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Make drum rolls and swells optional with Classic
mod
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parent
d0c9788a4a
commit
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@ -9,6 +9,10 @@ namespace osu.Game.Rulesets.Taiko.Judgements
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{
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public class TaikoDrumRollJudgement : TaikoJudgement
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{
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public bool IsBonus = false;
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public override HitResult MaxResult => IsBonus ? HitResult.LargeBonus : HitResult.Great;
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protected override double HealthIncreaseFor(HitResult result)
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{
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// Drum rolls can be ignored with no health penalty
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@ -9,7 +9,9 @@ namespace osu.Game.Rulesets.Taiko.Judgements
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{
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public class TaikoDrumRollTickJudgement : TaikoJudgement
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{
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public override HitResult MaxResult => HitResult.SmallTickHit;
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public bool IsBonus = false;
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public override HitResult MaxResult => IsBonus ? HitResult.LargeBonus : HitResult.SmallTickHit;
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protected override double HealthIncreaseFor(HitResult result)
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{
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@ -9,6 +9,10 @@ namespace osu.Game.Rulesets.Taiko.Judgements
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{
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public class TaikoSwellJudgement : TaikoJudgement
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{
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public bool IsBonus = false;
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public override HitResult MaxResult => IsBonus ? HitResult.LargeBonus : HitResult.Great;
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protected override double HealthIncreaseFor(HitResult result)
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{
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switch (result)
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@ -4,13 +4,14 @@
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#nullable disable
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Taiko.Mods
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{
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public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>, IUpdatableByPlayfield
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public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>, IUpdatableByPlayfield, IApplicableToHitObject
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{
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private DrawableTaikoRuleset drawableTaikoRuleset;
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@ -20,6 +21,14 @@ namespace osu.Game.Rulesets.Taiko.Mods
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drawableTaikoRuleset.LockPlayfieldAspect.Value = false;
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}
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public void ApplyToHitObject(HitObject hitObject)
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{
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if (hitObject is DrumRoll drumRoll)
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drumRoll.SetBonus(true);
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else if (hitObject is Swell swell)
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swell.SetBonus(true);
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}
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public void Update(Playfield playfield)
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{
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// Classic taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
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@ -144,7 +144,14 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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if (countHit >= HitObject.RequiredGoodHits)
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{
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ApplyResult(r => r.Type = countHit >= HitObject.RequiredGreatHits ? HitResult.Great : HitResult.Ok);
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ApplyResult(r =>
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{
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// With the Classic mod, don't award points for a finished drum roll, only for ticks.
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if (r.Judgement.MaxResult == HitResult.LargeBonus)
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r.Type = HitResult.IgnoreMiss;
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else
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r.Type = countHit >= HitObject.RequiredGreatHits ? HitResult.Great : HitResult.Ok;
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});
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}
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else
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ApplyResult(r => r.Type = r.Judgement.MinResult);
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@ -201,7 +201,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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expandingRing.ScaleTo(1f + Math.Min(target_ring_scale - 1f, (target_ring_scale - 1f) * completion * 1.3f), 260, Easing.OutQuint);
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if (numHits == HitObject.RequiredHits)
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ApplyResult(r => r.Type = HitResult.Great);
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ApplyResult(r => r.Type = r.Judgement.MaxResult);
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}
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else
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{
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@ -222,7 +222,14 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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tick.TriggerResult(false);
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}
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ApplyResult(r => r.Type = numHits > HitObject.RequiredHits / 2 ? HitResult.Ok : r.Judgement.MinResult);
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ApplyResult(r =>
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{
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// With the Classic mod, don't award combo or accuracy for a finished swell.
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if (r.Judgement.MaxResult == HitResult.LargeBonus)
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r.Type = numHits > HitObject.RequiredHits / 2 ? HitResult.LargeBonus : r.Judgement.MinResult;
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else
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r.Type = numHits > HitObject.RequiredHits / 2 ? HitResult.Ok : r.Judgement.MinResult;
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});
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}
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}
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@ -52,6 +52,11 @@ namespace osu.Game.Rulesets.Taiko.Objects
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/// </summary>
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public double RequiredGreatHits { get; protected set; }
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/// <summary>
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/// Defines if drum rolls are affected by the Classic mod, making them bonus only.
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/// </summary>
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private bool isBonus;
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/// <summary>
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/// The length (in milliseconds) between ticks of this drumroll.
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/// <para>Half of this value is the hit window of the ticks.</para>
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@ -106,7 +111,18 @@ namespace osu.Game.Rulesets.Taiko.Objects
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}
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}
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public override Judgement CreateJudgement() => new TaikoDrumRollJudgement();
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public void SetBonus(bool bonus)
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{
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isBonus = bonus;
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foreach (HitObject hitObject in NestedHitObjects)
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{
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if (hitObject is DrumRollTick drumRollTick)
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drumRollTick.IsBonus = bonus;
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}
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}
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public override Judgement CreateJudgement() => new TaikoDrumRollJudgement { IsBonus = isBonus };
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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@ -27,7 +27,12 @@ namespace osu.Game.Rulesets.Taiko.Objects
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/// </summary>
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public double HitWindow => TickSpacing / 2;
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public override Judgement CreateJudgement() => new TaikoDrumRollTickJudgement();
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/// <summary>
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/// Defines if ticks are affected by the Classic mod, making them bonus only.
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/// </summary>
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public bool IsBonus = false;
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public override Judgement CreateJudgement() => new TaikoDrumRollTickJudgement { IsBonus = IsBonus };
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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@ -26,6 +26,16 @@ namespace osu.Game.Rulesets.Taiko.Objects
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/// </summary>
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public int RequiredHits = 10;
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/// <summary>
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/// Defines if swells are affected by the Classic mod, making them bonus only.
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/// </summary>
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private bool isBonus;
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public void SetBonus(bool bonus)
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{
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isBonus = bonus;
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}
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protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
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{
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base.CreateNestedHitObjects(cancellationToken);
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@ -37,7 +47,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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}
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}
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public override Judgement CreateJudgement() => new TaikoSwellJudgement();
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public override Judgement CreateJudgement() => new TaikoSwellJudgement { IsBonus = isBonus };
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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}
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@ -295,6 +295,15 @@ namespace osu.Game.Rulesets.Taiko.UI
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break;
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default:
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// Don't draw judgement results for bonus sliderticks with the Classic mod.
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switch (result.Type)
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{
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case HitResult.IgnoreHit:
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case HitResult.IgnoreMiss:
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case HitResult.LargeBonus:
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return;
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}
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judgementContainer.Add(judgementPools[result.Type].Get(j =>
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{
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j.Apply(result, judgedObject);
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