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Commit Graph

1861 Commits

Author SHA1 Message Date
Dean Herbert
9ff6b3fcd3 Merge branch 'master' into editor-save-local-score-management 2023-07-06 12:28:44 +09:00
Bartłomiej Dach
a87a631c50
Merge branch 'master' into taiko-hitsounding-final-attempt 2023-07-05 22:15:32 +02:00
Bartłomiej Dach
afc0c4f3c2
Merge pull request #24088 from peppy/taiko-hitsounding-drum-sample-player
Move all remaining osu!taiko sample playback logic out of `DrawableHitObject`s
2023-07-05 21:57:49 +02:00
Dean Herbert
8f61f5e4c6 Cache Playfield for the sake of tests
I'm open to an alternative. Name it.
2023-07-05 18:44:27 +09:00
Dean Herbert
289f916cd7 Remove outdated TODO 2023-07-05 18:44:27 +09:00
Dean Herbert
759cd5aec7 Warm up pool with argon-specific drum samples 2023-07-05 18:44:27 +09:00
Dean Herbert
f086908831 Don't attempt to play drum samples when rewinding 2023-07-05 18:44:27 +09:00
Dean Herbert
16f1a7694d Add time-based flourish support 2023-07-05 18:44:27 +09:00
Dean Herbert
c72ebcfd53 Fix skin fallback not working as expected 2023-07-05 18:44:27 +09:00
Dean Herbert
010262c764 Change strong hit sample handling to be user input based, not hit object based 2023-07-05 18:44:27 +09:00
Dean Herbert
a9587fd1aa Move strong hit handling to DrumSamplePlayer and separte trigger sources 2023-07-05 18:44:27 +09:00
Dean Herbert
27af07b74b Add basic implementation of argon osu!taiko hitsounds (volume / flourish / strong) 2023-07-05 18:44:27 +09:00
Dean Herbert
beed390031 Add balance adjust to base implementation of DrumSampleTriggerSource 2023-07-05 18:44:27 +09:00
Dean Herbert
ae86fc736a Add argon-specific DrumSamplePlayer 2023-07-05 18:44:27 +09:00
Dean Herbert
f54eb8d7fa Move DrumSamplePlayer to be a skinnable component 2023-07-05 18:44:27 +09:00
Dean Herbert
9a7bf1bedd Fix reversed order of sample return 2023-07-05 18:44:01 +09:00
Dean Herbert
3b9d7af9ee Fix taiko hit overlay animation timing not accounting for timing section start time 2023-07-05 17:25:31 +09:00
Dean Herbert
1629024111 ILegacyScoreProcessor -> ILegacyScoreSimulator 2023-07-04 17:32:54 +09:00
Dean Herbert
d74b1e148d Make ScoreInfo.BeatmapInfo nullable 2023-07-04 14:50:34 +09:00
Dean Herbert
571dbf5ab8 Adjust logic to avoid creating List<> each playback 2023-06-30 15:42:58 +09:00
Dean Herbert
c98abf1723 More correctly handle StrongNestedHitObjects 2023-06-30 15:38:17 +09:00
Dean Herbert
e87cf6d256 Move all remaining osu!taiko sample playback logic out of DrawableHitObjects 2023-06-30 15:21:34 +09:00
Dan Balasescu
c6ad184d94 Move Ruleset method to ILegacyRuleset interface 2023-06-29 17:24:37 +09:00
Dan Balasescu
09bc8e45de Refactoring 2023-06-28 16:14:32 +09:00
Dan Balasescu
5f350aa66f Fix float division
Firstly, this is intended to be a float division.

Secondly, dividing integers by 0 results in an exception, but dividing
non-zero floats by 0 results in +/- infinity which will be clamped to
the upper range.
In particular, this occurs when the beatmap has 1 hitobject (0 drain
length).
2023-06-27 17:14:35 +09:00
Dan Balasescu
a9c65d200a Initial conversion of scores 2023-06-26 22:19:01 +09:00
Dan Balasescu
e1d723a2cc Merge branch 'master' into diffcalc-total-scorev1 2023-06-26 14:32:14 +09:00
Bartłomiej Dach
d7ae430ec2
Merge branch 'master' into framework-update 2023-06-24 18:47:52 +02:00
Dean Herbert
3585c3f1d5 Apply required nullability changes 2023-06-24 09:58:36 +09:00
Dean Herbert
df5b389629 Manual fixes to reduce warnings to zero 2023-06-24 01:52:53 +09:00
Dan Balasescu
06565871d6 Add flag to disable computing legacy scoring values 2023-06-24 01:03:18 +09:00
Dean Herbert
0ab0c52ad5 Automated pass 2023-06-24 01:00:03 +09:00
Dan Balasescu
87447f41d0 Fix incorrect calculation of difficulty 2023-06-24 00:58:45 +09:00
Dan Balasescu
bfa449e47a Adjust attribute data 2023-06-19 21:38:13 +09:00
Dan Balasescu
0844a21a51 Merge branch 'master' into diffcalc-total-scorev1 2023-06-15 19:33:29 +09:00
Dan Balasescu
aa644832dc Add ScoreV1 calculation for TaikoRuleset 2023-06-13 19:28:46 +09:00
Dean Herbert
b986d1cee1 Rename variables to give more context 2023-06-12 14:18:26 +09:00
Xinnoh
0c42aa7f3b lower kiai pulse brightness 2023-06-09 22:51:45 -07:00
Xinnoh
7bf73463f1 reduce argon kiai flashing 2023-06-09 22:46:07 -07:00
Bartłomiej Dach
7acd186a3d
Revert to previous bound in drum roll tick generation
While `EndTime + tickSpacing` _was_ closer to what stable was using, it
could cause undesirable edge cases wherein a tick would be spawned
outside of the drum roll's duration
(see https://github.com/ppy/osu/pull/23768/files#r1222073027).

For this reason, stick with the old code for now, as it is not as
susceptible to that sort of breakage.
2023-06-08 09:56:39 +02:00
Bartłomiej Dach
b6a1377955
Merge branch 'master' into fix-editor-drum-roll 2023-06-08 09:55:10 +02:00
Salman Ahmed
62cb6a98ca Remove redundant nullable suppression directives 2023-06-07 08:20:41 +03:00
Dean Herbert
56758afeed Add note about lastTickHittable requirement 2023-06-06 17:01:52 +09:00
Dean Herbert
3db080fad2 Fix osu!taiko drum rolls not getting correct tick rate after placement in the editor 2023-06-06 16:54:33 +09:00
Dean Herbert
b096e03a57 Fix ticks being created after the end of drum rolls in osu!taiko editor
Closes https://github.com/ppy/osu/issues/23135.
2023-06-06 16:31:59 +09:00
Dean Herbert
a18a2e48f7 Colour argon osu!taiko explosions based on the object hit 2023-06-06 15:49:03 +09:00
Dan Balasescu
e402c6d2b4 Write max combo attribute from base class 2023-06-02 21:53:25 +09:00
Dean Herbert
985604fab5 Return StatisticItems rather than StatisticRows from ruleset
There were no usages of more than one column being provided per row, so
it seemed like unnecessarily complexity. I'm currently trying to reduce
complexity so we can improve the layout of the results screen, which
currently has up to three levels of nested `GridContainer`s.

Of note, I can't add backwards compatibility because the method
signature has not changed in `Ruleset` (only the return type). If we do
want to keep compatibility with other rulesets, we could designate a new
name for the updated method.
2023-06-01 14:35:15 +09:00
Dan Balasescu
fee3d43596 Merge branch 'master' into scorev2 2023-05-23 19:07:54 +09:00
Bartłomiej Dach
9915fac2c8
Fix sample silence being one level too low
4a7b011a53 inadvertently unearthed that
nested strong hits could play samples of their own accord, rather than
delegating to `DrumSampleTriggerSource` as they were supposed to. This
was an unfortunate omission due to how the inheritance structure of
`TaikoHitObject` looks like (some irrelevant classes omitted for
brevity):

	DrawableTaikoHitObject
		DrawableTaikoHitObject<TObject> <-- `GetSamples()` was overridden to empty here
			DrawableTaikoStrongableHitObject
				DrawableHit
				DrawableDrumRoll
				DrawableDrumRollTick
			DrawableSwell
			DrawableSwellTick
		DrawableStrongNestedHit <-- all strong nested hits are here => didn't receive `GetSamples()` override
			DrawableHit.StrongNestedHit
			DrawableDrumRoll.StrongNestedHit
			DrawableDrumRollTick.StrongNestedHit

To fix, move the `GetSamples()` override one level higher, to the
non-generic `DrawableTaikoHitObject`, to suppress the spurious sample
playbacks.

The stale reference in the comment was also updated to match current
code.
2023-05-21 18:58:26 +02:00
Bartłomiej Dach
4a7b011a53
Propagate samples to strong nested hits too
The rationale is the same as in
6d325651dc. Due to the recursive nature of
`GameplaySampleTriggerSource.GetMostValidObject()`, in the case of
nested hits, drum rolls and drum roll ticks, the nested strong hits
would become the most valid object, and so without propagating
the samples down to that level too, nothing would play.
2023-05-21 18:58:05 +02:00
Bartłomiej Dach
6d325651dc
Propagate samples to drum roll/swell ticks for correct playback
In d97daee96b, `DrumSampleTriggerSource`
was changed such that in order to play sounds for the user's inputs, the
bank of the normal sound would always be used.

The problem is that in the case of taiko objects which have nested
objects (swells and drum rolls), the samples were not propagated fully
(drum rolls, where only the finish sample was kept, for the purposes of
determining strongability), or not propagated at all (swells) to ticks.

As ticks of both objects are valid return values of
`GetMostValidHitObject()`, this would lead to the drum making no sounds
if the next object was a drum roll or swell, until that drum roll or
swell was completed. To fix, propagate the full set of samples, so that
`DrumSampleTriggerSource` can retrieve the normal sound to copy the bank
from.

Note that this may not necessarily reproduce prior behaviour. This is
because it is not guaranteed that all realised samples for a given
hitobject have the same bank - some may have been overriden locally on a
given hitobject. Previously, the bank would have been retrieved from the
sample control point, wherein there is only one possible bank to use;
however, when deciding the sound to play on the basis of a constructed
hitobject, it is possible that there are cases wherein the hitnormal
sample was overridden on that given hitobject, and in such cases, this
PR would make samples _play_, but not necessarily the _same_ samples
as prior to #23308.

If that turns out to be the case, this will have to be revisited.
2023-05-21 18:57:01 +02:00
Dan Balasescu
30a296bd09 Rename parameters 2023-05-19 17:27:02 +09:00
Dan Balasescu
d74bf2a096 Refactor for safety 2023-05-19 14:37:26 +09:00
Dan Balasescu
2ae34530f7 Avoid NaN values during ApplyBeatmap processing() 2023-05-19 14:14:34 +09:00
Dan Balasescu
7cbf48ffcf Fix TestSceneScoring and incorrect combo calculations 2023-05-19 14:09:19 +09:00
Dan Balasescu
4d14467d95 Invert order of operations 2023-05-19 13:23:04 +09:00
Dan Balasescu
8b56a3f87d Remove ClassicScoreMultiplier and DefaultScoreProcessor 2023-05-19 12:24:52 +09:00
Dean Herbert
dc51d5ecf3 Rename GetSampleInfo to better describe what method does
Also add full xmldoc
2023-05-17 14:07:48 +09:00
Dean Herbert
31fff72eb6 Fix bank not correctly being assigned to some taiko hit cases 2023-05-16 18:52:52 +09:00
Dean Herbert
f443cfb93e Move blueprint validity conditions to allow more correct external usage of EndPlacement
Until now, these were haphazardly enforce inline in blueprint
implementations. The only thing stopping complete breakage is that
`EndPlacement` wasn't called (too much) from outside the blueprint,
leaving them responsible for their own placement.

By moving this conditional out of the provided paramters to
`EndPlacement`, it allows more flexible usage of that method externally.
Coming in a future PR.
2023-05-12 16:02:22 +09:00
Dan Balasescu
a7b623f52a Reimplement classic scoring mode 2023-05-09 20:21:38 +09:00
Dan Balasescu
3c3c812ed6 Initial implementation of ScoreV2 2023-05-09 19:33:33 +09:00
Dan Balasescu
5afe57033d Add parent hitobject to strong hits 2023-05-09 19:30:54 +09:00
OliBomby
608fa3cc73 Merge remote-tracking branch 'upstream/master' into sample-control-points 2023-04-30 19:47:03 +02:00
OliBomby
41d4894aa3 add min and max value to SliderVelocity 2023-04-30 19:32:24 +02:00
OliBomby
4a0ff046ae pass new hitobject properties through beatmap converters 2023-04-30 19:20:42 +02:00
OliBomby
92efd04f31 fix sample of drumroll ticks being bankless 2023-04-29 23:52:24 +02:00
sw1tchbl4d3
76df5fd3e2 Limit taiko playfield aspect ratio to 5:4 - 16:9 2023-04-26 18:05:47 +02:00
OliBomby
c44f71a737 remove all regular usage of DifficultyControlPoint 2023-04-26 17:55:38 +02:00
OliBomby
9f8d7bccba fix usings 2023-04-26 17:34:02 +02:00
OliBomby
d97daee96b remove all non-test usage of SampleControlPoint 2023-04-26 13:55:39 +02:00
OliBomby
6c70948681 Remove IContext & add IHasGenerateTicks 2023-04-26 13:10:57 +02:00
OliBomby
ea1e6e9798 Add LegacyContext 2023-04-25 12:12:46 +02:00
OliBomby
a4c6850ab2 made the SampleControlPoint and DifficultyControlPoint obsolete 2023-04-25 11:34:09 +02:00
Dan Balasescu
ad51f880e0 Remove overrides on DC/NC mods 2023-04-10 17:49:29 +09:00
Dan Balasescu
15f6bc155e Add progressive score multiplier for HT 2023-04-10 13:35:48 +09:00
Dan Balasescu
c923482976 Add progressive score multiplier for DT 2023-04-10 13:31:48 +09:00
Bartłomiej Dach
7d9327f3e2
Only allow hit placement when left mouse is clicked 2023-04-04 18:40:10 +02:00
Bartłomiej Dach
f42a463479
Remove #nullable disable
May as well that we're here...
2023-04-03 20:14:17 +02:00
Bartłomiej Dach
ed07c0640b
Remove unused using directive 2023-04-03 20:13:59 +02:00
Dean Herbert
be79ea1c10 Remove left/right click based placement in taiko editor and respect sample selection 2023-04-03 18:14:58 +09:00
Dan Balasescu
9866321d27
Merge branch 'master' into taiko-single-tap 2023-03-09 13:24:20 +09:00
Bartłomiej Dach
430b09acb2
Expose taiko input manager in same manner as osu! 2023-03-08 22:52:06 +01:00
OpenSauce04
b2d453fd2e Fixed indentation 2023-03-06 11:44:00 +00:00
OpenSauce04
36108ea841 Moved CheckValidNewAction checks into checkCorrectAction 2023-03-06 11:11:38 +00:00
OpenSauce04
4ae2661f1b Removed useless null checks 2023-03-06 11:00:37 +00:00
OpenSauce04
ac6c8e600a Updated a comment for correctness 2023-03-06 10:59:47 +00:00
OpenSauce04
a7be59175d Made private + renamed Taiko Single Tap tracking variables for better readability 2023-03-06 10:59:22 +00:00
OpenSauce04
50b0fca264 Code formatting 2023-03-03 18:11:29 +00:00
OpenSauce04
865f785f50 Fixed an issue where Taiko's Single Tap could allow alternation under very specific circumstances 2023-03-03 17:13:39 +00:00
OpenSauce04
d4bb08a440 Fixed CodeInspector complaining 2023-02-28 18:38:09 +00:00
OpenSauce04
0a76c8ee7f Further simplified a type check 2023-02-28 15:41:06 +00:00
OpenSauce04
8851da05f1 Merge branch 'taiko-single-tap' of https://github.com/OpenSauce04/osu into taiko-single-tap 2023-02-28 15:37:54 +00:00
OpenSauce04
616f7b3f64 Simplified a type check 2023-02-28 15:37:46 +00:00
OpenSauce
781da032e9
Merge branch 'master' into taiko-single-tap 2023-02-28 15:22:41 +00:00
OpenSauce04
3aa8c81c5d Added missing mod incompatabilities 2023-02-28 15:20:53 +00:00
OpenSauce04
7c84a84fbe Removed TaikoInputBlockingMod, and instead moved code into TaikoModSingleTap 2023-02-28 15:14:03 +00:00
Dean Herbert
044b0604b2 Move OmitFirstBarLine to TimingControlPoint 2023-02-28 19:29:31 +09:00
OpenSauce04
beb04379f9 Inverted an if statement for code clarity 2023-02-27 22:36:09 +00:00