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Implement mania invert mod

This commit is contained in:
smoogipoo 2020-08-18 01:40:55 +09:00
parent ab0d6b7d5a
commit 583760100a
6 changed files with 121 additions and 3 deletions

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@ -0,0 +1,21 @@
// 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 NUnit.Framework;
using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Mania.Tests.Mods
{
public class TestSceneManiaModInvert : ModTestScene
{
protected override Ruleset CreatePlayerRuleset() => new ManiaRuleset();
[Test]
public void TestInversion() => CreateModTest(new ModTestData
{
Mod = new ManiaModInvert(),
PassCondition = () => Player.ScoreProcessor.JudgedHits >= 2
});
}
}

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@ -220,6 +220,7 @@ namespace osu.Game.Rulesets.Mania
new ManiaModDualStages(),
new ManiaModMirror(),
new ManiaModDifficultyAdjust(),
new ManiaModInvert(),
};
case ModType.Automation:

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@ -0,0 +1,68 @@
// 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.Collections.Generic;
using System.Linq;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Mania.Mods
{
public class ManiaModInvert : Mod, IApplicableAfterBeatmapConversion
{
public override string Name => "Invert";
public override string Acronym => "IN";
public override double ScoreMultiplier => 1;
public override string Description => "Hold the keys. To the beat.";
public override ModType Type => ModType.Conversion;
public void ApplyToBeatmap(IBeatmap beatmap)
{
var maniaBeatmap = (ManiaBeatmap)beatmap;
var newObjects = new List<ManiaHitObject>();
foreach (var column in maniaBeatmap.HitObjects.GroupBy(h => h.Column))
{
var newColumnObjects = new List<ManiaHitObject>();
var locations = column.OfType<Note>().Select(n => (startTime: n.StartTime, samples: n.Samples))
.Concat(column.OfType<HoldNote>().SelectMany(h => new[]
{
(startTime: h.StartTime, samples: h.GetNodeSamples(0)),
(startTime: h.EndTime, samples: h.GetNodeSamples(1))
}))
.OrderBy(h => h.startTime).ToList();
for (int i = 0; i < locations.Count - 1; i += 2)
{
newColumnObjects.Add(new HoldNote
{
Column = column.Key,
StartTime = locations[i].startTime,
Duration = locations[i + 1].startTime - locations[i].startTime,
Samples = locations[i].samples,
NodeSamples = new List<IList<HitSampleInfo>>
{
locations[i].samples,
locations[i + 1].samples
}
});
}
newObjects.AddRange(newColumnObjects);
}
maniaBeatmap.HitObjects = newObjects.OrderBy(h => h.StartTime).ToList();
// No breaks
maniaBeatmap.Breaks.Clear();
}
}
}

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@ -102,14 +102,14 @@ namespace osu.Game.Rulesets.Mania.Objects
{
StartTime = StartTime,
Column = Column,
Samples = getNodeSamples(0),
Samples = GetNodeSamples(0),
});
AddNested(Tail = new TailNote
{
StartTime = EndTime,
Column = Column,
Samples = getNodeSamples((NodeSamples?.Count - 1) ?? 1),
Samples = GetNodeSamples((NodeSamples?.Count - 1) ?? 1),
});
}
@ -134,7 +134,7 @@ namespace osu.Game.Rulesets.Mania.Objects
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
private IList<HitSampleInfo> getNodeSamples(int nodeIndex) =>
public IList<HitSampleInfo> GetNodeSamples(int nodeIndex) =>
nodeIndex < NodeSamples?.Count ? NodeSamples[nodeIndex] : Samples;
}
}

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@ -109,6 +109,15 @@ namespace osu.Game.Beatmaps
// Convert
IBeatmap converted = converter.Convert();
// Apply conversion mods to the result
foreach (var mod in mods.OfType<IApplicableAfterBeatmapConversion>())
{
if (cancellationSource.IsCancellationRequested)
throw new BeatmapLoadTimeoutException(BeatmapInfo);
mod.ApplyToBeatmap(converted);
}
// Apply difficulty mods
if (mods.Any(m => m is IApplicableToDifficulty))
{

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@ -0,0 +1,19 @@
// 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.Game.Beatmaps;
namespace osu.Game.Rulesets.Mods
{
/// <summary>
/// Interface for a <see cref="Mod"/> that applies changes to the <see cref="IBeatmap"/> generated by the <see cref="BeatmapConverter{TObject}"/>.
/// </summary>
public interface IApplicableAfterBeatmapConversion : IApplicableMod
{
/// <summary>
/// Applies this <see cref="Mod"/> to the <see cref="IBeatmap"/> after conversion has taken place.
/// </summary>
/// <param name="beatmap">The converted <see cref="IBeatmap"/>.</param>
void ApplyToBeatmap(IBeatmap beatmap);
}
}