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Implemented Autopilot
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@ -2,13 +2,19 @@
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// See the LICENCE file in the repository root for full licence text.
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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;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.StateChanges;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.Mods
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namespace osu.Game.Rulesets.Osu.Mods
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{
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{
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public class OsuModAutopilot : Mod
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public class OsuModAutopilot : Mod, IApplicableFailOverride, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
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{
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{
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public override string Name => "Autopilot";
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public override string Name => "Autopilot";
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public override string Acronym => "AP";
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public override string Acronym => "AP";
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@ -17,5 +23,41 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override string Description => @"Automatic cursor movement - just follow the rhythm.";
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public override string Description => @"Automatic cursor movement - just follow the rhythm.";
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public override double ScoreMultiplier => 1;
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModSuddenDeath), typeof(ModNoFail), typeof(ModAutoplay) };
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public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModSuddenDeath), typeof(ModNoFail), typeof(ModAutoplay) };
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public bool AllowFail => false;
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private OsuInputManager inputManager;
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private List<OsuReplayFrame> replayFrames;
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private int frameIndex = 0;
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public void Update(Playfield playfield)
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{
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// If we are on the last replay frame, no need to do anything
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if (frameIndex == replayFrames.Count - 1)
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{
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return;
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}
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// Check if we are closer to the next replay frame then the current one
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if (Math.Abs(replayFrames[frameIndex].Time - playfield.Time.Current) >= Math.Abs(replayFrames[frameIndex + 1].Time - playfield.Time.Current))
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{
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// If we are, move to the next frame, and update the mouse position
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frameIndex++;
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new MousePositionAbsoluteInput() { Position = playfield.ToScreenSpace(replayFrames[frameIndex].Position) }.Apply(inputManager.CurrentState, inputManager);
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}
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// TODO: Implement the functionality to automatically spin spinners
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}
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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// Grab the input manager to disable the user's cursor, and for future use
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inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
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inputManager.AllowUserCursorMovement = false;
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// Generate the replay frames the cursor should follow
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replayFrames = new OsuAutoGenerator(drawableRuleset.Beatmap).Generate().Frames.Cast<OsuReplayFrame>().ToList();
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}
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}
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}
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}
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}
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