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Merge pull request #11670 from smoogipoo/mania-constant-speed-mod
Implement mania constant speed mod
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commit
06a3a72e43
@ -0,0 +1,31 @@
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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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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Testing;
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using osu.Game.Rulesets.Mania.Mods;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Rulesets.UI.Scrolling.Algorithms;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Mania.Tests.Mods
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{
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public class TestSceneManiaModConstantSpeed : ModTestScene
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{
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protected override Ruleset CreatePlayerRuleset() => new ManiaRuleset();
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[Test]
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public void TestConstantScroll() => CreateModTest(new ModTestData
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{
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Mod = new ManiaModConstantSpeed(),
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PassCondition = () =>
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{
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var hitObject = Player.ChildrenOfType<DrawableManiaHitObject>().FirstOrDefault();
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return hitObject?.Dependencies.Get<IScrollingInfo>().Algorithm is ConstantScrollAlgorithm;
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}
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});
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}
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}
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@ -238,6 +238,7 @@ namespace osu.Game.Rulesets.Mania
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new ManiaModMirror(),
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new ManiaModDifficultyAdjust(),
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new ManiaModInvert(),
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new ManiaModConstantSpeed()
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};
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case ModType.Automation:
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35
osu.Game.Rulesets.Mania/Mods/ManiaModConstantSpeed.cs
Normal file
35
osu.Game.Rulesets.Mania/Mods/ManiaModConstantSpeed.cs
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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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using osu.Framework.Graphics.Sprites;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Mania.Mods
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{
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public class ManiaModConstantSpeed : Mod, IApplicableToDrawableRuleset<ManiaHitObject>
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{
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public override string Name => "Constant Speed";
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public override string Acronym => "CS";
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public override double ScoreMultiplier => 1;
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public override string Description => "No more tricky speed changes!";
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public override IconUsage? Icon => FontAwesome.Solid.Equals;
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public override ModType Type => ModType.Conversion;
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public override bool Ranked => false;
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public void ApplyToDrawableRuleset(DrawableRuleset<ManiaHitObject> drawableRuleset)
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{
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var maniaRuleset = (DrawableManiaRuleset)drawableRuleset;
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maniaRuleset.ScrollMethod = ScrollVisualisationMethod.Constant;
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}
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}
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}
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@ -1,6 +1,7 @@
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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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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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@ -11,6 +12,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Configuration;
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using osu.Game.Input.Handlers;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Mania.Beatmaps;
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@ -49,6 +51,22 @@ namespace osu.Game.Rulesets.Mania.UI
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protected new ManiaRulesetConfigManager Config => (ManiaRulesetConfigManager)base.Config;
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public ScrollVisualisationMethod ScrollMethod
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{
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get => scrollMethod;
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set
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{
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if (IsLoaded)
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throw new InvalidOperationException($"Can't alter {nameof(ScrollMethod)} after ruleset is already loaded");
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scrollMethod = value;
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}
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}
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private ScrollVisualisationMethod scrollMethod = ScrollVisualisationMethod.Sequential;
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protected override ScrollVisualisationMethod VisualisationMethod => scrollMethod;
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private readonly Bindable<ManiaScrollingDirection> configDirection = new Bindable<ManiaScrollingDirection>();
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private readonly Bindable<double> configTimeRange = new BindableDouble();
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@ -91,7 +91,11 @@ namespace osu.Game.Rulesets.UI.Scrolling
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scrollingInfo = new LocalScrollingInfo();
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scrollingInfo.Direction.BindTo(Direction);
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scrollingInfo.TimeRange.BindTo(TimeRange);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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switch (VisualisationMethod)
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{
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case ScrollVisualisationMethod.Sequential:
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@ -106,11 +110,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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scrollingInfo.Algorithm = new ConstantScrollAlgorithm();
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break;
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}
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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double lastObjectTime = Objects.LastOrDefault()?.GetEndTime() ?? double.MaxValue;
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double baseBeatLength = TimingControlPoint.DEFAULT_BEAT_LENGTH;
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