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Merge pull request #28472 from bdach/taiko-mod-relax

Implement relax mod for taiko
This commit is contained in:
Dan Balasescu 2024-06-17 13:49:17 +09:00 committed by GitHub
commit 030853ed5a
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5 changed files with 112 additions and 4 deletions

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@ -85,6 +85,42 @@ namespace osu.Game.Rulesets.Taiko.Tests.Judgements
AssertResult<Swell>(0, HitResult.IgnoreMiss);
}
[Test]
public void TestAlternatingIsRequired()
{
const double hit_time = 1000;
Swell swell = new Swell
{
StartTime = hit_time,
Duration = 1000,
RequiredHits = 10
};
List<ReplayFrame> frames = new List<ReplayFrame>
{
new TaikoReplayFrame(0),
new TaikoReplayFrame(2001),
};
for (int i = 0; i < swell.RequiredHits; i++)
{
double frameTime = 1000 + i * 50;
frames.Add(new TaikoReplayFrame(frameTime, TaikoAction.LeftCentre));
frames.Add(new TaikoReplayFrame(frameTime + 10));
}
PerformTest(frames, CreateBeatmap(swell));
AssertJudgementCount(11);
AssertResult<SwellTick>(0, HitResult.IgnoreHit);
for (int i = 1; i < swell.RequiredHits; i++)
AssertResult<SwellTick>(i, HitResult.IgnoreMiss);
AssertResult<Swell>(0, HitResult.IgnoreMiss);
}
[Test]
public void TestHitNoneSwell()
{

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@ -0,0 +1,46 @@
// 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.Linq;
using NUnit.Framework;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Rulesets.Taiko.Mods;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Replays;
namespace osu.Game.Rulesets.Taiko.Tests.Mods
{
public partial class TestSceneTaikoModRelax : TaikoModTestScene
{
[Test]
public void TestRelax()
{
var beatmap = new TaikoBeatmap
{
HitObjects =
{
new Hit { StartTime = 0, Type = HitType.Centre, },
new Hit { StartTime = 250, Type = HitType.Rim, },
new DrumRoll { StartTime = 500, Duration = 500, },
new Swell { StartTime = 1250, Duration = 500 },
}
};
foreach (var ho in beatmap.HitObjects)
ho.ApplyDefaults(beatmap.ControlPointInfo, beatmap.Difficulty);
var replay = new TaikoAutoGenerator(beatmap).Generate();
foreach (var frame in replay.Frames.OfType<TaikoReplayFrame>().Where(r => r.Actions.Any()))
frame.Actions = [TaikoAction.LeftCentre];
CreateModTest(new ModTestData
{
Mod = new TaikoModRelax(),
Beatmap = beatmap,
ReplayFrames = replay.Frames,
Autoplay = false,
PassCondition = () => Player.ScoreProcessor.HasCompleted.Value && Player.ScoreProcessor.Accuracy.Value == 1,
});
}
}
}

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@ -5,13 +5,34 @@ using System;
using System.Linq;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
namespace osu.Game.Rulesets.Taiko.Mods
{
public class TaikoModRelax : ModRelax
public class TaikoModRelax : ModRelax, IApplicableToDrawableHitObject
{
public override LocalisableString Description => @"No ninja-like spinners, demanding drumrolls or unexpected katus.";
public override LocalisableString Description => @"No need to remember which key is correct anymore!";
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(TaikoModSingleTap) }).ToArray();
public void ApplyToDrawableHitObject(DrawableHitObject drawable)
{
var allActions = Enum.GetValues<TaikoAction>();
drawable.HitObjectApplied += dho =>
{
switch (dho)
{
case DrawableHit hit:
hit.HitActions = allActions;
break;
case DrawableSwell swell:
swell.MustAlternate = false;
break;
}
};
}
}
}

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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
/// <summary>
/// A list of keys which can result in hits for this HitObject.
/// </summary>
public TaikoAction[] HitActions { get; private set; }
public TaikoAction[] HitActions { get; internal set; }
/// <summary>
/// The action that caused this <see cref="DrawableHit"/> to be hit.

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@ -43,6 +43,11 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
public override bool DisplayResult => false;
/// <summary>
/// Whether the player must alternate centre and rim hits.
/// </summary>
public bool MustAlternate { get; internal set; } = true;
public DrawableSwell()
: this(null)
{
@ -292,7 +297,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
bool isCentre = e.Action == TaikoAction.LeftCentre || e.Action == TaikoAction.RightCentre;
// Ensure alternating centre and rim hits
if (lastWasCentre == isCentre)
if (lastWasCentre == isCentre && MustAlternate)
return false;
// If we've already successfully judged a tick this frame, do not judge more.