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osu-lazer/osu.Game.Rulesets.Osu/UI/StartTimeOrderedHitPolicy.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.
using System;
using System.Collections.Generic;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.UI
{
/// <summary>
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/// Ensures that <see cref="HitObject"/>s are hit in-order of their start times. Affectionately known as "note lock".
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/// If a <see cref="HitObject"/> is hit out of order:
/// <list type="number">
/// <item><description>The hit is blocked if it occurred earlier than the previous <see cref="HitObject"/>'s start time.</description></item>
/// <item><description>The hit causes all previous <see cref="HitObject"/>s to missed otherwise.</description></item>
/// </list>
/// </summary>
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public class StartTimeOrderedHitPolicy : IHitPolicy
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{
public IHitObjectContainer? HitObjectContainer { get; set; }
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public ClickAction CheckHittable(DrawableHitObject hitObject, double time, HitResult _)
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{
if (HitObjectContainer == null)
throw new InvalidOperationException($"{nameof(HitObjectContainer)} should be set before {nameof(CheckHittable)} is called.");
DrawableHitObject? blockingObject = null;
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foreach (var obj in enumerateHitObjectsUpTo(hitObject.HitObject.StartTime))
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{
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if (hitObjectCanBlockFutureHits(obj))
blockingObject = obj;
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}
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// If there is no previous hitobject, allow the hit.
if (blockingObject == null)
return ClickAction.Hit;
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// A hit is allowed if:
// 1. The last blocking hitobject has been judged.
// 2. The current time is after the last hitobject's start time.
// Hits at exactly the same time as the blocking hitobject are allowed for maps that contain simultaneous hitobjects (e.g. /b/372245).
return (blockingObject.Judged || time >= blockingObject.HitObject.StartTime) ? ClickAction.Hit : ClickAction.Shake;
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}
public void HandleHit(DrawableHitObject hitObject)
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{
if (HitObjectContainer == null)
throw new InvalidOperationException($"{nameof(HitObjectContainer)} should be set before {nameof(HandleHit)} is called.");
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// Hitobjects which themselves don't block future hitobjects don't cause misses (e.g. slider ticks, spinners).
if (!hitObjectCanBlockFutureHits(hitObject))
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return;
if (CheckHittable(hitObject, hitObject.HitObject.StartTime + hitObject.Result.TimeOffset, hitObject.Result.Type) != ClickAction.Hit)
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throw new InvalidOperationException($"A {hitObject} was hit before it became hittable!");
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// Miss all hitobjects prior to the hit one.
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foreach (var obj in enumerateHitObjectsUpTo(hitObject.HitObject.StartTime))
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{
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if (obj.Judged)
continue;
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if (hitObjectCanBlockFutureHits(obj))
((DrawableOsuHitObject)obj).MissForcefully();
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}
}
/// <summary>
/// Whether a <see cref="HitObject"/> blocks hits on future <see cref="HitObject"/>s until its start time is reached.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> to test.</param>
private static bool hitObjectCanBlockFutureHits(DrawableHitObject hitObject)
=> hitObject is DrawableHitCircle;
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private IEnumerable<DrawableHitObject> enumerateHitObjectsUpTo(double targetTime)
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{
foreach (var obj in HitObjectContainer!.AliveObjects)
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{
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if (obj.HitObject.StartTime >= targetTime)
yield break;
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yield return obj;
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foreach (var nestedObj in obj.NestedHitObjects)
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{
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if (nestedObj.HitObject.StartTime >= targetTime)
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break;
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yield return nestedObj;
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}
}
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}
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}
}