mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 05:37:25 +08:00
Make swells and drumrolls optional by default
This commit is contained in:
parent
e6761ef6b1
commit
e0426836c1
@ -1,80 +0,0 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Collections.Generic;
|
||||
using NUnit.Framework;
|
||||
using osu.Game.Rulesets.Replays;
|
||||
using osu.Game.Rulesets.Taiko.Beatmaps;
|
||||
using osu.Game.Rulesets.Taiko.Mods;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.Taiko.Replays;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Tests.Mods
|
||||
{
|
||||
public class TestSceneTaikoModClassic : TaikoModTestScene
|
||||
{
|
||||
[Test]
|
||||
public void TestHittingDrumRollsIsOptional() => CreateModTest(new ModTestData
|
||||
{
|
||||
Mod = new TaikoModClassic(),
|
||||
Autoplay = false,
|
||||
Beatmap = new TaikoBeatmap
|
||||
{
|
||||
BeatmapInfo = { Ruleset = CreatePlayerRuleset().RulesetInfo },
|
||||
HitObjects = new List<TaikoHitObject>
|
||||
{
|
||||
new Hit
|
||||
{
|
||||
StartTime = 1000,
|
||||
Type = HitType.Centre
|
||||
},
|
||||
new DrumRoll
|
||||
{
|
||||
StartTime = 3000,
|
||||
EndTime = 6000
|
||||
}
|
||||
}
|
||||
},
|
||||
ReplayFrames = new List<ReplayFrame>
|
||||
{
|
||||
new TaikoReplayFrame(1000, TaikoAction.LeftCentre),
|
||||
new TaikoReplayFrame(1001)
|
||||
},
|
||||
PassCondition = () => Player.ScoreProcessor.HasCompleted.Value
|
||||
&& Player.ScoreProcessor.Combo.Value == 1
|
||||
&& Player.ScoreProcessor.Accuracy.Value == 1
|
||||
});
|
||||
|
||||
[Test]
|
||||
public void TestHittingSwellsIsOptional() => CreateModTest(new ModTestData
|
||||
{
|
||||
Mod = new TaikoModClassic(),
|
||||
Autoplay = false,
|
||||
Beatmap = new TaikoBeatmap
|
||||
{
|
||||
BeatmapInfo = { Ruleset = CreatePlayerRuleset().RulesetInfo },
|
||||
HitObjects = new List<TaikoHitObject>
|
||||
{
|
||||
new Hit
|
||||
{
|
||||
StartTime = 1000,
|
||||
Type = HitType.Centre
|
||||
},
|
||||
new Swell
|
||||
{
|
||||
StartTime = 3000,
|
||||
EndTime = 6000
|
||||
}
|
||||
}
|
||||
},
|
||||
ReplayFrames = new List<ReplayFrame>
|
||||
{
|
||||
new TaikoReplayFrame(1000, TaikoAction.LeftCentre),
|
||||
new TaikoReplayFrame(1001)
|
||||
},
|
||||
PassCondition = () => Player.ScoreProcessor.HasCompleted.Value
|
||||
&& Player.ScoreProcessor.Combo.Value == 1
|
||||
&& Player.ScoreProcessor.Accuracy.Value == 1
|
||||
});
|
||||
}
|
||||
}
|
@ -25,11 +25,11 @@ namespace osu.Game.Rulesets.Taiko.Tests.Mods
|
||||
|
||||
[TestCase(false)]
|
||||
[TestCase(true)]
|
||||
public void TestDrumRoll(bool shouldMiss) => CreateHitObjectTest(new HitObjectTestData(new DrumRoll { StartTime = 1000, EndTime = 3000 }), shouldMiss);
|
||||
public void TestDrumRoll(bool shouldMiss) => CreateHitObjectTest(new HitObjectTestData(new DrumRoll { StartTime = 1000, EndTime = 3000 }, false), shouldMiss);
|
||||
|
||||
[TestCase(false)]
|
||||
[TestCase(true)]
|
||||
public void TestSwell(bool shouldMiss) => CreateHitObjectTest(new HitObjectTestData(new Swell { StartTime = 1000, EndTime = 3000 }), shouldMiss);
|
||||
public void TestSwell(bool shouldMiss) => CreateHitObjectTest(new HitObjectTestData(new Swell { StartTime = 1000, EndTime = 3000 }, false), shouldMiss);
|
||||
|
||||
private class TestTaikoRuleset : TaikoRuleset
|
||||
{
|
||||
|
@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
};
|
||||
|
||||
[Test]
|
||||
public void TestSpinnerDoesFail()
|
||||
public void TestSwellDoesNotFail()
|
||||
{
|
||||
bool judged = false;
|
||||
AddStep("Setup judgements", () =>
|
||||
@ -47,7 +47,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
Player.ScoreProcessor.NewJudgement += _ => judged = true;
|
||||
});
|
||||
AddUntilStep("swell judged", () => judged);
|
||||
AddAssert("failed", () => Player.GameplayState.HasFailed);
|
||||
AddAssert("not failed", () => !Player.GameplayState.HasFailed);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -9,17 +9,8 @@ namespace osu.Game.Rulesets.Taiko.Judgements
|
||||
{
|
||||
public class TaikoDrumRollJudgement : TaikoJudgement
|
||||
{
|
||||
protected override double HealthIncreaseFor(HitResult result)
|
||||
{
|
||||
// Drum rolls can be ignored with no health penalty
|
||||
switch (result)
|
||||
{
|
||||
case HitResult.Miss:
|
||||
return 0;
|
||||
public override HitResult MaxResult => HitResult.IgnoreHit;
|
||||
|
||||
default:
|
||||
return base.HealthIncreaseFor(result);
|
||||
}
|
||||
}
|
||||
protected override double HealthIncreaseFor(HitResult result) => 0;
|
||||
}
|
||||
}
|
||||
|
@ -9,18 +9,8 @@ namespace osu.Game.Rulesets.Taiko.Judgements
|
||||
{
|
||||
public class TaikoDrumRollTickJudgement : TaikoJudgement
|
||||
{
|
||||
public override HitResult MaxResult => HitResult.SmallTickHit;
|
||||
public override HitResult MaxResult => HitResult.SmallBonus;
|
||||
|
||||
protected override double HealthIncreaseFor(HitResult result)
|
||||
{
|
||||
switch (result)
|
||||
{
|
||||
case HitResult.SmallTickHit:
|
||||
return 0.15;
|
||||
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
protected override double HealthIncreaseFor(HitResult result) => 0;
|
||||
}
|
||||
}
|
||||
|
@ -9,16 +9,13 @@ namespace osu.Game.Rulesets.Taiko.Judgements
|
||||
{
|
||||
public class TaikoSwellJudgement : TaikoJudgement
|
||||
{
|
||||
/// <summary>
|
||||
/// The <see cref="HitResult"/> to grant when the player has hit more than half of swell ticks.
|
||||
/// </summary>
|
||||
public virtual HitResult PartialCompletionResult => HitResult.Ok;
|
||||
public override HitResult MaxResult => HitResult.LargeBonus;
|
||||
|
||||
protected override double HealthIncreaseFor(HitResult result)
|
||||
{
|
||||
switch (result)
|
||||
{
|
||||
case HitResult.Miss:
|
||||
case HitResult.IgnoreMiss:
|
||||
return -0.65;
|
||||
|
||||
default:
|
||||
|
@ -1,170 +1,27 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Threading;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Beatmaps;
|
||||
using osu.Game.Rulesets.Taiko.Judgements;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Taiko.UI;
|
||||
using osu.Game.Rulesets.UI;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Mods
|
||||
{
|
||||
public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>, IUpdatableByPlayfield, IApplicableAfterBeatmapConversion
|
||||
public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>, IUpdatableByPlayfield
|
||||
{
|
||||
private DrawableTaikoRuleset? drawableTaikoRuleset;
|
||||
|
||||
public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
|
||||
{
|
||||
var playfield = (TaikoPlayfield)drawableRuleset.Playfield;
|
||||
playfield.ClassicHitTargetPosition.Value = true;
|
||||
|
||||
drawableTaikoRuleset = (DrawableTaikoRuleset)drawableRuleset;
|
||||
drawableTaikoRuleset.LockPlayfieldAspect.Value = false;
|
||||
|
||||
drawableTaikoRuleset.Playfield.RegisterPool<ClassicDrumRoll, ClassicDrawableDrumRoll>(5);
|
||||
drawableTaikoRuleset.Playfield.RegisterPool<ClassicDrumRollTick, DrawableDrumRollTick>(100);
|
||||
drawableTaikoRuleset.Playfield.RegisterPool<ClassicSwell, ClassicDrawableSwell>(5);
|
||||
var playfield = (TaikoPlayfield)drawableRuleset.Playfield;
|
||||
playfield.ClassicHitTargetPosition.Value = true;
|
||||
}
|
||||
|
||||
public void ApplyToBeatmap(IBeatmap beatmap)
|
||||
{
|
||||
var taikoBeatmap = (TaikoBeatmap)beatmap;
|
||||
|
||||
if (taikoBeatmap.HitObjects.Count == 0) return;
|
||||
|
||||
var hitObjects = taikoBeatmap.HitObjects.Select(ho =>
|
||||
{
|
||||
switch (ho)
|
||||
{
|
||||
case DrumRoll drumRoll:
|
||||
return new ClassicDrumRoll(drumRoll);
|
||||
|
||||
case Swell swell:
|
||||
return new ClassicSwell(swell);
|
||||
|
||||
default:
|
||||
return ho;
|
||||
}
|
||||
}).ToList();
|
||||
|
||||
taikoBeatmap.HitObjects = hitObjects;
|
||||
}
|
||||
|
||||
#region Classic drum roll
|
||||
|
||||
private class TaikoClassicDrumRollJudgement : TaikoDrumRollJudgement
|
||||
{
|
||||
public override HitResult MaxResult => HitResult.IgnoreHit;
|
||||
}
|
||||
|
||||
private class ClassicDrumRoll : DrumRoll
|
||||
{
|
||||
public ClassicDrumRoll(DrumRoll original)
|
||||
{
|
||||
StartTime = original.StartTime;
|
||||
Samples = original.Samples;
|
||||
EndTime = original.EndTime;
|
||||
Duration = original.Duration;
|
||||
TickRate = original.TickRate;
|
||||
RequiredGoodHits = original.RequiredGoodHits;
|
||||
RequiredGreatHits = original.RequiredGreatHits;
|
||||
}
|
||||
|
||||
public override Judgement CreateJudgement() => new TaikoClassicDrumRollJudgement();
|
||||
|
||||
protected override List<TaikoHitObject> CreateTicks(CancellationToken cancellationToken)
|
||||
{
|
||||
List<TaikoHitObject> oldTicks = base.CreateTicks(cancellationToken);
|
||||
|
||||
List<TaikoHitObject> newTicks = oldTicks.Select(oldTick =>
|
||||
{
|
||||
if (oldTick is DrumRollTick drumRollTick)
|
||||
{
|
||||
return new ClassicDrumRollTick(drumRollTick);
|
||||
}
|
||||
|
||||
return oldTick;
|
||||
}).ToList();
|
||||
|
||||
return newTicks;
|
||||
}
|
||||
}
|
||||
|
||||
private class TaikoClassicDrumRollTickJudgement : TaikoDrumRollTickJudgement
|
||||
{
|
||||
public override HitResult MaxResult => HitResult.SmallBonus;
|
||||
}
|
||||
|
||||
private class ClassicDrumRollTick : DrumRollTick
|
||||
{
|
||||
public override Judgement CreateJudgement() => new TaikoClassicDrumRollTickJudgement();
|
||||
|
||||
public ClassicDrumRollTick(DrumRollTick original)
|
||||
{
|
||||
StartTime = original.StartTime;
|
||||
Samples = original.Samples;
|
||||
FirstTick = original.FirstTick;
|
||||
TickSpacing = original.TickSpacing;
|
||||
}
|
||||
}
|
||||
|
||||
private class ClassicDrawableDrumRoll : DrawableDrumRoll
|
||||
{
|
||||
public override bool DisplayResult => false;
|
||||
|
||||
protected override void CheckForResult(bool userTriggered, double timeOffset)
|
||||
{
|
||||
if (userTriggered)
|
||||
return;
|
||||
|
||||
if (timeOffset < 0)
|
||||
return;
|
||||
|
||||
ApplyResult(r => r.Type = HitResult.IgnoreHit);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Classic swell
|
||||
|
||||
private class TaikoClassicSwellJudgement : TaikoSwellJudgement
|
||||
{
|
||||
public override HitResult MaxResult => HitResult.LargeBonus;
|
||||
|
||||
public override HitResult PartialCompletionResult => HitResult.SmallBonus;
|
||||
}
|
||||
|
||||
private class ClassicSwell : Swell
|
||||
{
|
||||
public ClassicSwell(Swell original)
|
||||
{
|
||||
StartTime = original.StartTime;
|
||||
Samples = original.Samples;
|
||||
EndTime = original.EndTime;
|
||||
Duration = original.Duration;
|
||||
RequiredHits = original.RequiredHits;
|
||||
}
|
||||
|
||||
public override Judgement CreateJudgement() => new TaikoClassicSwellJudgement();
|
||||
}
|
||||
|
||||
private class ClassicDrawableSwell : DrawableSwell
|
||||
{
|
||||
public override bool DisplayResult => false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public void Update(Playfield playfield)
|
||||
{
|
||||
Debug.Assert(drawableTaikoRuleset != null);
|
||||
@ -172,8 +29,6 @@ namespace osu.Game.Rulesets.Taiko.Mods
|
||||
// Classic taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
|
||||
const float scroll_rate = 10;
|
||||
|
||||
Debug.Assert(drawableTaikoRuleset != null);
|
||||
|
||||
// Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
|
||||
float ratio = drawableTaikoRuleset.DrawHeight / 480;
|
||||
|
||||
|
@ -4,7 +4,6 @@
|
||||
#nullable disable
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using JetBrains.Annotations;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Utils;
|
||||
@ -16,7 +15,6 @@ using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Skinning.Default;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
@ -40,6 +38,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
private Color4 colourIdle;
|
||||
private Color4 colourEngaged;
|
||||
|
||||
public override bool DisplayResult => false;
|
||||
|
||||
public DrawableDrumRoll()
|
||||
: this(null)
|
||||
{
|
||||
@ -140,14 +140,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
if (timeOffset < 0)
|
||||
return;
|
||||
|
||||
int countHit = NestedHitObjects.Count(o => o.IsHit);
|
||||
|
||||
if (countHit >= HitObject.RequiredGoodHits)
|
||||
{
|
||||
ApplyResult(r => r.Type = countHit >= HitObject.RequiredGreatHits ? HitResult.Great : HitResult.Ok);
|
||||
}
|
||||
else
|
||||
ApplyResult(r => r.Type = r.Judgement.MinResult);
|
||||
ApplyResult(r => r.Type = r.Judgement.MinResult);
|
||||
}
|
||||
|
||||
protected override void UpdateHitStateTransforms(ArmedState state)
|
||||
|
@ -16,7 +16,7 @@ using osuTK.Graphics;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Taiko.Judgements;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Skinning.Default;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
@ -39,6 +39,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
private readonly CircularContainer targetRing;
|
||||
private readonly CircularContainer expandingRing;
|
||||
|
||||
public override bool DisplayResult => false;
|
||||
|
||||
public DrawableSwell()
|
||||
: this(null)
|
||||
{
|
||||
@ -222,11 +224,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
tick.TriggerResult(false);
|
||||
}
|
||||
|
||||
ApplyResult(r =>
|
||||
{
|
||||
var swellJudgement = (TaikoSwellJudgement)r.Judgement;
|
||||
r.Type = numHits > HitObject.RequiredHits / 2 ? swellJudgement.PartialCompletionResult : swellJudgement.MinResult;
|
||||
});
|
||||
ApplyResult(r => r.Type = numHits > HitObject.RequiredHits / 2 ? HitResult.SmallBonus : r.Judgement.MinResult);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4,8 +4,6 @@
|
||||
#nullable disable
|
||||
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
@ -43,24 +41,12 @@ namespace osu.Game.Rulesets.Taiko.Objects
|
||||
/// </summary>
|
||||
public int TickRate = 1;
|
||||
|
||||
/// <summary>
|
||||
/// Number of drum roll ticks required for a "Good" hit.
|
||||
/// </summary>
|
||||
public double RequiredGoodHits { get; protected set; }
|
||||
|
||||
/// <summary>
|
||||
/// Number of drum roll ticks required for a "Great" hit.
|
||||
/// </summary>
|
||||
public double RequiredGreatHits { get; protected set; }
|
||||
|
||||
/// <summary>
|
||||
/// The length (in milliseconds) between ticks of this drumroll.
|
||||
/// <para>Half of this value is the hit window of the ticks.</para>
|
||||
/// </summary>
|
||||
private double tickSpacing = 100;
|
||||
|
||||
private float overallDifficulty = BeatmapDifficulty.DEFAULT_DIFFICULTY;
|
||||
|
||||
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
|
||||
{
|
||||
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
|
||||
@ -71,28 +57,19 @@ namespace osu.Game.Rulesets.Taiko.Objects
|
||||
Velocity = scoringDistance / timingPoint.BeatLength;
|
||||
|
||||
tickSpacing = timingPoint.BeatLength / TickRate;
|
||||
overallDifficulty = difficulty.OverallDifficulty;
|
||||
}
|
||||
|
||||
protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
|
||||
{
|
||||
foreach (TaikoHitObject tick in CreateTicks(cancellationToken))
|
||||
{
|
||||
AddNested(tick);
|
||||
}
|
||||
|
||||
RequiredGoodHits = NestedHitObjects.Count * Math.Min(0.15, 0.05 + 0.10 / 6 * overallDifficulty);
|
||||
RequiredGreatHits = NestedHitObjects.Count * Math.Min(0.30, 0.10 + 0.20 / 6 * overallDifficulty);
|
||||
createTicks(cancellationToken);
|
||||
|
||||
base.CreateNestedHitObjects(cancellationToken);
|
||||
}
|
||||
|
||||
protected virtual List<TaikoHitObject> CreateTicks(CancellationToken cancellationToken)
|
||||
private void createTicks(CancellationToken cancellationToken)
|
||||
{
|
||||
List<TaikoHitObject> ticks = new List<TaikoHitObject>();
|
||||
|
||||
if (tickSpacing == 0)
|
||||
return ticks;
|
||||
return;
|
||||
|
||||
bool first = true;
|
||||
|
||||
@ -100,7 +77,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
|
||||
{
|
||||
cancellationToken.ThrowIfCancellationRequested();
|
||||
|
||||
ticks.Add(new DrumRollTick
|
||||
AddNested(new DrumRollTick
|
||||
{
|
||||
FirstTick = first,
|
||||
TickSpacing = tickSpacing,
|
||||
@ -110,8 +87,6 @@ namespace osu.Game.Rulesets.Taiko.Objects
|
||||
|
||||
first = false;
|
||||
}
|
||||
|
||||
return ticks;
|
||||
}
|
||||
|
||||
public override Judgement CreateJudgement() => new TaikoDrumRollJudgement();
|
||||
|
@ -196,9 +196,6 @@ namespace osu.Game.Rulesets.Taiko
|
||||
{
|
||||
switch (result)
|
||||
{
|
||||
case HitResult.SmallTickHit:
|
||||
return "drum tick";
|
||||
|
||||
case HitResult.SmallBonus:
|
||||
return "bonus";
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user