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fix alive hitobjects blocking hits in taiko with hd
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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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@ -57,6 +57,12 @@ namespace osu.Game.Rulesets.Taiko.Mods
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{
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hitObject.FadeOut(duration);
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// Keep updating the object even after it stopped being visible.
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// This is required because of the custom logic in DrawableHit's Update method.
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// Specifically, pressHandledThisFrame wasn't reset, which caused further hits
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// within the object's lifetime to be rejected.
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hitObject.AlwaysPresent = true;
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// DrawableHitObject sets LifetimeEnd to LatestTransformEndTime if it isn't manually changed.
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// in order for the object to not be killed before its actual end time (as the latest transform ends earlier), set lifetime end explicitly.
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hitObject.LifetimeEnd = state == ArmedState.Idle || !hitObject.AllJudged
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