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Merge pull request #24305 from chayleaf/fix-taiko-hd-hit-overlap
Fix alive hitobjects blocking hits in taiko with HD
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commit
7c78fcd6f5
@ -36,6 +36,28 @@ namespace osu.Game.Rulesets.Taiko.Tests.Judgements
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AssertResult<Hit>(0, HitResult.Great);
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}
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[Test]
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public void TestHitWithBothKeysOnSameFrameDoesNotFallThroughToNextObject()
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{
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(1000, TaikoAction.LeftCentre, TaikoAction.RightCentre),
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}, CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = 1000,
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}, new Hit
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{
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Type = HitType.Centre,
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StartTime = 1020
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}));
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AssertJudgementCount(2);
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AssertResult<Hit>(0, HitResult.Great);
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AssertResult<Hit>(1, HitResult.Miss);
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}
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[Test]
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public void TestHitRimHit()
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{
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@ -1,24 +1,71 @@
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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.Collections.Generic;
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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.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Tests.Mods
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{
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public partial class TestSceneTaikoModHidden : TaikoModTestScene
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{
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private Func<bool> checkAllMaxResultJudgements(int count) => ()
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=> Player.ScoreProcessor.JudgedHits >= count
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&& Player.Results.All(result => result.Type == result.Judgement.MaxResult);
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[Test]
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public void TestDefaultBeatmapTest() => CreateModTest(new ModTestData
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{
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Mod = new TaikoModHidden(),
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Autoplay = true,
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PassCondition = checkSomeAutoplayHits
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PassCondition = checkAllMaxResultJudgements(4),
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});
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private bool checkSomeAutoplayHits()
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=> Player.ScoreProcessor.JudgedHits >= 4
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&& Player.Results.All(result => result.Type == result.Judgement.MaxResult);
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[Test]
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public void TestHitTwoNotesWithinShortPeriod()
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{
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const double hit_time = 1;
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var beatmap = new Beatmap<TaikoHitObject>
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{
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HitObjects = new List<TaikoHitObject>
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{
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new Hit
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{
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Type = HitType.Rim,
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StartTime = hit_time,
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},
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new Hit
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{
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Type = HitType.Centre,
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StartTime = hit_time * 2,
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},
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},
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BeatmapInfo =
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{
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Difficulty = new BeatmapDifficulty
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{
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SliderTickRate = 4,
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OverallDifficulty = 0,
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},
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Ruleset = new TaikoRuleset().RulesetInfo
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},
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};
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beatmap.ControlPointInfo.Add(0, new EffectControlPoint { ScrollSpeed = 0.1f });
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CreateModTest(new ModTestData
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{
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Mod = new TaikoModHidden(),
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Autoplay = true,
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PassCondition = checkAllMaxResultJudgements(2),
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Beatmap = beatmap,
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});
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}
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}
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}
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@ -35,7 +35,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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private bool validActionPressed;
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private bool pressHandledThisFrame;
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private double? lastPressHandleTime;
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private readonly Bindable<HitType> type = new Bindable<HitType>();
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@ -76,7 +76,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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HitActions = null;
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HitAction = null;
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validActionPressed = pressHandledThisFrame = false;
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validActionPressed = false;
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lastPressHandleTime = null;
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}
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private void updateActionsFromType()
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@ -114,7 +115,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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public override bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
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{
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if (pressHandledThisFrame)
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if (lastPressHandleTime == Time.Current)
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return true;
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if (Judged)
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return false;
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@ -128,7 +129,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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// Regardless of whether we've hit or not, any secondary key presses in the same frame should be discarded
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// E.g. hitting a non-strong centre as a strong should not fall through and perform a hit on the next note
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pressHandledThisFrame = true;
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lastPressHandleTime = Time.Current;
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return result;
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}
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@ -139,15 +140,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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base.OnReleased(e);
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}
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protected override void Update()
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{
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base.Update();
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// The input manager processes all input prior to us updating, so this is the perfect time
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// for us to remove the extra press blocking, before input is handled in the next frame
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pressHandledThisFrame = false;
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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{
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Debug.Assert(HitObject.HitWindows != null);
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