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Merge pull request #23317 from cdwcgt/acc-challenge
Provide more accuracy modes for accuracy challenge mod
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commit
e72aba05a8
69
osu.Game.Tests/Visual/Mods/TestSceneModAccuracyChallenge.cs
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69
osu.Game.Tests/Visual/Mods/TestSceneModAccuracyChallenge.cs
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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 System.Linq;
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using NUnit.Framework;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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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.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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namespace osu.Game.Tests.Visual.Mods
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{
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public partial class TestSceneModAccuracyChallenge : ModTestScene
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{
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protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
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protected override TestPlayer CreateModPlayer(Ruleset ruleset)
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{
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var player = base.CreateModPlayer(ruleset);
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return player;
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}
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protected override bool AllowFail => true;
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[Test]
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public void TestMaximumAchievableAccuracy() =>
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CreateModTest(new ModTestData
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{
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Mod = new ModAccuracyChallenge
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{
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MinimumAccuracy = { Value = 0.6 }
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},
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Autoplay = false,
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Beatmap = new Beatmap
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{
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HitObjects = Enumerable.Range(0, 5).Select(i => new HitCircle
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{
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StartTime = i * 250,
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Position = new Vector2(i * 50)
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}).Cast<HitObject>().ToList()
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},
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PassCondition = () => Player.GameplayState.HasFailed && Player.ScoreProcessor.JudgedHits >= 3
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});
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[Test]
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public void TestStandardAccuracy() =>
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CreateModTest(new ModTestData
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{
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Mod = new ModAccuracyChallenge
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{
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MinimumAccuracy = { Value = 0.6 },
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AccuracyJudgeMode = { Value = ModAccuracyChallenge.AccuracyMode.Standard }
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},
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Autoplay = false,
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Beatmap = new Beatmap
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{
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HitObjects = Enumerable.Range(0, 5).Select(i => new HitCircle
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{
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StartTime = i * 250,
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Position = new Vector2(i * 50)
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}).Cast<HitObject>().ToList()
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},
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PassCondition = () => Player.GameplayState.HasFailed && Player.ScoreProcessor.JudgedHits >= 1
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});
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}
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}
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@ -7,6 +7,7 @@ using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Localisation;
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using osu.Framework.Localisation;
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using osu.Game.Configuration;
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using osu.Game.Configuration;
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using osu.Game.Localisation.HUD;
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using osu.Game.Overlays.Settings;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Judgements;
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@ -42,30 +43,44 @@ namespace osu.Game.Rulesets.Mods
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Value = 0.9,
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Value = 0.9,
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};
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};
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private ScoreProcessor scoreProcessor = null!;
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[SettingSource("Accuracy mode", "The mode of accuracy that will trigger failure.")]
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public Bindable<AccuracyMode> AccuracyJudgeMode { get; } = new Bindable<AccuracyMode>();
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor) => this.scoreProcessor = scoreProcessor;
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private readonly Bindable<double> currentAccuracy = new Bindable<double>();
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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switch (AccuracyJudgeMode.Value)
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{
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case AccuracyMode.Standard:
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currentAccuracy.BindTo(scoreProcessor.Accuracy);
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break;
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case AccuracyMode.MaximumAchievable:
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currentAccuracy.BindTo(scoreProcessor.MaximumAccuracy);
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break;
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}
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currentAccuracy.BindValueChanged(s =>
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{
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if (s.NewValue < MinimumAccuracy.Value)
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{
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TriggerFailure();
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}
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});
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}
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public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
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public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
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protected override bool FailCondition(HealthProcessor healthProcessor, JudgementResult result)
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protected override bool FailCondition(HealthProcessor healthProcessor, JudgementResult result) => false;
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public enum AccuracyMode
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{
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{
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if (!result.Type.AffectsAccuracy())
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[LocalisableDescription(typeof(GameplayAccuracyCounterStrings), nameof(GameplayAccuracyCounterStrings.AccuracyDisplayModeMax))]
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return false;
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MaximumAchievable,
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return getAccuracyWithImminentResultAdded(result) < MinimumAccuracy.Value;
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[LocalisableDescription(typeof(GameplayAccuracyCounterStrings), nameof(GameplayAccuracyCounterStrings.AccuracyDisplayModeStandard))]
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}
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Standard,
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private double getAccuracyWithImminentResultAdded(JudgementResult result)
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{
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var score = new ScoreInfo { Ruleset = scoreProcessor.Ruleset.RulesetInfo };
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// This is super ugly, but if we don't do it this way we will not have the most recent result added to the accuracy value.
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// Hopefully we can improve this in the future.
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scoreProcessor.PopulateScore(score);
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score.Statistics[result.Type]++;
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return scoreProcessor.ComputeAccuracy(score);
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}
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}
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}
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}
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}
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}
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