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Better guard against taiko swells becoming strong
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8432de9403
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144726e3c6
@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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converted.HitObjects = converted.HitObjects.GroupBy(t => t.StartTime).Select(x =>
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{
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TaikoHitObject first = x.First();
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if (x.Skip(1).Any() && !(first is Swell))
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if (x.Skip(1).Any() && first.CanBeStrong)
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first.IsStrong = true;
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return first;
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}).ToList();
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@ -17,6 +17,8 @@ namespace osu.Game.Rulesets.Taiko.Objects
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set => Duration = value - StartTime;
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}
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public override bool CanBeStrong => false;
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public double Duration { get; set; }
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/// <summary>
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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.Threading;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Judgements;
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@ -30,6 +31,11 @@ namespace osu.Game.Rulesets.Taiko.Objects
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public readonly Bindable<bool> IsStrongBindable = new BindableBool();
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/// <summary>
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/// Whether this <see cref="TaikoHitObject"/> can be made a "strong" (large) hit.
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/// </summary>
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public virtual bool CanBeStrong => true;
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/// <summary>
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/// Whether this HitObject is a "strong" type.
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/// Strong hit objects give more points for hitting the hit object with both keys.
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@ -37,7 +43,13 @@ namespace osu.Game.Rulesets.Taiko.Objects
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public bool IsStrong
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{
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get => IsStrongBindable.Value;
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set => IsStrongBindable.Value = value;
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set
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{
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if (value && !CanBeStrong)
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throw new InvalidOperationException($"Object of type {GetType()} cannot be strong");
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IsStrongBindable.Value = value;
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}
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}
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protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
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