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Clean up logic and variables
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parent
870f6bea47
commit
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@ -7,13 +7,14 @@ using System.Linq;
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using osu.Framework.Input.States;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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using static osu.Game.Input.Handlers.ReplayInputHandler;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModRelax : ModRelax, IApplicableFailOverride, IUpdatableByPlayfield
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public class OsuModRelax : ModRelax, IApplicableFailOverride, IUpdatableByPlayfield, IApplicableToRulesetContainer<OsuHitObject>
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{
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public override string Description => @"You don't need to click. Give your clicking/tapping fingers a break from the heat of things.";
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public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModAutopilot)).ToArray();
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@ -22,8 +23,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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public void Update(Playfield playfield)
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{
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bool hitStill = false;
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bool hitOnce = false;
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bool requiresHold = false;
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bool requiresHit = false;
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const float relax_leniency = 3;
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@ -35,45 +36,54 @@ namespace osu.Game.Rulesets.Osu.Mods
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double time = osuHit.Clock.CurrentTime;
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double relativetime = time - osuHit.HitObject.StartTime;
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if (osuHit.IsAlive && time >= osuHit.HitObject.StartTime - relax_leniency)
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{
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if (osuHit.HitObject is IHasEndTime hasEnd && time > hasEnd.EndTime || osuHit.IsHit)
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continue;
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if (time < osuHit.HitObject.StartTime - relax_leniency) continue;
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hitStill |= osuHit is DrawableSlider slider && (slider.Ball.IsHovered || osuHit.IsHovered) || osuHit is DrawableSpinner;
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if (osuHit.HitObject is IHasEndTime hasEnd && time > hasEnd.EndTime || osuHit.IsHit)
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continue;
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hitOnce |= osuHit is DrawableHitCircle && osuHit.IsHovered && osuHit.HitObject.HitWindows.CanBeHit(relativetime);
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}
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requiresHit |= osuHit is DrawableHitCircle && osuHit.IsHovered && osuHit.HitObject.HitWindows.CanBeHit(relativetime);
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requiresHold |= osuHit is DrawableSlider slider && (slider.Ball.IsHovered || osuHit.IsHovered) || osuHit is DrawableSpinner;
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}
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var osuHitSample = playfield.HitObjects.Objects.First(d => d is DrawableOsuHitObject) as DrawableOsuHitObject;
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if (hitOnce)
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if (requiresHit)
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{
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hit(osuHitSample, false);
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hit(osuHitSample, true);
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addAction(false);
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addAction(true);
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}
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hit(osuHitSample, hitStill);
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addAction(requiresHold);
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}
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private bool wasHit;
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private bool wasLeft;
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private void hit(DrawableOsuHitObject osuHit, bool hitting)
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private OsuInputManager osuInputManager;
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private void addAction(bool hitting)
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{
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if (wasHit == hitting)
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return;
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wasHit = hitting;
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var state = new ReplayState<OsuAction>
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{
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PressedActions = new List<OsuAction>()
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};
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if (hitting)
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{
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state.PressedActions.Add(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton);
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wasLeft = !wasLeft;
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}
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osuHit.OsuActionInputManager.HandleCustomInput(new InputState(), state);
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osuInputManager.HandleCustomInput(new InputState(), state);
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}
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public void ApplyToRulesetContainer(RulesetContainer<OsuHitObject> rulesetContainer)
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{
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// grab the input manager for future use.
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osuInputManager = (OsuInputManager)rulesetContainer.KeyBindingInputManager;
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}
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}
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}
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