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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;
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using osu.Game.Rulesets.Replays;
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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;
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private bool isDownState;
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private bool wasLeft;
private OsuInputManager osuInputManager;
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private ReplayState<OsuAction> state;
private double lastStateChangeTime;
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
// grab the input manager for future use.
osuInputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
osuInputManager.AllowUserPresses = false;
}
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 circle:
handleHitCircle(circle);
break;
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case DrawableSlider slider:
// Handles cases like "2B" beatmaps, where sliders may be overlapping and simply holding is not enough.
if (!slider.HeadCircle.IsHit)
handleHitCircle(slider.HeadCircle);
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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changeState(false);
changeState(true);
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}
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if (requiresHold)
changeState(true);
else if (isDownState && time - lastStateChangeTime > AutoGenerator.KEY_UP_DELAY)
changeState(false);
void handleHitCircle(DrawableHitCircle circle)
{
if (!circle.IsHovered)
return;
Debug.Assert(circle.HitObject.HitWindows != null);
requiresHit |= circle.HitObject.HitWindows.CanBeHit(time - circle.HitObject.StartTime);
}
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void changeState(bool down)
{
if (isDownState == down)
return;
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isDownState = down;
lastStateChangeTime = time;
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state = new ReplayState<OsuAction>
{
PressedActions = new List<OsuAction>()
};
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if (down)
{
state.PressedActions.Add(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton);
wasLeft = !wasLeft;
}
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state?.Apply(osuInputManager.CurrentState, osuInputManager);
}
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}
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}
}