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Merge branch 'master' into scorev2
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commit
14a376c041
69
osu.Game.Tests/Visual/Mods/TestSceneModAccuracyChallenge.cs
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69
osu.Game.Tests/Visual/Mods/TestSceneModAccuracyChallenge.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 System.Linq;
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using NUnit.Framework;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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namespace osu.Game.Tests.Visual.Mods
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{
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public partial class TestSceneModAccuracyChallenge : ModTestScene
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{
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protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
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protected override TestPlayer CreateModPlayer(Ruleset ruleset)
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{
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var player = base.CreateModPlayer(ruleset);
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return player;
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}
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protected override bool AllowFail => true;
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[Test]
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public void TestMaximumAchievableAccuracy() =>
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CreateModTest(new ModTestData
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{
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Mod = new ModAccuracyChallenge
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{
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MinimumAccuracy = { Value = 0.6 }
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},
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Autoplay = false,
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Beatmap = new Beatmap
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{
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HitObjects = Enumerable.Range(0, 5).Select(i => new HitCircle
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{
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StartTime = i * 250,
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Position = new Vector2(i * 50)
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}).Cast<HitObject>().ToList()
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},
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PassCondition = () => Player.GameplayState.HasFailed && Player.ScoreProcessor.JudgedHits >= 3
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});
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[Test]
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public void TestStandardAccuracy() =>
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CreateModTest(new ModTestData
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{
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Mod = new ModAccuracyChallenge
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{
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MinimumAccuracy = { Value = 0.6 },
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AccuracyJudgeMode = { Value = ModAccuracyChallenge.AccuracyMode.Standard }
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},
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Autoplay = false,
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Beatmap = new Beatmap
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{
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HitObjects = Enumerable.Range(0, 5).Select(i => new HitCircle
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{
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StartTime = i * 250,
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Position = new Vector2(i * 50)
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}).Cast<HitObject>().ToList()
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},
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PassCondition = () => Player.GameplayState.HasFailed && Player.ScoreProcessor.JudgedHits >= 1
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});
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}
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}
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@ -89,14 +89,16 @@ namespace osu.Game.Graphics.UserInterface
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double floatValue = value.ToDouble(NumberFormatInfo.InvariantInfo);
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if (DisplayAsPercentage)
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return floatValue.ToString("0%");
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decimal decimalPrecision = normalise(CurrentNumber.Precision.ToDecimal(NumberFormatInfo.InvariantInfo), max_decimal_digits);
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// Find the number of significant digits (we could have less than 5 after normalize())
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int significantDigits = FormatUtils.FindPrecision(decimalPrecision);
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if (DisplayAsPercentage)
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{
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return floatValue.ToString($@"P{Math.Max(0, significantDigits - 2)}");
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}
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string negativeSign = Math.Round(floatValue, significantDigits) < 0 ? "-" : string.Empty;
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return $"{negativeSign}{Math.Abs(floatValue).ToString($"N{significantDigits}")}";
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49
osu.Game/Localisation/GameplayMenuOverlayStrings.cs
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49
osu.Game/Localisation/GameplayMenuOverlayStrings.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.Localisation;
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namespace osu.Game.Localisation
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{
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public static class GameplayMenuOverlayStrings
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{
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private const string prefix = @"osu.Game.Resources.Localisation.GameplayMenuOverlay";
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/// <summary>
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/// "Continue"
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/// </summary>
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public static LocalisableString Continue => new TranslatableString(getKey(@"continue"), @"Continue");
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/// <summary>
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/// "Retry"
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/// </summary>
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public static LocalisableString Retry => new TranslatableString(getKey(@"retry"), @"Retry");
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/// <summary>
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/// "Quit"
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/// </summary>
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public static LocalisableString Quit => new TranslatableString(getKey(@"quit"), @"Quit");
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/// <summary>
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/// "failed"
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/// </summary>
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public static LocalisableString FailedHeader => new TranslatableString(getKey(@"failed_header"), @"failed");
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/// <summary>
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/// "paused"
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/// </summary>
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public static LocalisableString PausedHeader => new TranslatableString(getKey(@"paused_header"), @"paused");
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/// <summary>
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/// "Retry count: "
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/// </summary>
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public static LocalisableString RetryCount => new TranslatableString(getKey(@"retry_count"), @"Retry count: ");
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/// <summary>
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/// "Song progress: "
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/// </summary>
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public static LocalisableString SongProgress => new TranslatableString(getKey(@"song_progress"), @"Song progress: ");
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private static string getKey(string key) => $@"{prefix}:{key}";
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}
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}
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@ -7,6 +7,7 @@ using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Localisation;
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using osu.Game.Configuration;
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using osu.Game.Localisation.HUD;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Judgements;
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@ -42,47 +43,44 @@ namespace osu.Game.Rulesets.Mods
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Value = 0.9,
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};
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private int baseScore;
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private int maxBaseScore;
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[SettingSource("Accuracy mode", "The mode of accuracy that will trigger failure.")]
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public Bindable<AccuracyMode> AccuracyJudgeMode { get; } = new Bindable<AccuracyMode>();
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private readonly Bindable<double> currentAccuracy = new Bindable<double>();
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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scoreProcessor.NewJudgement += j =>
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switch (AccuracyJudgeMode.Value)
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{
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if (!j.Type.AffectsAccuracy())
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return;
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case AccuracyMode.Standard:
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currentAccuracy.BindTo(scoreProcessor.Accuracy);
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break;
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baseScore += Judgement.ToNumericResult(j.Type);
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maxBaseScore += Judgement.ToNumericResult(j.Judgement.MaxResult);
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};
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case AccuracyMode.MaximumAchievable:
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currentAccuracy.BindTo(scoreProcessor.MaximumAccuracy);
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break;
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}
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scoreProcessor.JudgementReverted += j =>
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currentAccuracy.BindValueChanged(s =>
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{
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if (!j.Type.AffectsAccuracy())
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return;
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baseScore -= Judgement.ToNumericResult(j.Type);
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maxBaseScore -= Judgement.ToNumericResult(j.Judgement.MaxResult);
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};
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if (s.NewValue < MinimumAccuracy.Value)
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{
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TriggerFailure();
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}
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});
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}
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public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
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protected override bool FailCondition(HealthProcessor healthProcessor, JudgementResult result)
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protected override bool FailCondition(HealthProcessor healthProcessor, JudgementResult result) => false;
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public enum AccuracyMode
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{
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if (!result.Type.AffectsAccuracy())
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return false;
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[LocalisableDescription(typeof(GameplayAccuracyCounterStrings), nameof(GameplayAccuracyCounterStrings.AccuracyDisplayModeMax))]
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MaximumAchievable,
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return getAccuracyWithImminentResultAdded(result) < MinimumAccuracy.Value;
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}
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private double getAccuracyWithImminentResultAdded(JudgementResult result)
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{
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// baseScore and maxBaseScore are always exactly one judgement behind because the health processor is processed first (see: Player).
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int imminentBaseScore = baseScore + Judgement.ToNumericResult(result.Type);
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int imminentMaxBaseScore = maxBaseScore + Judgement.ToNumericResult(result.Judgement.MaxResult);
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return imminentMaxBaseScore > 0 ? imminentBaseScore / (double)imminentMaxBaseScore : 1;
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[LocalisableDescription(typeof(GameplayAccuracyCounterStrings), nameof(GameplayAccuracyCounterStrings.AccuracyDisplayModeStandard))]
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Standard,
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}
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}
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}
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@ -15,6 +15,8 @@ using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Localisation;
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using osu.Game.Localisation;
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namespace osu.Game.Screens.Play
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{
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@ -22,13 +24,13 @@ namespace osu.Game.Screens.Play
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{
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public Func<Task<ScoreInfo>> SaveReplay;
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public override string Header => "failed";
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public override LocalisableString Header => GameplayMenuOverlayStrings.FailedHeader;
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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AddButton("Retry", colours.YellowDark, () => OnRetry?.Invoke());
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AddButton("Quit", new Color4(170, 27, 39, 255), () => OnQuit?.Invoke());
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AddButton(GameplayMenuOverlayStrings.Retry, colours.YellowDark, () => OnRetry?.Invoke());
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AddButton(GameplayMenuOverlayStrings.Quit, new Color4(170, 27, 39, 255), () => OnQuit?.Invoke());
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// from #10339 maybe this is a better visual effect
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Add(new Container
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{
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@ -12,6 +12,7 @@ using osu.Framework.Graphics.Effects;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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@ -20,6 +21,7 @@ using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osuTK;
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using osuTK.Graphics;
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using osu.Game.Localisation;
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namespace osu.Game.Screens.Play
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{
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@ -49,7 +51,7 @@ namespace osu.Game.Screens.Play
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/// </summary>
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protected virtual Action SelectAction => () => InternalButtons.Selected?.TriggerClick();
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public abstract string Header { get; }
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public abstract LocalisableString Header { get; }
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protected SelectionCycleFillFlowContainer<DialogButton> InternalButtons = null!;
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public IReadOnlyList<DialogButton> Buttons => InternalButtons;
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@ -153,7 +155,7 @@ namespace osu.Game.Screens.Play
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protected override bool OnMouseMove(MouseMoveEvent e) => true;
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protected void AddButton(string text, Color4 colour, Action? action)
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protected void AddButton(LocalisableString text, Color4 colour, Action? action)
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{
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var button = new Button
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{
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@ -209,13 +211,13 @@ namespace osu.Game.Screens.Play
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private void updateInfoText()
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{
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playInfoText.Clear();
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playInfoText.AddText("Retry count: ");
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playInfoText.AddText(GameplayMenuOverlayStrings.RetryCount);
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playInfoText.AddText(retries.ToString(), cp => cp.Font = cp.Font.With(weight: FontWeight.Bold));
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if (getSongProgress() is int progress)
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{
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playInfoText.NewLine();
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playInfoText.AddText("Song progress: ");
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playInfoText.AddText(GameplayMenuOverlayStrings.SongProgress);
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playInfoText.AddText($"{progress}%", cp => cp.Font = cp.Font.With(weight: FontWeight.Bold));
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}
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}
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@ -9,9 +9,11 @@ using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Game.Audio;
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using osu.Game.Graphics;
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using osu.Game.Input.Bindings;
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using osu.Game.Localisation;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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@ -23,7 +25,7 @@ namespace osu.Game.Screens.Play
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public override bool IsPresent => base.IsPresent || pauseLoop.IsPlaying;
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public override string Header => "paused";
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public override LocalisableString Header => GameplayMenuOverlayStrings.PausedHeader;
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private SkinnableSound pauseLoop;
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@ -32,9 +34,9 @@ namespace osu.Game.Screens.Play
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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AddButton("Continue", colours.Green, () => OnResume?.Invoke());
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AddButton("Retry", colours.YellowDark, () => OnRetry?.Invoke());
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AddButton("Quit", new Color4(170, 27, 39, 255), () => OnQuit?.Invoke());
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AddButton(GameplayMenuOverlayStrings.Continue, colours.Green, () => OnResume?.Invoke());
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AddButton(GameplayMenuOverlayStrings.Retry, colours.YellowDark, () => OnRetry?.Invoke());
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AddButton(GameplayMenuOverlayStrings.Quit, new Color4(170, 27, 39, 255), () => OnQuit?.Invoke());
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AddInternal(pauseLoop = new SkinnableSound(new SampleInfo("Gameplay/pause-loop"))
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{
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