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Merge branch 'master' into fix-keybinding-defaults
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commit
ff88b11080
@ -296,6 +296,44 @@ namespace osu.Game.Rulesets.Osu.Tests
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addJudgementAssert(hitObjects[1], HitResult.Great);
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}
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[Test]
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public void TestHitSliderHeadBeforeHitCircle()
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{
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const double time_circle = 1000;
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const double time_slider = 1200;
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Vector2 positionCircle = Vector2.Zero;
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Vector2 positionSlider = new Vector2(80);
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var hitObjects = new List<OsuHitObject>
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{
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new TestHitCircle
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{
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StartTime = time_circle,
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Position = positionCircle
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},
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new TestSlider
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{
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StartTime = time_slider,
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Position = positionSlider,
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Path = new SliderPath(PathType.Linear, new[]
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{
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Vector2.Zero,
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new Vector2(25, 0),
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})
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_circle - 100, Position = positionSlider, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_circle, Position = positionCircle, Actions = { OsuAction.RightButton } },
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new OsuReplayFrame { Time = time_slider, Position = positionSlider, Actions = { OsuAction.LeftButton } },
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});
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addJudgementAssert(hitObjects[0], HitResult.Great);
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addJudgementAssert(hitObjects[1], HitResult.Great);
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}
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private void addJudgementAssert(OsuHitObject hitObject, HitResult result)
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{
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AddAssert($"({hitObject.GetType().ReadableName()} @ {hitObject.StartTime}) judgement is {result}",
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@ -371,6 +409,9 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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HeadCircle.HitWindows = new TestHitWindows();
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TailCircle.HitWindows = new TestHitWindows();
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HeadCircle.HitWindows.SetDifficulty(0);
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TailCircle.HitWindows.SetDifficulty(0);
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};
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}
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}
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@ -125,7 +125,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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return new DrawableSliderTail(slider, tail);
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case SliderHeadCircle head:
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return new DrawableSliderHead(slider, head) { OnShake = Shake };
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return new DrawableSliderHead(slider, head)
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{
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OnShake = Shake,
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CheckHittable = (d, t) => CheckHittable?.Invoke(d, t) ?? true
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};
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case SliderTick tick:
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return new DrawableSliderTick(tick) { Position = tick.Position - slider.Position };
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@ -1,16 +1,17 @@
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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;
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using System.Collections.Generic;
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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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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.UI
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{
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/// <summary>
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/// Ensures that <see cref="HitObject"/>s are hit in-order.
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/// Ensures that <see cref="HitObject"/>s are hit in-order. Affectionately known as "note lock".
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/// If a <see cref="HitObject"/> is hit out of order:
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/// <list type="number">
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/// <item><description>The hit is blocked if it occurred earlier than the previous <see cref="HitObject"/>'s start time.</description></item>
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@ -36,13 +37,9 @@ namespace osu.Game.Rulesets.Osu.UI
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{
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DrawableHitObject blockingObject = 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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foreach (var obj in enumerateHitObjectsUpTo(hitObject.HitObject.StartTime))
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{
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if (obj == hitObject)
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break;
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if (drawableCanBlockFutureHits(obj))
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if (hitObjectCanBlockFutureHits(obj))
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blockingObject = obj;
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}
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@ -54,74 +51,56 @@ namespace osu.Game.Rulesets.Osu.UI
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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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return blockingObject.Judged || time >= blockingObject.HitObject.StartTime;
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}
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/// <summary>
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/// Handles a <see cref="HitObject"/> being hit to potentially miss all earlier <see cref="HitObject"/>s.
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/// </summary>
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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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public void HandleHit(DrawableHitObject 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, spinners).
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if (!hitObjectCanBlockFutureHits(hitObject))
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return;
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double maximumTime = hitObject.StartTime;
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if (!IsHittable(hitObject, hitObject.HitObject.StartTime + hitObject.Result.TimeOffset))
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throw new InvalidOperationException($"A {hitObject} was hit before it become hittable!");
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// Iterate through and apply miss results to all top-level and nested hitobjects which block future hits.
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foreach (var obj in hitObjectContainer.AliveObjects)
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foreach (var obj in enumerateHitObjectsUpTo(hitObject.HitObject.StartTime))
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{
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if (obj.Judged || obj.HitObject.StartTime >= maximumTime)
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if (obj.Judged)
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continue;
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if (hitObjectCanBlockFutureHits(obj.HitObject))
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applyMiss(obj);
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foreach (var nested in obj.NestedHitObjects)
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{
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if (nested.Judged || nested.HitObject.StartTime >= maximumTime)
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continue;
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if (hitObjectCanBlockFutureHits(nested.HitObject))
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applyMiss(nested);
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}
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if (hitObjectCanBlockFutureHits(obj))
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((DrawableOsuHitObject)obj).MissForcefully();
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}
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static void applyMiss(DrawableHitObject obj) => ((DrawableOsuHitObject)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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/// This will ONLY match on top-most <see cref="DrawableHitObject"/>s.
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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 drawableCanBlockFutureHits(DrawableHitObject hitObject)
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{
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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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/// This is more rigorous and may not match on top-most <see cref="HitObject"/>s as <see cref="drawableCanBlockFutureHits"/> does.
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/// </remarks>
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/// <param name="hitObject">The <see cref="HitObject"/> to test.</param>
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private static bool hitObjectCanBlockFutureHits(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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private static bool hitObjectCanBlockFutureHits(DrawableHitObject hitObject)
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=> hitObject is DrawableHitCircle;
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// All other hitcircles continue to block future hits.
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return hitObject is HitCircle;
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private IEnumerable<DrawableHitObject> enumerateHitObjectsUpTo(double targetTime)
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{
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foreach (var obj in hitObjectContainer.AliveObjects)
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{
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if (obj.HitObject.StartTime >= targetTime)
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yield break;
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yield return obj;
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foreach (var nestedObj in obj.NestedHitObjects)
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{
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if (nestedObj.HitObject.StartTime >= targetTime)
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break;
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yield return nestedObj;
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}
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}
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}
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}
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}
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@ -86,7 +86,7 @@ namespace osu.Game.Rulesets.Osu.UI
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private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)
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{
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// Hitobjects that block future hits should miss previous hitobjects if they're hit out-of-order.
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hitPolicy.HandleHit(result.HitObject);
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hitPolicy.HandleHit(judgedObject);
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if (!judgedObject.DisplayResult || !DisplayJudgements.Value)
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return;
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