockFutureHits(hitObject))
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return;
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if (!IsHittable(hitObject, hitObject.HitObject.StartTime + hitObject.Result.TimeOffset))
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throw new InvalidOperationException($"A {hitObject} was hit before it become hittable!");
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var enumerator = new HitObjectEnumerator(hitObjectContainer, hitObject.HitObject.StartTime);
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while (enumerator.MoveNext())
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{
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Debug.Assert(enumerator.Current != null);
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if (enumerator.Current.Judged)
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continue;
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if (hitObjectCanBlockFutureHits(enumerator.Current))
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((DrawableOsuHitObject)enumerator.Current).MissForcefully();
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}
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}
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/// <summary>
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/// Whether a <see cref="HitObject"/> blocks hits on future <see cref="HitObject"/>s until its start time is reached.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to test.</param>
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private static bool hitObjectCanBlockFutureHits(DrawableHitObject hitObject)
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=> hitObject is DrawableHitCircle;
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private struct HitObjectEnumerator : IEnumerator<DrawableHitObject>
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{
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private readonly IEnumerator<DrawableHitObject> hitObjectEnumerator;
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private readonly double targetTime;
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private DrawableHitObject currentTopLevel;
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private int currentNestedIndex;
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public HitObjectEnumerator(HitObjectContainer hitObjectContainer, double targetTime)
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{
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hitObjectEnumerator = hitObjectContainer.AliveObjects.GetEnumerator();
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this.targetTime = targetTime;
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currentTopLevel = null;
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currentNestedIndex = -1;
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Current = null;
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}
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/// <summary>
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/// Attempts to move to the next top-level or nested hitobject.
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/// Stops when no such hitobject is found or until the hitobject start time reaches <see cref="targetTime"/>.
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/// </summary>
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/// <returns>Whether a new hitobject was moved to.</returns>
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public bool MoveNext()
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{
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// If we don't already have a top-level hitobject, try to get one.
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if (currentTopLevel == null)
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return moveNextTopLevel();
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// If we have a top-level hitobject, try to move to the next nested hitobject or otherwise move to the next top-level hitobject.
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if (!moveNextNested())
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return moveNextTopLevel();
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// Guaranteed by moveNextNested() to have a hitobject.
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return true;
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}
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/// <summary>
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/// Attempts to move to the next top-level hitobject.
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/// </summary>
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/// <returns>Whether a new top-level hitobject was found.</returns>
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private bool moveNextTopLevel()
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{
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currentNestedIndex = -1;
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hitObjectEnumerator.MoveNext();
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currentTopLevel = hitObjectEnumerator.Current;
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Current = currentTopLevel;
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return Current?.HitObject.StartTime < targetTime;
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}
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/// <summary>
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/// Attempts to move to the next nested hitobject in the current top-level hitobject.
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/// </summary>
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/// <returns>Whether a new nested hitobject was moved to.</returns>
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private bool moveNextNested()
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{
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currentNestedIndex++;
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if (currentNestedIndex >= currentTopLevel.NestedHitObjects.Count)
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return false;
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Current = currentTopLevel.NestedHitObjects[currentNestedIndex];
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Debug.Assert(Current != null);
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return Current?.HitObject.StartTime < targetTime;
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}
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public void Reset()
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{
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hitObjectEnumerator.Reset();
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currentTopLevel = null;
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currentNestedIndex = -1;
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Current = null;
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}
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public DrawableHitObject Current { get; set; }
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object IEnumerator.Current => Current;
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public void Dispose()
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{
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}
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}
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}
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}
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