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Initial Taiko single tap implementation (still needs code to allow for Strong hits)

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OpenSauce04 2023-02-13 21:25:52 +00:00 committed by OpenSauce
parent d679703fa2
commit 17a05de107
3 changed files with 148 additions and 0 deletions

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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;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
using osu.Game.Utils;
using osu.Game.Rulesets.Taiko.Mods;
using osu.Game.Rulesets.Taiko;
namespace osu.Game.Rulesets.Taiko.Mods
{
public abstract partial class InputBlockingMod : Mod, IApplicableToDrawableRuleset<TaikoHitObject>, IUpdatableByPlayfield
{
public override double ScoreMultiplier => 1.0;
public override Type[] IncompatibleMods => new[] { typeof(ModAutoplay), typeof(ModRelax), typeof(TaikoModCinema) };
public override ModType Type => ModType.Conversion;
private const double flash_duration = 1000;
private DrawableRuleset<TaikoHitObject> ruleset = null!;
protected TaikoAction? LastAcceptedDonAction { get; private set; }
protected TaikoAction? LastAcceptedKatAction { get; private set; }
/// <summary>
/// A tracker for periods where alternate should not be forced (i.e. non-gameplay periods).
/// </summary>
/// <remarks>
/// This is different from <see cref="Player.IsBreakTime"/> in that the periods here end strictly at the first object after the break, rather than the break's end time.
/// </remarks>
private PeriodTracker nonGameplayPeriods = null!;
private IFrameStableClock gameplayClock = null!;
public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
{
ruleset = drawableRuleset;
drawableRuleset.KeyBindingInputManager.Add(new InputInterceptor(this));
var periods = new List<Period>();
if (drawableRuleset.Objects.Any())
{
periods.Add(new Period(int.MinValue, getValidJudgementTime(ruleset.Objects.First()) - 1));
foreach (BreakPeriod b in drawableRuleset.Beatmap.Breaks)
periods.Add(new Period(b.StartTime, getValidJudgementTime(ruleset.Objects.First(h => h.StartTime >= b.EndTime)) - 1));
static double getValidJudgementTime(HitObject hitObject) => hitObject.StartTime - hitObject.HitWindows.WindowFor(HitResult.Meh);
}
nonGameplayPeriods = new PeriodTracker(periods);
gameplayClock = drawableRuleset.FrameStableClock;
}
public void Update(Playfield playfield)
{
if (nonGameplayPeriods.IsInAny(gameplayClock.CurrentTime))
{
if (LastAcceptedDonAction != null)
LastAcceptedDonAction = null;
if (LastAcceptedKatAction != null)
LastAcceptedKatAction = null;
}
}
protected abstract bool CheckValidNewAction(TaikoAction action);
private bool checkCorrectAction(TaikoAction action)
{
if (nonGameplayPeriods.IsInAny(gameplayClock.CurrentTime))
return true;
switch (action)
{
case TaikoAction.LeftCentre:
case TaikoAction.RightCentre:
case TaikoAction.LeftRim:
case TaikoAction.RightRim:
break;
// Any action which is not left or right button should be ignored.
default:
return true;
}
if (CheckValidNewAction(action))
{
if (action == TaikoAction.LeftCentre || action == TaikoAction.RightCentre)
LastAcceptedDonAction = action;
if (action == TaikoAction.LeftRim || action == TaikoAction.RightRim)
LastAcceptedKatAction = action;
return true;
}
//ruleset.Cursor.FlashColour(Colour4.Red, flash_duration, Easing.OutQuint);
return false;
}
private partial class InputInterceptor : Component, IKeyBindingHandler<TaikoAction>
{
private readonly InputBlockingMod mod;
public InputInterceptor(InputBlockingMod mod)
{
this.mod = mod;
}
public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
// if the pressed action is incorrect, block it from reaching gameplay.
=> !mod.checkCorrectAction(e.Action);
public void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
{
}
}
}
}

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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 osu.Framework.Localisation;
namespace osu.Game.Rulesets.Taiko.Mods
{
public class TaikoModSingleTap : InputBlockingMod
{
public override string Name => @"Single Tap";
public override string Acronym => @"SG";
public override LocalisableString Description => @"You must only use one key!";
protected override bool CheckValidNewAction(TaikoAction action) => LastAcceptedDonAction == null || LastAcceptedDonAction == action || LastAcceptedKatAction == null || LastAcceptedKatAction == action;
}
}

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@ -158,6 +158,7 @@ namespace osu.Game.Rulesets.Taiko
new TaikoModDifficultyAdjust(),
new TaikoModClassic(),
new TaikoModSwap(),
new TaikoModSingleTap(),
};
case ModType.Automation: