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Improve commenting + refactor
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@ -1,7 +1,6 @@
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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 osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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@ -35,22 +34,27 @@ namespace osu.Game.Rulesets.Osu.UI
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/// <returns>Whether <paramref name="hitObject"/> can be hit at the given <paramref name="time"/>.</returns>
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public bool IsHittable(DrawableHitObject hitObject, double time)
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{
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DrawableHitObject lastObject = hitObject;
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DrawableHitObject blockingObject = null;
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// Get the last hitobject that can block future hits
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while ((lastObject = hitObjectContainer.AliveObjects.GetPrevious(lastObject)) != null)
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// Find the last hitobject which blocks future hits.
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foreach (var obj in hitObjectContainer.AliveObjects)
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{
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if (canBlockFutureHits(lastObject.HitObject))
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if (obj == hitObject)
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break;
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if (canBlockFutureHits(obj))
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blockingObject = obj;
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}
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// If there is no previous object alive, allow the hit.
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if (lastObject == null)
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// If there is no previous hitobject, allow the hit.
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if (blockingObject == null)
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return true;
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// Ensure that either the last object has received a judgement or the hit time occurs at or after the last object's start time.
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// Simultaneous hitobjects are allowed to be hit at the same time value to account for edge-cases such as Centipede.
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if (lastObject.Judged || time >= lastObject.HitObject.StartTime)
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// A hit is allowed if:
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// 1. The last blocking hitobject has been judged.
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// 2. The current time is after the last hitobject's start time.
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// Hits at exactly the same time as the blocking hitobject are allowed for maps that contain simultaneous hitobjects (e.g. /b/372245).
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if (blockingObject.Judged || time >= blockingObject.HitObject.StartTime)
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return true;
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return false;
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@ -62,6 +66,7 @@ namespace osu.Game.Rulesets.Osu.UI
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/// <param name="hitObject">The <see cref="HitObject"/> that was hit.</param>
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public void HandleHit(HitObject hitObject)
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{
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// Hitobjects which themselves don't block future hitobjects don't cause misses (e.g. slider ticks)
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if (!canBlockFutureHits(hitObject))
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return;
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@ -72,33 +77,57 @@ namespace osu.Game.Rulesets.Osu.UI
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if (obj.HitObject.StartTime >= minimumTime)
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break;
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switch (obj)
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// If the parent hitobject cannot cause a miss, neither can any nested hitobject.
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if (!canBlockFutureHits(obj))
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continue;
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applyMiss(obj);
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foreach (var nested in obj.NestedHitObjects)
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{
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case DrawableHitCircle circle:
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miss(circle);
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if (nested.HitObject.StartTime >= minimumTime)
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break;
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case DrawableSlider slider:
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miss(slider.HeadCircle);
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break;
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if (canBlockFutureHits(nested))
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applyMiss(nested);
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}
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}
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static void miss(DrawableOsuHitObject obj)
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{
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// Hitobjects that have already been judged cannot be missed.
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if (obj.Judged)
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return;
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static void applyMiss(DrawableHitObject obj) => ((DrawableOsuHitObject)obj).MissForcefully();
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}
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obj.MissForcefully();
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}
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/// <summary>
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/// Whether a <see cref="DrawableHitObject"/> blocks hits on future <see cref="DrawableHitObject"/>s until its start time is reached.
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/// </summary>
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/// <remarks>
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/// Must only be used when iterating through top-most drawable hitobjects.
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/// </remarks>
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/// <param name="hitObject">The <see cref="DrawableHitObject"/> to test.</param>
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private static bool canBlockFutureHits(DrawableHitObject hitObject)
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{
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// Judged hitobjects can never block hits.
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if (hitObject.Judged)
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return false;
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// Special considerations for slider tails aren't required since only top-most drawable hitobjects are being iterated over.
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return hitObject is DrawableHitCircle || hitObject is DrawableSlider;
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}
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/// <summary>
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/// Whether a <see cref="HitObject"/> blocks hits on future <see cref="HitObject"/>s until its start time is reached.
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/// </summary>
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/// <remarks>
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/// Must only be used when iterating through nested hitobjects.
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/// </remarks>
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/// <param name="hitObject">The <see cref="HitObject"/> to test.</param>
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private bool canBlockFutureHits(HitObject hitObject)
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=> hitObject is HitCircle || hitObject is Slider;
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private static bool canBlockFutureHits(HitObject hitObject)
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{
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// Unlike the above we will receive slider tails, but they do not block future hits.
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if (hitObject is SliderTailCircle)
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return false;
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// All other hitcircles continue to block future hits.
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return hitObject is HitCircle;
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}
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}
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}
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