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Merge pull request #24720 from bdach/overlapping-hit-circle-input

Block input to objects lying under already-hit hitcircles when classic note lock is active
This commit is contained in:
Dean Herbert 2023-09-06 13:56:47 +09:00 committed by GitHub
commit 4dafd4c4a2
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 133 additions and 1 deletions

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@ -142,6 +142,7 @@ namespace osu.Game.Rulesets.Osu.Tests
drawableHitCircle.Scale = new Vector2(2f);
LoadComponent(drawableHitCircle);
foreach (var mod in SelectedMods.Value.OfType<IApplicableToDrawableHitObject>())
mod.ApplyToDrawableHitObject(drawableHitCircle);

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@ -505,6 +505,56 @@ namespace osu.Game.Rulesets.Osu.Tests
addClickActionAssert(0, ClickAction.Shake);
}
[Test]
public void TestInputDoesNotFallThroughOverlappingSliders()
{
const double time_first_slider = 1000;
const double time_second_slider = 1250;
Vector2 positionFirstSlider = new Vector2(100, 50);
Vector2 positionSecondSlider = new Vector2(100, 80);
var midpoint = (positionFirstSlider + positionSecondSlider) / 2;
var hitObjects = new List<OsuHitObject>
{
new Slider
{
StartTime = time_first_slider,
Position = positionFirstSlider,
Path = new SliderPath(PathType.Linear, new[]
{
Vector2.Zero,
new Vector2(25, 0),
})
},
new Slider
{
StartTime = time_second_slider,
Position = positionSecondSlider,
Path = new SliderPath(PathType.Linear, new[]
{
Vector2.Zero,
new Vector2(25, 0),
})
}
};
performTest(hitObjects, new List<ReplayFrame>
{
new OsuReplayFrame { Time = time_first_slider, Position = midpoint, Actions = { OsuAction.RightButton } },
new OsuReplayFrame { Time = time_first_slider + 25, Position = midpoint, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_first_slider + 50, Position = midpoint },
});
addJudgementAssert(hitObjects[0], HitResult.Ok);
addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
addJudgementAssert(hitObjects[1], HitResult.Miss);
// the slider head of the first slider prevents the second slider's head from being hit, so the judgement offset should be very late.
// this is not strictly done by the hit policy implementation itself (see `OsuModClassic.blockInputToUnderlyingObjects()`),
// but we're testing this here anyways to just keep everything related to input handling and note lock in one place.
addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, referenceHitWindows.WindowFor(HitResult.Meh));
addClickActionAssert(0, ClickAction.Hit);
}
private void addJudgementAssert(OsuHitObject hitObject, HitResult result)
{
AddAssert($"({hitObject.GetType().ReadableName()} @ {hitObject.StartTime}) judgement is {result}",
@ -523,6 +573,12 @@ namespace osu.Game.Rulesets.Osu.Tests
() => judgementResults.Single(r => r.HitObject == hitObject).TimeOffset, () => Is.EqualTo(offset).Within(50));
}
private void addJudgementOffsetAssert(string name, Func<OsuHitObject?> hitObject, double offset)
{
AddAssert($"{name} @ judged at {offset}",
() => judgementResults.Single(r => r.HitObject == hitObject()).TimeOffset, () => Is.EqualTo(offset).Within(50));
}
private void addClickActionAssert(int inputIndex, ClickAction action)
=> AddAssert($"input #{inputIndex} resulted in {action}", () => testPolicy.ClickActions[inputIndex], () => Is.EqualTo(action));

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@ -336,6 +336,52 @@ namespace osu.Game.Rulesets.Osu.Tests
addJudgementAssert(hitObjects[1], HitResult.IgnoreHit);
}
[Test]
public void TestInputFallsThroughJudgedSliders()
{
const double time_first_slider = 1000;
const double time_second_slider = 1250;
Vector2 positionFirstSlider = new Vector2(100, 50);
Vector2 positionSecondSlider = new Vector2(100, 80);
var midpoint = (positionFirstSlider + positionSecondSlider) / 2;
var hitObjects = new List<OsuHitObject>
{
new TestSlider
{
StartTime = time_first_slider,
Position = positionFirstSlider,
Path = new SliderPath(PathType.Linear, new[]
{
Vector2.Zero,
new Vector2(25, 0),
})
},
new TestSlider
{
StartTime = time_second_slider,
Position = positionSecondSlider,
Path = new SliderPath(PathType.Linear, new[]
{
Vector2.Zero,
new Vector2(25, 0),
})
}
};
performTest(hitObjects, new List<ReplayFrame>
{
new OsuReplayFrame { Time = time_first_slider, Position = midpoint, Actions = { OsuAction.RightButton } },
new OsuReplayFrame { Time = time_first_slider + 25, Position = midpoint, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_first_slider + 50, Position = midpoint },
});
addJudgementAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, HitResult.Great);
addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
addJudgementAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, HitResult.Great);
addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, -200);
}
private void addJudgementAssert(OsuHitObject hitObject, HitResult result)
{
AddAssert($"({hitObject.GetType().ReadableName()} @ {hitObject.StartTime}) judgement is {result}",
@ -354,6 +400,12 @@ namespace osu.Game.Rulesets.Osu.Tests
() => Precision.AlmostEquals(judgementResults.Single(r => r.HitObject == hitObject).TimeOffset, offset, 100));
}
private void addJudgementOffsetAssert(string name, Func<OsuHitObject> hitObject, double offset)
{
AddAssert($"{name} @ judged at {offset}",
() => judgementResults.Single(r => r.HitObject == hitObject()).TimeOffset, () => Is.EqualTo(offset).Within(50));
}
private ScoreAccessibleReplayPlayer currentPlayer;
private List<JudgementResult> judgementResults;

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@ -74,6 +74,10 @@ namespace osu.Game.Rulesets.Osu.Mods
head.TrackFollowCircle = !NoSliderHeadMovement.Value;
if (FadeHitCircleEarly.Value && !usingHiddenFading)
applyEarlyFading(head);
if (ClassicNoteLock.Value)
blockInputToUnderlyingObjects(head);
break;
case DrawableSliderTail tail:
@ -83,10 +87,29 @@ namespace osu.Game.Rulesets.Osu.Mods
case DrawableHitCircle circle:
if (FadeHitCircleEarly.Value && !usingHiddenFading)
applyEarlyFading(circle);
if (ClassicNoteLock.Value)
blockInputToUnderlyingObjects(circle);
break;
}
}
/// <summary>
/// On stable, hitcircles that have already been hit block input from reaching objects that may be underneath them.
/// The purpose of this method is to restore that behaviour.
/// In order to avoid introducing yet another confusing config option, this behaviour is roped into the general notion of "note lock".
/// </summary>
private static void blockInputToUnderlyingObjects(DrawableHitCircle circle)
{
var oldHitAction = circle.HitArea.Hit;
circle.HitArea.Hit = () =>
{
oldHitAction?.Invoke();
return true;
};
}
private void applyEarlyFading(DrawableHitCircle circle)
{
circle.ApplyCustomUpdateState += (dho, state) =>

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@ -261,7 +261,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
case OsuAction.RightButton:
if (IsHovered && (Hit?.Invoke() ?? false))
{
HitAction = e.Action;
HitAction ??= e.Action;
return true;
}