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735 Commits
2025.118.1
...
2025.227.0
@@ -114,10 +114,7 @@ jobs:
|
||||
dotnet-version: "8.0.x"
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- name: Install .NET workloads
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# since windows image 20241113.3.0, not specifying a version here
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# installs the .NET 7 version of android workload for very unknown reasons.
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# revisit once we upgrade to .NET 9, it's probably fixed there.
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run: dotnet workload install android --version (dotnet --version)
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run: dotnet workload install android
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- name: Compile
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run: dotnet build -c Debug osu.Android.slnf
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@@ -0,0 +1,10 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="deploymentTargetSelector">
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<selectionStates>
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<SelectionState runConfigName="osu.Android">
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<option name="selectionMode" value="DROPDOWN" />
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</SelectionState>
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</selectionStates>
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</component>
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</project>
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+1
-1
@@ -9,7 +9,7 @@
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<GenerateProgramFile>false</GenerateProgramFile>
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</PropertyGroup>
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||||
<ItemGroup Label="Package References">
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.12.0" />
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
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||||
<PackageReference Include="NUnit" Version="3.14.0" />
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||||
<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
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</ItemGroup>
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+1
-1
@@ -9,7 +9,7 @@
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<GenerateProgramFile>false</GenerateProgramFile>
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</PropertyGroup>
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||||
<ItemGroup Label="Package References">
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||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.12.0" />
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||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
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<PackageReference Include="NUnit" Version="3.14.0" />
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<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
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</ItemGroup>
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+1
-1
@@ -9,7 +9,7 @@
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<GenerateProgramFile>false</GenerateProgramFile>
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</PropertyGroup>
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||||
<ItemGroup Label="Package References">
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||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.12.0" />
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<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
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<PackageReference Include="NUnit" Version="3.14.0" />
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<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
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</ItemGroup>
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+1
-1
@@ -9,7 +9,7 @@
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<GenerateProgramFile>false</GenerateProgramFile>
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</PropertyGroup>
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||||
<ItemGroup Label="Package References">
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<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.12.0" />
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<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
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||||
<PackageReference Include="NUnit" Version="3.14.0" />
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||||
<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
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</ItemGroup>
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||||
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+1
-1
@@ -10,7 +10,7 @@
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<EmbedAssembliesIntoApk>true</EmbedAssembliesIntoApk>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="ppy.osu.Framework.Android" Version="2025.115.0" />
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<PackageReference Include="ppy.osu.Framework.Android" Version="2025.225.0" />
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</ItemGroup>
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<PropertyGroup>
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<!-- Fody does not handle Android build well, and warns when unchanged.
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@@ -1,34 +0,0 @@
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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 Android.Content.PM;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Screens.Play;
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namespace osu.Android
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{
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public partial class GameplayScreenRotationLocker : Component
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{
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private IBindable<LocalUserPlayingState> localUserPlaying = null!;
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[Resolved]
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private OsuGameActivity gameActivity { get; set; } = null!;
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[BackgroundDependencyLoader]
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private void load(ILocalUserPlayInfo localUserPlayInfo)
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{
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localUserPlaying = localUserPlayInfo.PlayingState.GetBoundCopy();
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localUserPlaying.BindValueChanged(updateLock, true);
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}
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private void updateLock(ValueChangedEvent<LocalUserPlayingState> userPlaying)
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{
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gameActivity.RunOnUiThread(() =>
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{
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gameActivity.RequestedOrientation = userPlaying.NewValue == LocalUserPlayingState.Playing ? ScreenOrientation.Locked : gameActivity.DefaultOrientation;
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});
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}
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}
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}
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@@ -49,6 +49,8 @@ namespace osu.Android
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/// <remarks>Adjusted on startup to match expected UX for the current device type (phone/tablet).</remarks>
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public ScreenOrientation DefaultOrientation = ScreenOrientation.Unspecified;
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public new bool IsTablet { get; private set; }
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private readonly OsuGameAndroid game;
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private bool gameCreated;
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@@ -89,9 +91,9 @@ namespace osu.Android
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WindowManager.DefaultDisplay.GetSize(displaySize);
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#pragma warning restore CA1422
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float smallestWidthDp = Math.Min(displaySize.X, displaySize.Y) / Resources.DisplayMetrics.Density;
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bool isTablet = smallestWidthDp >= 600f;
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IsTablet = smallestWidthDp >= 600f;
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RequestedOrientation = DefaultOrientation = isTablet ? ScreenOrientation.FullUser : ScreenOrientation.SensorLandscape;
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RequestedOrientation = DefaultOrientation = IsTablet ? ScreenOrientation.FullUser : ScreenOrientation.SensorLandscape;
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// Currently (SDK 6.0.200), BundleAssemblies is not runnable for net6-android.
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// The assembly files are not available as files either after native AOT.
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@@ -3,13 +3,16 @@
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using System;
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using Android.App;
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using Android.Content.PM;
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using Microsoft.Maui.Devices;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Platform;
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using osu.Game;
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using osu.Game.Screens;
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using osu.Game.Updater;
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using osu.Game.Utils;
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using osuTK;
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namespace osu.Android
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{
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@@ -18,6 +21,8 @@ namespace osu.Android
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[Cached]
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private readonly OsuGameActivity gameActivity;
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public override Vector2 ScalingContainerTargetDrawSize => new Vector2(1024, 1024 * DrawHeight / DrawWidth);
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public OsuGameAndroid(OsuGameActivity activity)
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: base(null)
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{
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@@ -71,7 +76,35 @@ namespace osu.Android
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protected override void LoadComplete()
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{
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base.LoadComplete();
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LoadComponentAsync(new GameplayScreenRotationLocker(), Add);
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UserPlayingState.BindValueChanged(_ => updateOrientation());
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}
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protected override void ScreenChanged(IOsuScreen? current, IOsuScreen? newScreen)
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{
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base.ScreenChanged(current, newScreen);
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if (newScreen != null)
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updateOrientation();
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}
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private void updateOrientation()
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{
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var orientation = MobileUtils.GetOrientation(this, (IOsuScreen)ScreenStack.CurrentScreen, gameActivity.IsTablet);
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switch (orientation)
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{
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case MobileUtils.Orientation.Locked:
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gameActivity.RequestedOrientation = ScreenOrientation.Locked;
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break;
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case MobileUtils.Orientation.Portrait:
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gameActivity.RequestedOrientation = ScreenOrientation.Portrait;
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break;
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case MobileUtils.Orientation.Default:
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gameActivity.RequestedOrientation = gameActivity.DefaultOrientation;
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break;
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}
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}
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public override void SetHost(GameHost host)
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@@ -82,7 +82,7 @@ namespace osu.Desktop
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};
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client.OnReady += onReady;
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client.OnError += (_, e) => Logger.Log($"An error occurred with Discord RPC Client: {e.Message} ({e.Code})", LoggingTarget.Network, LogLevel.Error);
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client.OnError += (_, e) => Logger.Log($"An error occurred with Discord RPC Client: {e.Message} ({e.Code})", LoggingTarget.Network);
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try
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{
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@@ -173,7 +173,7 @@ namespace osu.Desktop
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new Button
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{
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Label = "View beatmap",
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Url = $@"{api.WebsiteRootUrl}/beatmaps/{beatmapId}?mode={ruleset.Value.ShortName}"
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Url = $@"{api.Endpoints.WebsiteUrl}/beatmaps/{beatmapId}?mode={ruleset.Value.ShortName}"
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}
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};
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}
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@@ -30,8 +30,6 @@ namespace osu.Desktop.Security
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private partial class ElevatedPrivilegesNotification : SimpleNotification
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{
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public override bool IsImportant => true;
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public ElevatedPrivilegesNotification()
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{
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Text = $"Running osu! as {(RuntimeInfo.IsUnix ? "root" : "administrator")} does not improve performance, may break integrations and poses a security risk. Please run the game as a normal user.";
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@@ -24,7 +24,7 @@
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<ProjectReference Include="..\osu.Game.Rulesets.Taiko\osu.Game.Rulesets.Taiko.csproj" />
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</ItemGroup>
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||||
<ItemGroup Label="Package References">
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||||
<PackageReference Include="System.IO.Packaging" Version="9.0.0" />
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<PackageReference Include="System.IO.Packaging" Version="9.0.2" />
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<PackageReference Include="DiscordRichPresence" Version="1.2.1.24" />
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<PackageReference Include="Velopack" Version="0.0.1053" />
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</ItemGroup>
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@@ -12,7 +12,6 @@ using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Rulesets.Catch.Edit.Blueprints.Components;
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using osu.Game.Rulesets.Catch.Objects.Drawables;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Tests.Visual;
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@@ -71,11 +70,11 @@ namespace osu.Game.Rulesets.Catch.Tests.Editor
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contentContainer.Playfield.HitObjectContainer.Add(hitObject);
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}
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protected override SnapResult SnapForBlueprint(HitObjectPlacementBlueprint blueprint)
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protected override void UpdatePlacementTimeAndPosition()
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{
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var result = base.SnapForBlueprint(blueprint);
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result.Time = Math.Round(HitObjectContainer.TimeAtScreenSpacePosition(result.ScreenSpacePosition) / TIME_SNAP) * TIME_SNAP;
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return result;
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var position = InputManager.CurrentState.Mouse.Position;
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double time = Math.Round(HitObjectContainer.TimeAtScreenSpacePosition(position) / TIME_SNAP) * TIME_SNAP;
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CurrentBlueprint.UpdateTimeAndPosition(position, time);
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}
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}
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}
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@@ -1,7 +1,7 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<Import Project="..\osu.TestProject.props" />
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||||
<ItemGroup Label="Package References">
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.12.0" />
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
|
||||
<PackageReference Include="NUnit" Version="3.14.0" />
|
||||
<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
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||||
</ItemGroup>
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@@ -14,6 +14,7 @@ using osu.Game.Graphics;
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using osu.Game.Rulesets.Catch.Beatmaps;
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using osu.Game.Rulesets.Catch.Difficulty;
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using osu.Game.Rulesets.Catch.Edit;
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using osu.Game.Rulesets.Catch.Edit.Setup;
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using osu.Game.Rulesets.Catch.Mods;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Replays;
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@@ -228,7 +229,7 @@ namespace osu.Game.Rulesets.Catch
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public override IEnumerable<Drawable> CreateEditorSetupSections() =>
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[
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new MetadataSection(),
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new DifficultySection(),
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new CatchDifficultySection(),
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new FillFlowContainer
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{
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AutoSizeAxes = Axes.Y,
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|
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@@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
|
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|
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using System.Collections.Generic;
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using Newtonsoft.Json;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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|
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@@ -10,15 +9,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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{
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public class CatchDifficultyAttributes : DifficultyAttributes
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{
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/// <summary>
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/// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc).
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/// </summary>
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/// <remarks>
|
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/// Rate-adjusting mods don't directly affect the approach rate difficulty value, but have a perceived effect as a result of adjusting audio timing.
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/// </remarks>
|
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[JsonProperty("approach_rate")]
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public double ApproachRate { get; set; }
|
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|
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public override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
|
||||
{
|
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foreach (var v in base.ToDatabaseAttributes())
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@@ -26,7 +16,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
|
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|
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// Todo: osu!catch should not output star rating in the 'aim' attribute.
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yield return (ATTRIB_ID_AIM, StarRating);
|
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yield return (ATTRIB_ID_APPROACH_RATE, ApproachRate);
|
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}
|
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|
||||
public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
|
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@@ -34,7 +23,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
|
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base.FromDatabaseAttributes(values, onlineInfo);
|
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|
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StarRating = values[ATTRIB_ID_AIM];
|
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ApproachRate = values[ATTRIB_ID_APPROACH_RATE];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Catch.Beatmaps;
|
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using osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
|
||||
@@ -35,14 +36,10 @@ namespace osu.Game.Rulesets.Catch.Difficulty
|
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if (beatmap.HitObjects.Count == 0)
|
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return new CatchDifficultyAttributes { Mods = mods };
|
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|
||||
// this is the same as osu!, so there's potential to share the implementation... maybe
|
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double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
|
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|
||||
CatchDifficultyAttributes attributes = new CatchDifficultyAttributes
|
||||
{
|
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StarRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier,
|
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StarRating = Math.Sqrt(skills.OfType<Movement>().Single().DifficultyValue()) * difficulty_multiplier,
|
||||
Mods = mods,
|
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ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0,
|
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MaxCombo = beatmap.GetMaxCombo(),
|
||||
};
|
||||
|
||||
|
||||
@@ -3,6 +3,9 @@
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Framework.Audio.Track;
|
||||
using osu.Framework.Extensions.IEnumerableExtensions;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Difficulty;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Scoring;
|
||||
@@ -50,7 +53,19 @@ namespace osu.Game.Rulesets.Catch.Difficulty
|
||||
if (catchAttributes.MaxCombo > 0)
|
||||
value *= Math.Min(Math.Pow(score.MaxCombo, 0.8) / Math.Pow(catchAttributes.MaxCombo, 0.8), 1.0);
|
||||
|
||||
double approachRate = catchAttributes.ApproachRate;
|
||||
var difficulty = score.BeatmapInfo!.Difficulty.Clone();
|
||||
|
||||
score.Mods.OfType<IApplicableToDifficulty>().ForEach(m => m.ApplyToDifficulty(difficulty));
|
||||
|
||||
var track = new TrackVirtual(10000);
|
||||
score.Mods.OfType<IApplicableToTrack>().ForEach(m => m.ApplyToTrack(track));
|
||||
double clockRate = track.Rate;
|
||||
|
||||
// this is the same as osu!, so there's potential to share the implementation... maybe
|
||||
double preempt = IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
|
||||
|
||||
double approachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0;
|
||||
|
||||
double approachRateFactor = 1.0;
|
||||
if (approachRate > 9.0)
|
||||
approachRateFactor += 0.1 * (approachRate - 9.0); // 10% for each AR above 9
|
||||
|
||||
@@ -26,7 +26,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
|
||||
|
||||
private float? lastPlayerPosition;
|
||||
private float lastDistanceMoved;
|
||||
private float lastExactDistanceMoved;
|
||||
private double lastStrainTime;
|
||||
private bool isInBuzzSection;
|
||||
|
||||
/// <summary>
|
||||
/// The speed multiplier applied to the player's catcher.
|
||||
@@ -59,6 +61,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
|
||||
|
||||
float distanceMoved = playerPosition - lastPlayerPosition.Value;
|
||||
|
||||
// For the exact position we consider that the catcher is in the correct position for both objects
|
||||
float exactDistanceMoved = catchCurrent.NormalizedPosition - lastPlayerPosition.Value;
|
||||
|
||||
double weightedStrainTime = catchCurrent.StrainTime + 13 + (3 / catcherSpeedMultiplier);
|
||||
|
||||
double distanceAddition = (Math.Pow(Math.Abs(distanceMoved), 1.3) / 510);
|
||||
@@ -92,12 +97,30 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
|
||||
playerPosition = catchCurrent.NormalizedPosition;
|
||||
}
|
||||
|
||||
distanceAddition *= 1.0 + edgeDashBonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash) / 20) * Math.Pow((Math.Min(catchCurrent.StrainTime * catcherSpeedMultiplier, 265) / 265), 1.5); // Edge Dashes are easier at lower ms values
|
||||
distanceAddition *= 1.0 + edgeDashBonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash) / 20)
|
||||
* Math.Pow((Math.Min(catchCurrent.StrainTime * catcherSpeedMultiplier, 265) / 265), 1.5); // Edge Dashes are easier at lower ms values
|
||||
}
|
||||
|
||||
// There is an edge case where horizontal back and forth sliders create "buzz" patterns which are repeated "movements" with a distance lower than
|
||||
// the platter's width but high enough to be considered a movement due to the absolute_player_positioning_error and normalized_hitobject_radius offsets
|
||||
// We are detecting this exact scenario. The first back and forth is counted but all subsequent ones are nullified.
|
||||
// To achieve that, we need to store the exact distances (distance ignoring absolute_player_positioning_error and normalized_hitobject_radius)
|
||||
if (Math.Abs(exactDistanceMoved) <= HalfCatcherWidth * 2 && exactDistanceMoved == -lastExactDistanceMoved && catchCurrent.StrainTime == lastStrainTime)
|
||||
{
|
||||
if (isInBuzzSection)
|
||||
distanceAddition = 0;
|
||||
else
|
||||
isInBuzzSection = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
isInBuzzSection = false;
|
||||
}
|
||||
|
||||
lastPlayerPosition = playerPosition;
|
||||
lastDistanceMoved = distanceMoved;
|
||||
lastStrainTime = catchCurrent.StrainTime;
|
||||
lastExactDistanceMoved = exactDistanceMoved;
|
||||
|
||||
return distanceAddition / weightedStrainTime;
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@ using osu.Framework.Utils;
|
||||
using osu.Game.Rulesets.Catch.Edit.Blueprints.Components;
|
||||
using osu.Game.Rulesets.Catch.Objects;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osuTK;
|
||||
using osuTK.Input;
|
||||
|
||||
namespace osu.Game.Rulesets.Catch.Edit.Blueprints
|
||||
@@ -59,11 +60,13 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints
|
||||
return base.OnMouseDown(e);
|
||||
}
|
||||
|
||||
public override void UpdateTimeAndPosition(SnapResult result)
|
||||
public override SnapResult UpdateTimeAndPosition(Vector2 screenSpacePosition, double fallbackTime)
|
||||
{
|
||||
base.UpdateTimeAndPosition(result);
|
||||
var result = Composer?.FindSnappedPositionAndTime(screenSpacePosition) ?? new SnapResult(screenSpacePosition, fallbackTime);
|
||||
|
||||
if (!(result.Time is double time)) return;
|
||||
base.UpdateTimeAndPosition(result.ScreenSpacePosition, result.Time ?? fallbackTime);
|
||||
|
||||
if (!(result.Time is double time)) return result;
|
||||
|
||||
switch (PlacementActive)
|
||||
{
|
||||
@@ -78,6 +81,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints
|
||||
|
||||
HitObject.StartTime = Math.Min(placementStartTime, placementEndTime);
|
||||
HitObject.EndTime = Math.Max(placementStartTime, placementEndTime);
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,7 +9,7 @@ using osu.Game.Rulesets.UI.Scrolling;
|
||||
|
||||
namespace osu.Game.Rulesets.Catch.Edit.Blueprints
|
||||
{
|
||||
public partial class CatchPlacementBlueprint<THitObject> : HitObjectPlacementBlueprint
|
||||
public abstract partial class CatchPlacementBlueprint<THitObject> : HitObjectPlacementBlueprint
|
||||
where THitObject : CatchHitObject, new()
|
||||
{
|
||||
protected new THitObject HitObject => (THitObject)base.HitObject;
|
||||
@@ -19,7 +19,10 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints
|
||||
[Resolved]
|
||||
private Playfield playfield { get; set; } = null!;
|
||||
|
||||
public CatchPlacementBlueprint()
|
||||
[Resolved]
|
||||
protected CatchHitObjectComposer? Composer { get; private set; }
|
||||
|
||||
protected CatchPlacementBlueprint()
|
||||
: base(new THitObject())
|
||||
{
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@ using osu.Framework.Input.Events;
|
||||
using osu.Game.Rulesets.Catch.Edit.Blueprints.Components;
|
||||
using osu.Game.Rulesets.Catch.Objects;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osuTK;
|
||||
using osuTK.Input;
|
||||
|
||||
namespace osu.Game.Rulesets.Catch.Edit.Blueprints
|
||||
@@ -41,11 +42,20 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void UpdateTimeAndPosition(SnapResult result)
|
||||
public override SnapResult UpdateTimeAndPosition(Vector2 screenSpacePosition, double fallbackTime)
|
||||
{
|
||||
base.UpdateTimeAndPosition(result);
|
||||
var gridSnapResult = Composer?.FindSnappedPositionAndTime(screenSpacePosition) ?? new SnapResult(screenSpacePosition, fallbackTime);
|
||||
gridSnapResult.ScreenSpacePosition.X = screenSpacePosition.X;
|
||||
var distanceSnapResult = Composer?.TryDistanceSnap(gridSnapResult.ScreenSpacePosition);
|
||||
|
||||
var result = distanceSnapResult != null && Vector2.Distance(gridSnapResult.ScreenSpacePosition, distanceSnapResult.ScreenSpacePosition) < CatchHitObjectComposer.DISTANCE_SNAP_RADIUS
|
||||
? distanceSnapResult
|
||||
: gridSnapResult;
|
||||
|
||||
base.UpdateTimeAndPosition(result.ScreenSpacePosition, result.Time ?? fallbackTime);
|
||||
|
||||
HitObject.X = ToLocalSpace(result.ScreenSpacePosition).X;
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -83,8 +83,16 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints
|
||||
return base.OnMouseDown(e);
|
||||
}
|
||||
|
||||
public override void UpdateTimeAndPosition(SnapResult result)
|
||||
public override SnapResult UpdateTimeAndPosition(Vector2 screenSpacePosition, double fallbackTime)
|
||||
{
|
||||
var gridSnapResult = Composer?.FindSnappedPositionAndTime(screenSpacePosition) ?? new SnapResult(screenSpacePosition, fallbackTime);
|
||||
gridSnapResult.ScreenSpacePosition.X = screenSpacePosition.X;
|
||||
var distanceSnapResult = Composer?.TryDistanceSnap(gridSnapResult.ScreenSpacePosition);
|
||||
|
||||
var result = distanceSnapResult != null && Vector2.Distance(gridSnapResult.ScreenSpacePosition, distanceSnapResult.ScreenSpacePosition) < CatchHitObjectComposer.DISTANCE_SNAP_RADIUS
|
||||
? distanceSnapResult
|
||||
: gridSnapResult;
|
||||
|
||||
switch (PlacementActive)
|
||||
{
|
||||
case PlacementState.Waiting:
|
||||
@@ -99,7 +107,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints
|
||||
break;
|
||||
|
||||
default:
|
||||
return;
|
||||
return result;
|
||||
}
|
||||
|
||||
// Make sure the up-to-date position is used for outlines.
|
||||
@@ -113,6 +121,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints
|
||||
ApplyDefaultsToHitObject();
|
||||
scrollingPath.UpdatePathFrom(HitObjectContainer, HitObject);
|
||||
nestedOutlineContainer.UpdateNestedObjectsFrom(HitObjectContainer, HitObject);
|
||||
return result;
|
||||
}
|
||||
|
||||
private double positionToTime(float relativeYPosition)
|
||||
|
||||
@@ -1,16 +1,22 @@
|
||||
// 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 System.Linq;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Rulesets.Catch.Edit.Blueprints;
|
||||
using osu.Game.Rulesets.Catch.Objects;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Screens.Edit.Compose.Components;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Catch.Edit
|
||||
{
|
||||
public partial class CatchBlueprintContainer : ComposeBlueprintContainer
|
||||
{
|
||||
public new CatchHitObjectComposer Composer => (CatchHitObjectComposer)base.Composer;
|
||||
|
||||
public CatchBlueprintContainer(CatchHitObjectComposer composer)
|
||||
: base(composer)
|
||||
{
|
||||
@@ -36,5 +42,28 @@ namespace osu.Game.Rulesets.Catch.Edit
|
||||
}
|
||||
|
||||
protected sealed override DragBox CreateDragBox() => new ScrollingDragBox(Composer.Playfield);
|
||||
|
||||
protected override bool TryMoveBlueprints(DragEvent e, IList<(SelectionBlueprint<HitObject> blueprint, Vector2[] originalSnapPositions)> blueprints)
|
||||
{
|
||||
Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
|
||||
|
||||
// The final movement position, relative to movementBlueprintOriginalPosition.
|
||||
Vector2 movePosition = blueprints.First().originalSnapPositions.First() + distanceTravelled;
|
||||
|
||||
// Retrieve a snapped position.
|
||||
var gridSnapResult = Composer.FindSnappedPositionAndTime(movePosition);
|
||||
gridSnapResult.ScreenSpacePosition.X = movePosition.X;
|
||||
var distanceSnapResult = Composer.TryDistanceSnap(gridSnapResult.ScreenSpacePosition);
|
||||
|
||||
var result = distanceSnapResult != null && Vector2.Distance(gridSnapResult.ScreenSpacePosition, distanceSnapResult.ScreenSpacePosition) < CatchHitObjectComposer.DISTANCE_SNAP_RADIUS
|
||||
? distanceSnapResult
|
||||
: gridSnapResult;
|
||||
|
||||
var referenceBlueprint = blueprints.First().blueprint;
|
||||
bool moved = SelectionHandler.HandleMovement(new MoveSelectionEvent<HitObject>(referenceBlueprint, result.ScreenSpacePosition - referenceBlueprint.ScreenSpaceSelectionPoint));
|
||||
if (moved)
|
||||
ApplySnapResultTime(result, referenceBlueprint.Item.StartTime);
|
||||
return moved;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Catch.Edit
|
||||
//
|
||||
// The implementation below is probably correct but should be checked if/when exposed via controls.
|
||||
|
||||
float expectedDistance = DurationToDistance(before, after.StartTime - before.GetEndTime());
|
||||
float expectedDistance = DurationToDistance(after.StartTime - before.GetEndTime(), before.StartTime);
|
||||
|
||||
float previousEndX = (before as JuiceStream)?.EndX ?? ((CatchHitObject)before).EffectiveX;
|
||||
float actualDistance = Math.Abs(previousEndX - ((CatchHitObject)after).EffectiveX);
|
||||
|
||||
@@ -23,9 +23,10 @@ using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Catch.Edit
|
||||
{
|
||||
[Cached]
|
||||
public partial class CatchHitObjectComposer : ScrollingHitObjectComposer<CatchHitObject>, IKeyBindingHandler<GlobalAction>
|
||||
{
|
||||
private const float distance_snap_radius = 50;
|
||||
public const float DISTANCE_SNAP_RADIUS = 50;
|
||||
|
||||
private CatchDistanceSnapGrid distanceSnapGrid = null!;
|
||||
|
||||
@@ -135,22 +136,12 @@ namespace osu.Game.Rulesets.Catch.Edit
|
||||
DistanceSnapProvider.HandleToggleViaKey(key);
|
||||
}
|
||||
|
||||
public override SnapResult FindSnappedPositionAndTime(Vector2 screenSpacePosition, SnapType snapType = SnapType.All)
|
||||
public SnapResult? TryDistanceSnap(Vector2 screenSpacePosition)
|
||||
{
|
||||
var result = base.FindSnappedPositionAndTime(screenSpacePosition, snapType);
|
||||
if (distanceSnapGrid.IsPresent && distanceSnapGrid.GetSnappedPosition(screenSpacePosition) is SnapResult snapResult)
|
||||
return snapResult;
|
||||
|
||||
result.ScreenSpacePosition.X = screenSpacePosition.X;
|
||||
|
||||
if (snapType.HasFlag(SnapType.RelativeGrids))
|
||||
{
|
||||
if (distanceSnapGrid.IsPresent && distanceSnapGrid.GetSnappedPosition(result.ScreenSpacePosition) is SnapResult snapResult &&
|
||||
Vector2.Distance(snapResult.ScreenSpacePosition, result.ScreenSpacePosition) < distance_snap_radius)
|
||||
{
|
||||
result = snapResult;
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
return null;
|
||||
}
|
||||
|
||||
private PalpableCatchHitObject? getLastSnappableHitObject(double time)
|
||||
|
||||
@@ -5,6 +5,7 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Rulesets.Catch.Objects;
|
||||
using osu.Game.Rulesets.Catch.UI;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
@@ -12,6 +13,7 @@ using osu.Game.Rulesets.UI;
|
||||
using osu.Game.Rulesets.UI.Scrolling;
|
||||
using osu.Game.Screens.Edit.Compose.Components;
|
||||
using osuTK;
|
||||
using osuTK.Input;
|
||||
using Direction = osu.Framework.Graphics.Direction;
|
||||
|
||||
namespace osu.Game.Rulesets.Catch.Edit
|
||||
@@ -38,6 +40,13 @@ namespace osu.Game.Rulesets.Catch.Edit
|
||||
return true;
|
||||
}
|
||||
|
||||
moveSelection(deltaX);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void moveSelection(float deltaX)
|
||||
{
|
||||
EditorBeatmap.PerformOnSelection(h =>
|
||||
{
|
||||
if (!(h is CatchHitObject catchObject)) return;
|
||||
@@ -48,7 +57,60 @@ namespace osu.Game.Rulesets.Catch.Edit
|
||||
foreach (var nested in catchObject.NestedHitObjects.OfType<CatchHitObject>())
|
||||
nested.OriginalX += deltaX;
|
||||
});
|
||||
}
|
||||
|
||||
private bool nudgeMovementActive;
|
||||
|
||||
protected override bool OnKeyDown(KeyDownEvent e)
|
||||
{
|
||||
// Until the keys below are global actions, this will prevent conflicts with "seek between sample points"
|
||||
// which has a default of ctrl+shift+arrows.
|
||||
if (e.ShiftPressed)
|
||||
return false;
|
||||
|
||||
if (e.ControlPressed)
|
||||
{
|
||||
switch (e.Key)
|
||||
{
|
||||
case Key.Left:
|
||||
return nudgeSelection(-1);
|
||||
|
||||
case Key.Right:
|
||||
return nudgeSelection(1);
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override void OnKeyUp(KeyUpEvent e)
|
||||
{
|
||||
base.OnKeyUp(e);
|
||||
|
||||
if (nudgeMovementActive && !e.ControlPressed)
|
||||
{
|
||||
EditorBeatmap.EndChange();
|
||||
nudgeMovementActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Move the current selection spatially by the specified delta, in gamefield coordinates (ie. the same coordinates as the blueprints).
|
||||
/// </summary>
|
||||
private bool nudgeSelection(float deltaX)
|
||||
{
|
||||
if (!nudgeMovementActive)
|
||||
{
|
||||
nudgeMovementActive = true;
|
||||
EditorBeatmap.BeginChange();
|
||||
}
|
||||
|
||||
var firstBlueprint = SelectedBlueprints.FirstOrDefault();
|
||||
|
||||
if (firstBlueprint == null)
|
||||
return false;
|
||||
|
||||
moveSelection(deltaX);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,125 @@
|
||||
// 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 osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Graphics.UserInterfaceV2;
|
||||
using osu.Game.Localisation;
|
||||
using osu.Game.Resources.Localisation.Web;
|
||||
using osu.Game.Screens.Edit.Setup;
|
||||
|
||||
namespace osu.Game.Rulesets.Catch.Edit.Setup
|
||||
{
|
||||
public partial class CatchDifficultySection : SetupSection
|
||||
{
|
||||
private FormSliderBar<float> circleSizeSlider { get; set; } = null!;
|
||||
private FormSliderBar<float> healthDrainSlider { get; set; } = null!;
|
||||
private FormSliderBar<float> approachRateSlider { get; set; } = null!;
|
||||
private FormSliderBar<double> baseVelocitySlider { get; set; } = null!;
|
||||
private FormSliderBar<double> tickRateSlider { get; set; } = null!;
|
||||
|
||||
public override LocalisableString Title => EditorSetupStrings.DifficultyHeader;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
Children = new Drawable[]
|
||||
{
|
||||
circleSizeSlider = new FormSliderBar<float>
|
||||
{
|
||||
Caption = BeatmapsetsStrings.ShowStatsCs,
|
||||
HintText = EditorSetupStrings.CircleSizeDescription,
|
||||
Current = new BindableFloat(Beatmap.Difficulty.CircleSize)
|
||||
{
|
||||
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
|
||||
MinValue = 0,
|
||||
MaxValue = 10,
|
||||
Precision = 0.1f,
|
||||
},
|
||||
TransferValueOnCommit = true,
|
||||
TabbableContentContainer = this,
|
||||
},
|
||||
healthDrainSlider = new FormSliderBar<float>
|
||||
{
|
||||
Caption = BeatmapsetsStrings.ShowStatsDrain,
|
||||
HintText = EditorSetupStrings.DrainRateDescription,
|
||||
Current = new BindableFloat(Beatmap.Difficulty.DrainRate)
|
||||
{
|
||||
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
|
||||
MinValue = 0,
|
||||
MaxValue = 10,
|
||||
Precision = 0.1f,
|
||||
},
|
||||
TransferValueOnCommit = true,
|
||||
TabbableContentContainer = this,
|
||||
},
|
||||
approachRateSlider = new FormSliderBar<float>
|
||||
{
|
||||
Caption = BeatmapsetsStrings.ShowStatsAr,
|
||||
HintText = EditorSetupStrings.ApproachRateDescription,
|
||||
Current = new BindableFloat(Beatmap.Difficulty.ApproachRate)
|
||||
{
|
||||
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
|
||||
MinValue = 0,
|
||||
MaxValue = 10,
|
||||
Precision = 0.1f,
|
||||
},
|
||||
TransferValueOnCommit = true,
|
||||
TabbableContentContainer = this,
|
||||
},
|
||||
baseVelocitySlider = new FormSliderBar<double>
|
||||
{
|
||||
Caption = EditorSetupStrings.BaseVelocity,
|
||||
HintText = EditorSetupStrings.BaseVelocityDescription,
|
||||
Current = new BindableDouble(Beatmap.Difficulty.SliderMultiplier)
|
||||
{
|
||||
Default = 1.4,
|
||||
MinValue = 0.4,
|
||||
MaxValue = 3.6,
|
||||
Precision = 0.01f,
|
||||
},
|
||||
TransferValueOnCommit = true,
|
||||
TabbableContentContainer = this,
|
||||
},
|
||||
tickRateSlider = new FormSliderBar<double>
|
||||
{
|
||||
Caption = EditorSetupStrings.TickRate,
|
||||
HintText = EditorSetupStrings.TickRateDescription,
|
||||
Current = new BindableDouble(Beatmap.Difficulty.SliderTickRate)
|
||||
{
|
||||
Default = 1,
|
||||
MinValue = 1,
|
||||
MaxValue = 4,
|
||||
Precision = 1,
|
||||
},
|
||||
TransferValueOnCommit = true,
|
||||
TabbableContentContainer = this,
|
||||
},
|
||||
};
|
||||
|
||||
foreach (var item in Children.OfType<FormSliderBar<float>>())
|
||||
item.Current.ValueChanged += _ => updateValues();
|
||||
|
||||
foreach (var item in Children.OfType<FormSliderBar<double>>())
|
||||
item.Current.ValueChanged += _ => updateValues();
|
||||
}
|
||||
|
||||
private void updateValues()
|
||||
{
|
||||
// for now, update these on commit rather than making BeatmapMetadata bindables.
|
||||
// after switching database engines we can reconsider if switching to bindables is a good direction.
|
||||
Beatmap.Difficulty.CircleSize = circleSizeSlider.Current.Value;
|
||||
Beatmap.Difficulty.DrainRate = healthDrainSlider.Current.Value;
|
||||
Beatmap.Difficulty.ApproachRate = approachRateSlider.Current.Value;
|
||||
Beatmap.Difficulty.SliderMultiplier = baseVelocitySlider.Current.Value;
|
||||
Beatmap.Difficulty.SliderTickRate = tickRateSlider.Current.Value;
|
||||
|
||||
Beatmap.UpdateAllHitObjects();
|
||||
Beatmap.SaveState();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,6 +4,7 @@
|
||||
using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Screens.Play.HUD;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
@@ -47,6 +48,7 @@ namespace osu.Game.Rulesets.Catch.Skinning.Legacy
|
||||
return new DefaultSkinComponentsContainer(container =>
|
||||
{
|
||||
var keyCounter = container.OfType<LegacyKeyCounterDisplay>().FirstOrDefault();
|
||||
var spectatorList = container.OfType<SpectatorList>().FirstOrDefault();
|
||||
|
||||
if (keyCounter != null)
|
||||
{
|
||||
@@ -55,11 +57,19 @@ namespace osu.Game.Rulesets.Catch.Skinning.Legacy
|
||||
keyCounter.Origin = Anchor.TopRight;
|
||||
keyCounter.Position = new Vector2(0, -40) * 1.6f;
|
||||
}
|
||||
|
||||
if (spectatorList != null)
|
||||
{
|
||||
spectatorList.Anchor = Anchor.BottomLeft;
|
||||
spectatorList.Origin = Anchor.BottomLeft;
|
||||
spectatorList.Position = new Vector2(10, -10);
|
||||
}
|
||||
})
|
||||
{
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new LegacyKeyCounterDisplay(),
|
||||
new SpectatorList(),
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
// 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 osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Rulesets.UI;
|
||||
@@ -15,6 +16,8 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
protected override Container<Drawable> Content => content;
|
||||
private readonly Container content;
|
||||
|
||||
private readonly Container scaleContainer;
|
||||
|
||||
public CatchPlayfieldAdjustmentContainer()
|
||||
{
|
||||
const float base_game_width = 1024f;
|
||||
@@ -26,30 +29,49 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
Anchor = Anchor.Centre;
|
||||
Origin = Anchor.Centre;
|
||||
|
||||
InternalChild = new Container
|
||||
InternalChild = scaleContainer = new Container
|
||||
{
|
||||
// This container limits vertical visibility of the playfield to ensure fairness between wide and tall resolutions (i.e. tall resolutions should not see more fruits).
|
||||
// Note that the container still extends across the screen horizontally, so that hit explosions at the sides of the playfield do not get cut off.
|
||||
Name = "Visible area",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Height = base_game_height + extra_bottom_space,
|
||||
Y = extra_bottom_space / 2,
|
||||
Masking = true,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Child = new Container
|
||||
{
|
||||
Name = "Playable area",
|
||||
Anchor = Anchor.TopCentre,
|
||||
Origin = Anchor.TopCentre,
|
||||
// playfields in stable are positioned vertically at three fourths the difference between the playfield height and the window height in stable.
|
||||
Y = base_game_height * ((1 - playfield_size_adjust) / 4 * 3),
|
||||
Size = new Vector2(base_game_width, base_game_height) * playfield_size_adjust,
|
||||
Child = content = new ScalingContainer { RelativeSizeAxes = Axes.Both }
|
||||
},
|
||||
// This container limits vertical visibility of the playfield to ensure fairness between wide and tall resolutions (i.e. tall resolutions should not see more fruits).
|
||||
// Note that the container still extends across the screen horizontally, so that hit explosions at the sides of the playfield do not get cut off.
|
||||
Name = "Visible area",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Height = base_game_height + extra_bottom_space,
|
||||
Y = extra_bottom_space / 2,
|
||||
Masking = true,
|
||||
Child = new Container
|
||||
{
|
||||
Name = "Playable area",
|
||||
Anchor = Anchor.TopCentre,
|
||||
Origin = Anchor.TopCentre,
|
||||
// playfields in stable are positioned vertically at three fourths the difference between the playfield height and the window height in stable.
|
||||
Y = base_game_height * ((1 - playfield_size_adjust) / 4 * 3),
|
||||
Size = new Vector2(base_game_width, base_game_height) * playfield_size_adjust,
|
||||
Child = content = new ScalingContainer { RelativeSizeAxes = Axes.Both }
|
||||
},
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuGame? osuGame)
|
||||
{
|
||||
if (osuGame != null)
|
||||
{
|
||||
// on mobile platforms where the base aspect ratio is wider, the catch playfield
|
||||
// needs to be scaled down to remain playable.
|
||||
const float base_aspect_ratio = 1024f / 768f;
|
||||
float aspectRatio = osuGame.ScalingContainerTargetDrawSize.X / osuGame.ScalingContainerTargetDrawSize.Y;
|
||||
scaleContainer.Scale = new Vector2(base_aspect_ratio / aspectRatio);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A <see cref="Container"/> which scales its content relative to a target width.
|
||||
/// </summary>
|
||||
|
||||
@@ -9,7 +9,6 @@ using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Mania.Beatmaps;
|
||||
using osu.Game.Rulesets.Mania.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Mania.UI;
|
||||
@@ -47,12 +46,11 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
|
||||
});
|
||||
}
|
||||
|
||||
protected override SnapResult SnapForBlueprint(HitObjectPlacementBlueprint blueprint)
|
||||
protected override void UpdatePlacementTimeAndPosition()
|
||||
{
|
||||
double time = column.TimeAtScreenSpacePosition(InputManager.CurrentState.Mouse.Position);
|
||||
var pos = column.ScreenSpacePositionAtTime(time);
|
||||
|
||||
return new SnapResult(pos, time, column);
|
||||
CurrentBlueprint.UpdateTimeAndPosition(pos, time);
|
||||
}
|
||||
|
||||
protected override Container CreateHitObjectContainer() => new ScrollingTestContainer(ScrollingDirection.Down) { RelativeSizeAxes = Axes.Both };
|
||||
|
||||
@@ -20,7 +20,6 @@ using osu.Game.Rulesets.UI.Scrolling;
|
||||
using osu.Game.Screens.Edit;
|
||||
using osu.Game.Screens.Edit.Compose.Components;
|
||||
using osu.Game.Tests.Visual;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Tests.Editor
|
||||
{
|
||||
@@ -100,10 +99,5 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
|
||||
{
|
||||
set => InternalChild = value;
|
||||
}
|
||||
|
||||
public override SnapResult FindSnappedPositionAndTime(Vector2 screenSpacePosition, SnapType snapType = SnapType.All)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Mania.Tests.Mods
|
||||
{
|
||||
CreateModTest(new ModTestData
|
||||
{
|
||||
Mod = new ManiaModHidden(),
|
||||
Mod = new ManiaModFadeIn(),
|
||||
PassCondition = () => checkCoverage(ManiaModHidden.MIN_COVERAGE)
|
||||
});
|
||||
}
|
||||
@@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Mania.Tests.Mods
|
||||
{
|
||||
CreateModTest(new ModTestData
|
||||
{
|
||||
Mod = new ManiaModHidden(),
|
||||
Mod = new ManiaModFadeIn(),
|
||||
PassCondition = () => checkCoverage(ManiaModHidden.MIN_COVERAGE)
|
||||
});
|
||||
|
||||
@@ -48,7 +48,7 @@ namespace osu.Game.Rulesets.Mania.Tests.Mods
|
||||
{
|
||||
CreateModTest(new ModTestData
|
||||
{
|
||||
Mod = new ManiaModHidden(),
|
||||
Mod = new ManiaModFadeIn(),
|
||||
PassCondition = () => checkCoverage(ManiaModHidden.MAX_COVERAGE)
|
||||
});
|
||||
|
||||
@@ -60,7 +60,7 @@ namespace osu.Game.Rulesets.Mania.Tests.Mods
|
||||
{
|
||||
CreateModTest(new ModTestData
|
||||
{
|
||||
Mod = new ManiaModHidden(),
|
||||
Mod = new ManiaModFadeIn(),
|
||||
PassCondition = () => checkCoverage(ManiaModHidden.MAX_COVERAGE)
|
||||
});
|
||||
|
||||
@@ -73,7 +73,7 @@ namespace osu.Game.Rulesets.Mania.Tests.Mods
|
||||
{
|
||||
CreateModTest(new ModTestData
|
||||
{
|
||||
Mod = new ManiaModHidden(),
|
||||
Mod = new ManiaModFadeIn(),
|
||||
CreateBeatmap = () => new Beatmap
|
||||
{
|
||||
HitObjects = Enumerable.Range(1, 100).Select(i => (HitObject)new Note { StartTime = 1000 + 200 * i }).ToList(),
|
||||
|
||||
@@ -28,18 +28,20 @@ namespace osu.Game.Rulesets.Mania.Tests.Skinning
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Width = 0.5f,
|
||||
Child = new ColumnHitObjectArea(new HitObjectContainer())
|
||||
Child = new ColumnHitObjectArea
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Child = new HitObjectContainer(),
|
||||
}
|
||||
},
|
||||
new ColumnTestContainer(1, ManiaAction.Key2)
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Width = 0.5f,
|
||||
Child = new ColumnHitObjectArea(new HitObjectContainer())
|
||||
Child = new ColumnHitObjectArea
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Child = new HitObjectContainer(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,68 @@
|
||||
// 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 NUnit.Framework;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Game.Rulesets.Mania.UI;
|
||||
using osu.Game.Tests.Visual;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Tests
|
||||
{
|
||||
public partial class TestSceneManiaTouchInput : PlayerTestScene
|
||||
{
|
||||
protected override Ruleset CreatePlayerRuleset() => new ManiaRuleset();
|
||||
|
||||
[Test]
|
||||
public void TestTouchInput()
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
int index = i;
|
||||
|
||||
AddStep($"touch column {index}", () => InputManager.BeginTouch(new Touch(TouchSource.Touch1, getColumn(index).ScreenSpaceDrawQuad.Centre)));
|
||||
|
||||
AddAssert("action sent",
|
||||
() => this.ChildrenOfType<ManiaInputManager>().SelectMany(m => m.KeyBindingContainer.PressedActions),
|
||||
() => Does.Contain(getColumn(index).Action.Value));
|
||||
|
||||
AddStep($"release column {index}", () => InputManager.EndTouch(new Touch(TouchSource.Touch1, getColumn(index).ScreenSpaceDrawQuad.Centre)));
|
||||
|
||||
AddAssert("action released",
|
||||
() => this.ChildrenOfType<ManiaInputManager>().SelectMany(m => m.KeyBindingContainer.PressedActions),
|
||||
() => Does.Not.Contain(getColumn(index).Action.Value));
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestOneColumnMultipleTouches()
|
||||
{
|
||||
AddStep("touch column 0", () => InputManager.BeginTouch(new Touch(TouchSource.Touch1, getColumn(0).ScreenSpaceDrawQuad.Centre)));
|
||||
|
||||
AddAssert("action sent",
|
||||
() => this.ChildrenOfType<ManiaInputManager>().SelectMany(m => m.KeyBindingContainer.PressedActions),
|
||||
() => Does.Contain(getColumn(0).Action.Value));
|
||||
|
||||
AddStep("touch another finger", () => InputManager.BeginTouch(new Touch(TouchSource.Touch2, getColumn(0).ScreenSpaceDrawQuad.Centre)));
|
||||
|
||||
AddAssert("action still pressed",
|
||||
() => this.ChildrenOfType<ManiaInputManager>().SelectMany(m => m.KeyBindingContainer.PressedActions),
|
||||
() => Does.Contain(getColumn(0).Action.Value));
|
||||
|
||||
AddStep("release first finger", () => InputManager.EndTouch(new Touch(TouchSource.Touch1, getColumn(0).ScreenSpaceDrawQuad.Centre)));
|
||||
|
||||
AddAssert("action still pressed",
|
||||
() => this.ChildrenOfType<ManiaInputManager>().SelectMany(m => m.KeyBindingContainer.PressedActions),
|
||||
() => Does.Contain(getColumn(0).Action.Value));
|
||||
|
||||
AddStep("release second finger", () => InputManager.EndTouch(new Touch(TouchSource.Touch2, getColumn(0).ScreenSpaceDrawQuad.Centre)));
|
||||
|
||||
AddAssert("action released",
|
||||
() => this.ChildrenOfType<ManiaInputManager>().SelectMany(m => m.KeyBindingContainer.PressedActions),
|
||||
() => Does.Not.Contain(getColumn(0).Action.Value));
|
||||
}
|
||||
|
||||
private Column getColumn(int index) => this.ChildrenOfType<Column>().ElementAt(index);
|
||||
}
|
||||
}
|
||||
@@ -1,49 +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.Linq;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Game.Rulesets.Mania.UI;
|
||||
using osu.Game.Tests.Visual;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Tests
|
||||
{
|
||||
public partial class TestSceneManiaTouchInputArea : PlayerTestScene
|
||||
{
|
||||
protected override Ruleset CreatePlayerRuleset() => new ManiaRuleset();
|
||||
|
||||
[Test]
|
||||
public void TestTouchAreaNotInitiallyVisible()
|
||||
{
|
||||
AddAssert("touch area not visible", () => getTouchOverlay()?.State.Value == Visibility.Hidden);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestPressReceptors()
|
||||
{
|
||||
AddAssert("touch area not visible", () => getTouchOverlay()?.State.Value == Visibility.Hidden);
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
int index = i;
|
||||
|
||||
AddStep($"touch receptor {index}", () => InputManager.BeginTouch(new Touch(TouchSource.Touch1, getReceptor(index).ScreenSpaceDrawQuad.Centre)));
|
||||
|
||||
AddAssert("action sent",
|
||||
() => this.ChildrenOfType<ManiaInputManager>().SelectMany(m => m.KeyBindingContainer.PressedActions),
|
||||
() => Does.Contain(getReceptor(index).Action.Value));
|
||||
|
||||
AddStep($"release receptor {index}", () => InputManager.EndTouch(new Touch(TouchSource.Touch1, getReceptor(index).ScreenSpaceDrawQuad.Centre)));
|
||||
|
||||
AddAssert("touch area visible", () => getTouchOverlay()?.State.Value == Visibility.Visible);
|
||||
}
|
||||
}
|
||||
|
||||
private ManiaTouchInputArea? getTouchOverlay() => this.ChildrenOfType<ManiaTouchInputArea>().SingleOrDefault();
|
||||
|
||||
private ManiaTouchInputArea.ColumnInputReceptor getReceptor(int index) => this.ChildrenOfType<ManiaTouchInputArea.ColumnInputReceptor>().ElementAt(index);
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<Import Project="..\osu.TestProject.props" />
|
||||
<ItemGroup Label="Package References">
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.12.0" />
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
|
||||
<PackageReference Include="NUnit" Version="3.14.0" />
|
||||
<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
|
||||
</ItemGroup>
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Collections.Generic;
|
||||
using Newtonsoft.Json;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Difficulty;
|
||||
|
||||
@@ -10,22 +9,12 @@ namespace osu.Game.Rulesets.Mania.Difficulty
|
||||
{
|
||||
public class ManiaDifficultyAttributes : DifficultyAttributes
|
||||
{
|
||||
/// <summary>
|
||||
/// The hit window for a GREAT hit inclusive of rate-adjusting mods (DT/HT/etc).
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Rate-adjusting mods do not affect the hit window at all in osu-stable.
|
||||
/// </remarks>
|
||||
[JsonProperty("great_hit_window")]
|
||||
public double GreatHitWindow { get; set; }
|
||||
|
||||
public override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
|
||||
{
|
||||
foreach (var v in base.ToDatabaseAttributes())
|
||||
yield return v;
|
||||
|
||||
yield return (ATTRIB_ID_DIFFICULTY, StarRating);
|
||||
yield return (ATTRIB_ID_GREAT_HIT_WINDOW, GreatHitWindow);
|
||||
}
|
||||
|
||||
public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
|
||||
@@ -33,7 +22,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
|
||||
base.FromDatabaseAttributes(values, onlineInfo);
|
||||
|
||||
StarRating = values[ATTRIB_ID_DIFFICULTY];
|
||||
GreatHitWindow = values[ATTRIB_ID_GREAT_HIT_WINDOW];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -27,7 +27,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
|
||||
private const double difficulty_multiplier = 0.018;
|
||||
|
||||
private readonly bool isForCurrentRuleset;
|
||||
private readonly double originalOverallDifficulty;
|
||||
|
||||
public override int Version => 20241007;
|
||||
|
||||
@@ -35,7 +34,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
|
||||
: base(ruleset, beatmap)
|
||||
{
|
||||
isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.MatchesOnlineID(ruleset);
|
||||
originalOverallDifficulty = beatmap.BeatmapInfo.Difficulty.OverallDifficulty;
|
||||
}
|
||||
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
|
||||
@@ -48,11 +46,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty
|
||||
|
||||
ManiaDifficultyAttributes attributes = new ManiaDifficultyAttributes
|
||||
{
|
||||
StarRating = skills[0].DifficultyValue() * difficulty_multiplier,
|
||||
StarRating = skills.OfType<Strain>().Single().DifficultyValue() * difficulty_multiplier,
|
||||
Mods = mods,
|
||||
// In osu-stable mania, rate-adjustment mods don't affect the hit window.
|
||||
// This is done the way it is to introduce fractional differences in order to match osu-stable for the time being.
|
||||
GreatHitWindow = Math.Ceiling((int)(getHitWindow300(mods) * clockRate) / clockRate),
|
||||
MaxCombo = beatmap.HitObjects.Sum(maxComboForObject),
|
||||
};
|
||||
|
||||
@@ -124,29 +119,5 @@ namespace osu.Game.Rulesets.Mania.Difficulty
|
||||
}).ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
private double getHitWindow300(Mod[] mods)
|
||||
{
|
||||
if (isForCurrentRuleset)
|
||||
{
|
||||
double od = Math.Min(10.0, Math.Max(0, 10.0 - originalOverallDifficulty));
|
||||
return applyModAdjustments(34 + 3 * od, mods);
|
||||
}
|
||||
|
||||
if (Math.Round(originalOverallDifficulty) > 4)
|
||||
return applyModAdjustments(34, mods);
|
||||
|
||||
return applyModAdjustments(47, mods);
|
||||
|
||||
static double applyModAdjustments(double value, Mod[] mods)
|
||||
{
|
||||
if (mods.Any(m => m is ManiaModHardRock))
|
||||
value /= 1.4;
|
||||
else if (mods.Any(m => m is ManiaModEasy))
|
||||
value *= 1.4;
|
||||
|
||||
return value;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -98,9 +98,9 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
|
||||
|
||||
private double originalStartTime;
|
||||
|
||||
public override void UpdateTimeAndPosition(SnapResult result)
|
||||
public override SnapResult UpdateTimeAndPosition(Vector2 screenSpacePosition, double fallbackTime)
|
||||
{
|
||||
base.UpdateTimeAndPosition(result);
|
||||
var result = base.UpdateTimeAndPosition(screenSpacePosition, fallbackTime);
|
||||
|
||||
if (PlacementActive == PlacementState.Active)
|
||||
{
|
||||
@@ -121,6 +121,8 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
|
||||
if (result.Time is double startTime)
|
||||
originalStartTime = HitObject.StartTime = startTime;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,7 +5,6 @@ using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Primitives;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Mania.Edit.Blueprints.Components;
|
||||
using osu.Game.Rulesets.Mania.Objects;
|
||||
using osu.Game.Rulesets.Mania.Objects.Drawables;
|
||||
@@ -24,7 +23,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
|
||||
private EditorBeatmap? editorBeatmap { get; set; }
|
||||
|
||||
[Resolved]
|
||||
private IPositionSnapProvider? positionSnapProvider { get; set; }
|
||||
private ManiaHitObjectComposer? positionSnapProvider { get; set; }
|
||||
|
||||
private EditBodyPiece body = null!;
|
||||
private EditHoldNoteEndPiece head = null!;
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
// 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.
|
||||
|
||||
#nullable disable
|
||||
|
||||
using System;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
@@ -20,13 +20,18 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
|
||||
{
|
||||
protected new T HitObject => (T)base.HitObject;
|
||||
|
||||
private Column column;
|
||||
[Resolved]
|
||||
private ManiaHitObjectComposer? composer { get; set; }
|
||||
|
||||
public Column Column
|
||||
private Column? column;
|
||||
|
||||
public Column? Column
|
||||
{
|
||||
get => column;
|
||||
set
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(value);
|
||||
|
||||
if (value == column)
|
||||
return;
|
||||
|
||||
@@ -53,9 +58,11 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void UpdateTimeAndPosition(SnapResult result)
|
||||
public override SnapResult UpdateTimeAndPosition(Vector2 screenSpacePosition, double fallbackTime)
|
||||
{
|
||||
base.UpdateTimeAndPosition(result);
|
||||
var result = composer?.FindSnappedPositionAndTime(screenSpacePosition) ?? new SnapResult(screenSpacePosition, fallbackTime);
|
||||
|
||||
base.UpdateTimeAndPosition(result.ScreenSpacePosition, result.Time ?? fallbackTime);
|
||||
|
||||
if (result.Playfield is Column col)
|
||||
{
|
||||
@@ -76,6 +83,8 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
|
||||
if (PlacementActive == PlacementState.Waiting)
|
||||
Column = col;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private float getNoteHeight(Column resultPlayfield) =>
|
||||
|
||||
@@ -8,6 +8,7 @@ using osu.Framework.Input.Events;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Mania.Objects;
|
||||
using osuTK;
|
||||
using osuTK.Input;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Edit.Blueprints
|
||||
@@ -35,15 +36,17 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
|
||||
};
|
||||
}
|
||||
|
||||
public override void UpdateTimeAndPosition(SnapResult result)
|
||||
public override SnapResult UpdateTimeAndPosition(Vector2 screenSpacePosition, double referenceTime)
|
||||
{
|
||||
base.UpdateTimeAndPosition(result);
|
||||
var result = base.UpdateTimeAndPosition(screenSpacePosition, referenceTime);
|
||||
|
||||
if (result.Playfield != null)
|
||||
{
|
||||
piece.Width = result.Playfield.DrawWidth;
|
||||
piece.Position = ToLocalSpace(result.ScreenSpacePosition);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
protected override bool OnMouseDown(MouseDownEvent e)
|
||||
|
||||
@@ -1,17 +1,23 @@
|
||||
// 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 System.Linq;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Mania.Edit.Blueprints;
|
||||
using osu.Game.Rulesets.Mania.Objects;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Screens.Edit.Compose.Components;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Edit
|
||||
{
|
||||
public partial class ManiaBlueprintContainer : ComposeBlueprintContainer
|
||||
{
|
||||
public ManiaBlueprintContainer(HitObjectComposer composer)
|
||||
public new ManiaHitObjectComposer Composer => (ManiaHitObjectComposer)base.Composer;
|
||||
|
||||
public ManiaBlueprintContainer(ManiaHitObjectComposer composer)
|
||||
: base(composer)
|
||||
{
|
||||
}
|
||||
@@ -33,5 +39,22 @@ namespace osu.Game.Rulesets.Mania.Edit
|
||||
protected override SelectionHandler<HitObject> CreateSelectionHandler() => new ManiaSelectionHandler();
|
||||
|
||||
protected sealed override DragBox CreateDragBox() => new ScrollingDragBox(Composer.Playfield);
|
||||
|
||||
protected override bool TryMoveBlueprints(DragEvent e, IList<(SelectionBlueprint<HitObject> blueprint, Vector2[] originalSnapPositions)> blueprints)
|
||||
{
|
||||
Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
|
||||
|
||||
// The final movement position, relative to movementBlueprintOriginalPosition.
|
||||
Vector2 movePosition = blueprints.First().originalSnapPositions.First() + distanceTravelled;
|
||||
|
||||
// Retrieve a snapped position.
|
||||
var result = Composer.FindSnappedPositionAndTime(movePosition);
|
||||
|
||||
var referenceBlueprint = blueprints.First().blueprint;
|
||||
bool moved = SelectionHandler.HandleMovement(new MoveSelectionEvent<HitObject>(referenceBlueprint, result.ScreenSpacePosition - referenceBlueprint.ScreenSpaceSelectionPoint));
|
||||
if (moved)
|
||||
ApplySnapResultTime(result, referenceBlueprint.Item.StartTime);
|
||||
return moved;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -19,6 +19,7 @@ using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Edit
|
||||
{
|
||||
[Cached]
|
||||
public partial class ManiaHitObjectComposer : ScrollingHitObjectComposer<ManiaHitObject>
|
||||
{
|
||||
private DrawableManiaEditorRuleset drawableRuleset = null!;
|
||||
@@ -64,11 +65,11 @@ namespace osu.Game.Rulesets.Mania.Edit
|
||||
return;
|
||||
|
||||
List<ManiaHitObject> remainingHitObjects = EditorBeatmap.HitObjects.Cast<ManiaHitObject>().Where(h => h.StartTime >= timestamp).ToList();
|
||||
string[] objectDescriptions = objectDescription.Split(',').ToArray();
|
||||
string[] objectDescriptions = objectDescription.Split(',');
|
||||
|
||||
for (int i = 0; i < objectDescriptions.Length; i++)
|
||||
{
|
||||
string[] split = objectDescriptions[i].Split('|').ToArray();
|
||||
string[] split = objectDescriptions[i].Split('|');
|
||||
if (split.Length != 2)
|
||||
continue;
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ using osu.Game.Rulesets.UI;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania
|
||||
{
|
||||
[Cached] // Used for touch input, see ColumnTouchInputArea.
|
||||
[Cached] // Used for touch input, see Column.OnTouchDown/OnTouchUp.
|
||||
public partial class ManiaInputManager : RulesetInputManager<ManiaAction>
|
||||
{
|
||||
public ManiaInputManager(RulesetInfo ruleset, int variant)
|
||||
|
||||
@@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Mania.Mods
|
||||
|
||||
foreach (Column column in maniaPlayfield.Stages.SelectMany(stage => stage.Columns))
|
||||
{
|
||||
HitObjectContainer hoc = column.HitObjectArea.HitObjectContainer;
|
||||
HitObjectContainer hoc = column.HitObjectContainer;
|
||||
Container hocParent = (Container)hoc.Parent!;
|
||||
|
||||
hocParent.Remove(hoc, false);
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
using System;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
@@ -12,6 +13,7 @@ using osu.Game.Graphics;
|
||||
using osu.Game.Graphics.Sprites;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.UI.Scrolling;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
|
||||
@@ -19,25 +21,29 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
|
||||
{
|
||||
public partial class ArgonJudgementPiece : TextJudgementPiece, IAnimatableJudgement
|
||||
{
|
||||
private const float judgement_y_position = 160;
|
||||
private const float judgement_y_position = -180f;
|
||||
|
||||
private RingExplosion? ringExplosion;
|
||||
|
||||
[Resolved]
|
||||
private OsuColour colours { get; set; } = null!;
|
||||
|
||||
private IBindable<ScrollingDirection> direction = null!;
|
||||
|
||||
public ArgonJudgementPiece(HitResult result)
|
||||
: base(result)
|
||||
{
|
||||
AutoSizeAxes = Axes.Both;
|
||||
|
||||
Origin = Anchor.Centre;
|
||||
Y = judgement_y_position;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
private void load(IScrollingInfo scrollingInfo)
|
||||
{
|
||||
direction = scrollingInfo.Direction.GetBoundCopy();
|
||||
direction.BindValueChanged(_ => onDirectionChanged(), true);
|
||||
|
||||
if (Result.IsHit())
|
||||
{
|
||||
AddInternal(ringExplosion = new RingExplosion(Result)
|
||||
@@ -47,6 +53,8 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
|
||||
}
|
||||
}
|
||||
|
||||
private void onDirectionChanged() => Y = direction.Value == ScrollingDirection.Up ? -judgement_y_position : judgement_y_position;
|
||||
|
||||
protected override SpriteText CreateJudgementText() =>
|
||||
new OsuSpriteText
|
||||
{
|
||||
@@ -78,7 +86,7 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
|
||||
this.ScaleTo(1.6f);
|
||||
this.ScaleTo(1, 100, Easing.In);
|
||||
|
||||
this.MoveToY(judgement_y_position);
|
||||
this.MoveToY(direction.Value == ScrollingDirection.Up ? -judgement_y_position : judgement_y_position);
|
||||
this.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
|
||||
|
||||
this.RotateTo(0);
|
||||
|
||||
@@ -9,7 +9,9 @@ using osu.Framework.Testing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Mania.Beatmaps;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Screens.Play.HUD;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Skinning.Argon
|
||||
@@ -39,6 +41,7 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
|
||||
return new DefaultSkinComponentsContainer(container =>
|
||||
{
|
||||
var combo = container.ChildrenOfType<ArgonManiaComboCounter>().FirstOrDefault();
|
||||
var spectatorList = container.OfType<SpectatorList>().FirstOrDefault();
|
||||
|
||||
if (combo != null)
|
||||
{
|
||||
@@ -47,9 +50,17 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
|
||||
combo.Origin = Anchor.Centre;
|
||||
combo.Y = 200;
|
||||
}
|
||||
|
||||
if (spectatorList != null)
|
||||
spectatorList.Position = new Vector2(36, -66);
|
||||
})
|
||||
{
|
||||
new ArgonManiaComboCounter(),
|
||||
new SpectatorList
|
||||
{
|
||||
Anchor = Anchor.BottomLeft,
|
||||
Origin = Anchor.BottomLeft,
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -2,13 +2,14 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Animations;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Mania.UI;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.UI.Scrolling;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Skinning.Legacy
|
||||
@@ -23,21 +24,22 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
|
||||
this.result = result;
|
||||
this.animation = animation;
|
||||
|
||||
Anchor = Anchor.Centre;
|
||||
Anchor = Anchor.BottomCentre;
|
||||
Origin = Anchor.Centre;
|
||||
|
||||
AutoSizeAxes = Axes.Both;
|
||||
}
|
||||
|
||||
private IBindable<ScrollingDirection> direction = null!;
|
||||
|
||||
[Resolved]
|
||||
private ISkinSource skin { get; set; } = null!;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(ISkinSource skin)
|
||||
private void load(IScrollingInfo scrollingInfo)
|
||||
{
|
||||
float? scorePosition = skin.GetManiaSkinConfig<float>(LegacyManiaSkinConfigurationLookups.ScorePosition)?.Value;
|
||||
|
||||
if (scorePosition != null)
|
||||
scorePosition -= Stage.HIT_TARGET_POSITION + 150;
|
||||
|
||||
Y = scorePosition ?? 0;
|
||||
direction = scrollingInfo.Direction.GetBoundCopy();
|
||||
direction.BindValueChanged(_ => onDirectionChanged(), true);
|
||||
|
||||
InternalChild = animation.With(d =>
|
||||
{
|
||||
@@ -46,6 +48,17 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
|
||||
});
|
||||
}
|
||||
|
||||
private void onDirectionChanged()
|
||||
{
|
||||
float hitPosition = skin.GetManiaSkinConfig<float>(LegacyManiaSkinConfigurationLookups.HitPosition)?.Value ?? 0;
|
||||
float scorePosition = skin.GetManiaSkinConfig<float>(LegacyManiaSkinConfigurationLookups.ScorePosition)?.Value ?? 0;
|
||||
|
||||
float absoluteHitPosition = 480f * LegacyManiaSkinConfiguration.POSITION_SCALE_FACTOR - hitPosition;
|
||||
float finalPosition = scorePosition - absoluteHitPosition;
|
||||
|
||||
Y = direction.Value == ScrollingDirection.Up ? -finalPosition : finalPosition;
|
||||
}
|
||||
|
||||
public void PlayAnimation()
|
||||
{
|
||||
(animation as IFramedAnimation)?.GotoFrame(0);
|
||||
|
||||
@@ -15,7 +15,9 @@ using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Mania.Beatmaps;
|
||||
using osu.Game.Rulesets.Objects.Legacy;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Screens.Play.HUD;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Skinning.Legacy
|
||||
{
|
||||
@@ -95,6 +97,7 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
|
||||
return new DefaultSkinComponentsContainer(container =>
|
||||
{
|
||||
var combo = container.ChildrenOfType<LegacyManiaComboCounter>().FirstOrDefault();
|
||||
var spectatorList = container.OfType<SpectatorList>().FirstOrDefault();
|
||||
|
||||
if (combo != null)
|
||||
{
|
||||
@@ -102,9 +105,17 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
|
||||
combo.Origin = Anchor.Centre;
|
||||
combo.Y = this.GetManiaSkinConfig<float>(LegacyManiaSkinConfigurationLookups.ComboPosition)?.Value ?? 0;
|
||||
}
|
||||
|
||||
if (spectatorList != null)
|
||||
{
|
||||
spectatorList.Anchor = Anchor.BottomLeft;
|
||||
spectatorList.Origin = Anchor.BottomLeft;
|
||||
spectatorList.Position = new Vector2(10, -10);
|
||||
}
|
||||
})
|
||||
{
|
||||
new LegacyManiaComboCounter(),
|
||||
new SpectatorList(),
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -1,10 +1,9 @@
|
||||
// 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.
|
||||
|
||||
#nullable disable
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Pooling;
|
||||
@@ -45,11 +44,11 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
|
||||
internal readonly Container TopLevelContainer = new Container { RelativeSizeAxes = Axes.Both };
|
||||
|
||||
private DrawablePool<PoolableHitExplosion> hitExplosionPool;
|
||||
private DrawablePool<PoolableHitExplosion> hitExplosionPool = null!;
|
||||
private readonly OrderedHitPolicy hitPolicy;
|
||||
public Container UnderlayElements => HitObjectArea.UnderlayElements;
|
||||
|
||||
private GameplaySampleTriggerSource sampleTriggerSource;
|
||||
private GameplaySampleTriggerSource sampleTriggerSource = null!;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this is a special (ie. scratch) column.
|
||||
@@ -67,11 +66,15 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
Width = COLUMN_WIDTH;
|
||||
|
||||
hitPolicy = new OrderedHitPolicy(HitObjectContainer);
|
||||
HitObjectArea = new ColumnHitObjectArea(HitObjectContainer) { RelativeSizeAxes = Axes.Both };
|
||||
HitObjectArea = new ColumnHitObjectArea
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Child = HitObjectContainer,
|
||||
};
|
||||
}
|
||||
|
||||
[Resolved]
|
||||
private ISkinSource skin { get; set; }
|
||||
private ISkinSource skin { get; set; } = null!;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(GameHost host)
|
||||
@@ -132,7 +135,7 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
|
||||
base.Dispose(isDisposing);
|
||||
|
||||
if (skin != null)
|
||||
if (skin.IsNotNull())
|
||||
skin.SourceChanged -= onSourceChanged;
|
||||
}
|
||||
|
||||
@@ -180,5 +183,29 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
|
||||
// This probably shouldn't exist as is, but the columns in the stage are separated by a 1px border
|
||||
=> DrawRectangle.Inflate(new Vector2(Stage.COLUMN_SPACING / 2, 0)).Contains(ToLocalSpace(screenSpacePos));
|
||||
|
||||
#region Touch Input
|
||||
|
||||
[Resolved]
|
||||
private ManiaInputManager? maniaInputManager { get; set; }
|
||||
|
||||
private int touchActivationCount;
|
||||
|
||||
protected override bool OnTouchDown(TouchDownEvent e)
|
||||
{
|
||||
maniaInputManager?.KeyBindingContainer.TriggerPressed(Action.Value);
|
||||
touchActivationCount++;
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void OnTouchUp(TouchUpEvent e)
|
||||
{
|
||||
touchActivationCount--;
|
||||
|
||||
if (touchActivationCount == 0)
|
||||
maniaInputManager?.KeyBindingContainer.TriggerReleased(Action.Value);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,13 +3,12 @@
|
||||
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osu.Game.Rulesets.UI.Scrolling;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.UI.Components
|
||||
{
|
||||
public partial class ColumnHitObjectArea : HitObjectArea
|
||||
public partial class ColumnHitObjectArea : HitPositionPaddedContainer
|
||||
{
|
||||
public readonly Container Explosions;
|
||||
|
||||
@@ -17,25 +16,29 @@ namespace osu.Game.Rulesets.Mania.UI.Components
|
||||
|
||||
private readonly Drawable hitTarget;
|
||||
|
||||
public ColumnHitObjectArea(HitObjectContainer hitObjectContainer)
|
||||
: base(hitObjectContainer)
|
||||
protected override Container<Drawable> Content => content;
|
||||
|
||||
private readonly Container content;
|
||||
|
||||
public ColumnHitObjectArea()
|
||||
{
|
||||
AddRangeInternal(new[]
|
||||
{
|
||||
UnderlayElements = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Depth = 2,
|
||||
},
|
||||
hitTarget = new SkinnableDrawable(new ManiaSkinComponentLookup(ManiaSkinComponents.HitTarget), _ => new DefaultHitTarget())
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Depth = 1
|
||||
},
|
||||
content = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
Explosions = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Depth = -1,
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
+18
-24
@@ -1,52 +1,38 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// 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 osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Rulesets.Mania.Skinning;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osu.Game.Rulesets.UI.Scrolling;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.UI.Components
|
||||
{
|
||||
public partial class HitObjectArea : SkinReloadableDrawable
|
||||
public partial class HitPositionPaddedContainer : Container
|
||||
{
|
||||
protected readonly IBindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
|
||||
public readonly HitObjectContainer HitObjectContainer;
|
||||
|
||||
public HitObjectArea(HitObjectContainer hitObjectContainer)
|
||||
{
|
||||
InternalChild = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Child = HitObjectContainer = hitObjectContainer
|
||||
};
|
||||
}
|
||||
[Resolved]
|
||||
private ISkinSource skin { get; set; } = null!;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(IScrollingInfo scrollingInfo)
|
||||
{
|
||||
Direction.BindTo(scrollingInfo.Direction);
|
||||
Direction.BindValueChanged(onDirectionChanged, true);
|
||||
Direction.BindValueChanged(_ => UpdateHitPosition(), true);
|
||||
|
||||
skin.SourceChanged += onSkinChanged;
|
||||
}
|
||||
|
||||
protected override void SkinChanged(ISkinSource skin)
|
||||
{
|
||||
base.SkinChanged(skin);
|
||||
UpdateHitPosition();
|
||||
}
|
||||
|
||||
private void onDirectionChanged(ValueChangedEvent<ScrollingDirection> direction)
|
||||
{
|
||||
UpdateHitPosition();
|
||||
}
|
||||
private void onSkinChanged() => UpdateHitPosition();
|
||||
|
||||
protected virtual void UpdateHitPosition()
|
||||
{
|
||||
float hitPosition = CurrentSkin.GetConfig<ManiaSkinConfigurationLookup, float>(
|
||||
float hitPosition = skin.GetConfig<ManiaSkinConfigurationLookup, float>(
|
||||
new ManiaSkinConfigurationLookup(LegacyManiaSkinConfigurationLookups.HitPosition))?.Value
|
||||
?? Stage.HIT_TARGET_POSITION;
|
||||
|
||||
@@ -54,5 +40,13 @@ namespace osu.Game.Rulesets.Mania.UI.Components
|
||||
? new MarginPadding { Top = hitPosition }
|
||||
: new MarginPadding { Bottom = hitPosition };
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
|
||||
if (skin.IsNotNull())
|
||||
skin.SourceChanged -= onSkinChanged;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,75 @@
|
||||
// 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 osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.UI.Scrolling;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.UI
|
||||
{
|
||||
public partial class DefaultManiaJudgementPiece : DefaultJudgementPiece
|
||||
{
|
||||
private const float judgement_y_position = -180f;
|
||||
|
||||
private IBindable<ScrollingDirection> direction = null!;
|
||||
|
||||
public DefaultManiaJudgementPiece(HitResult result)
|
||||
: base(result)
|
||||
{
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(IScrollingInfo scrollingInfo)
|
||||
{
|
||||
direction = scrollingInfo.Direction.GetBoundCopy();
|
||||
direction.BindValueChanged(_ => onDirectionChanged(), true);
|
||||
}
|
||||
|
||||
private void onDirectionChanged() => Y = direction.Value == ScrollingDirection.Up ? -judgement_y_position : judgement_y_position;
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
JudgementText.Font = JudgementText.Font.With(size: 25);
|
||||
}
|
||||
|
||||
public override void PlayAnimation()
|
||||
{
|
||||
switch (Result)
|
||||
{
|
||||
case HitResult.None:
|
||||
this.FadeOutFromOne(800);
|
||||
break;
|
||||
|
||||
case HitResult.Miss:
|
||||
this.ScaleTo(1.6f);
|
||||
this.ScaleTo(1, 100, Easing.In);
|
||||
|
||||
this.MoveToY(direction.Value == ScrollingDirection.Up ? -judgement_y_position : judgement_y_position);
|
||||
this.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
|
||||
|
||||
this.RotateTo(0);
|
||||
this.RotateTo(40, 800, Easing.InQuint);
|
||||
|
||||
this.FadeOutFromOne(800);
|
||||
break;
|
||||
|
||||
default:
|
||||
this.ScaleTo(0.8f);
|
||||
this.ScaleTo(1, 250, Easing.OutElastic);
|
||||
|
||||
this.Delay(50)
|
||||
.ScaleTo(0.75f, 250)
|
||||
.FadeOut(200);
|
||||
|
||||
// osu!mania uses a custom fade length, so the base call is intentionally omitted.
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,51 +3,32 @@
|
||||
|
||||
#nullable disable
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.UI.Scrolling;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.UI
|
||||
{
|
||||
public partial class DrawableManiaJudgement : DrawableJudgement
|
||||
{
|
||||
protected override Drawable CreateDefaultJudgement(HitResult result) => new DefaultManiaJudgementPiece(result);
|
||||
private IBindable<ScrollingDirection> direction;
|
||||
|
||||
private partial class DefaultManiaJudgementPiece : DefaultJudgementPiece
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(IScrollingInfo scrollingInfo)
|
||||
{
|
||||
public DefaultManiaJudgementPiece(HitResult result)
|
||||
: base(result)
|
||||
{
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
JudgementText.Font = JudgementText.Font.With(size: 25);
|
||||
}
|
||||
|
||||
public override void PlayAnimation()
|
||||
{
|
||||
switch (Result)
|
||||
{
|
||||
case HitResult.None:
|
||||
case HitResult.Miss:
|
||||
base.PlayAnimation();
|
||||
break;
|
||||
|
||||
default:
|
||||
this.ScaleTo(0.8f);
|
||||
this.ScaleTo(1, 250, Easing.OutElastic);
|
||||
|
||||
this.Delay(50)
|
||||
.ScaleTo(0.75f, 250)
|
||||
.FadeOut(200);
|
||||
|
||||
// osu!mania uses a custom fade length, so the base call is intentionally omitted.
|
||||
break;
|
||||
}
|
||||
}
|
||||
direction = scrollingInfo.Direction.GetBoundCopy();
|
||||
direction.BindValueChanged(_ => onDirectionChanged(), true);
|
||||
}
|
||||
|
||||
private void onDirectionChanged()
|
||||
{
|
||||
Anchor = direction.Value == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
|
||||
Origin = Anchor.Centre;
|
||||
}
|
||||
|
||||
protected override Drawable CreateDefaultJudgement(HitResult result) => new DefaultManiaJudgementPiece(result);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -32,7 +32,6 @@ using osu.Game.Skinning;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.UI
|
||||
{
|
||||
[Cached]
|
||||
public partial class DrawableManiaRuleset : DrawableScrollingRuleset<ManiaHitObject>
|
||||
{
|
||||
/// <summary>
|
||||
@@ -51,6 +50,8 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
|
||||
public IEnumerable<BarLine> BarLines;
|
||||
|
||||
public override bool RequiresPortraitOrientation => Beatmap.Stages.Count == 1;
|
||||
|
||||
protected override bool RelativeScaleBeatLengths => true;
|
||||
|
||||
protected new ManiaRulesetConfigManager Config => (ManiaRulesetConfigManager)base.Config;
|
||||
@@ -110,8 +111,6 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
configScrollSpeed.BindValueChanged(speed => TargetTimeRange = ComputeScrollTime(speed.NewValue));
|
||||
|
||||
TimeRange.Value = TargetTimeRange = currentTimeRange = ComputeScrollTime(configScrollSpeed.Value);
|
||||
|
||||
KeyBindingInputManager.Add(new ManiaTouchInputArea());
|
||||
}
|
||||
|
||||
protected override void AdjustScrollSpeed(int amount) => configScrollSpeed.Value += amount;
|
||||
@@ -162,7 +161,7 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
/// <returns>The scroll time.</returns>
|
||||
public static double ComputeScrollTime(double scrollSpeed) => MAX_TIME_RANGE / scrollSpeed;
|
||||
|
||||
public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new ManiaPlayfieldAdjustmentContainer();
|
||||
public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new ManiaPlayfieldAdjustmentContainer(this);
|
||||
|
||||
protected override Playfield CreatePlayfield() => new ManiaPlayfield(Beatmap.Stages);
|
||||
|
||||
|
||||
@@ -1,17 +1,63 @@
|
||||
// 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;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.UI
|
||||
{
|
||||
public partial class ManiaPlayfieldAdjustmentContainer : PlayfieldAdjustmentContainer
|
||||
{
|
||||
public ManiaPlayfieldAdjustmentContainer()
|
||||
protected override Container<Drawable> Content { get; }
|
||||
|
||||
private readonly DrawSizePreservingFillContainer scalingContainer;
|
||||
|
||||
private readonly DrawableManiaRuleset drawableManiaRuleset;
|
||||
|
||||
public ManiaPlayfieldAdjustmentContainer(DrawableManiaRuleset drawableManiaRuleset)
|
||||
{
|
||||
Anchor = Anchor.Centre;
|
||||
Origin = Anchor.Centre;
|
||||
this.drawableManiaRuleset = drawableManiaRuleset;
|
||||
InternalChild = scalingContainer = new DrawSizePreservingFillContainer
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Child = Content = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
float aspectRatio = DrawWidth / DrawHeight;
|
||||
bool isPortrait = aspectRatio < 1f;
|
||||
|
||||
if (isPortrait && drawableManiaRuleset.Beatmap.Stages.Count == 1)
|
||||
{
|
||||
// Scale playfield up by 25% to become playable on mobile devices,
|
||||
// and leave a 10% horizontal gap if the playfield is scaled down due to being too wide.
|
||||
const float base_scale = 1.25f;
|
||||
const float base_width = 768f / base_scale;
|
||||
const float side_gap = 0.9f;
|
||||
|
||||
scalingContainer.Strategy = DrawSizePreservationStrategy.Maximum;
|
||||
float stageWidth = drawableManiaRuleset.Playfield.Stages[0].DrawWidth;
|
||||
scalingContainer.TargetDrawSize = new Vector2(1024, base_width * Math.Max(stageWidth / aspectRatio / (base_width * side_gap), 1f));
|
||||
}
|
||||
else
|
||||
{
|
||||
scalingContainer.Strategy = DrawSizePreservationStrategy.Minimum;
|
||||
scalingContainer.Scale = new Vector2(1f);
|
||||
scalingContainer.Size = new Vector2(1f);
|
||||
scalingContainer.TargetDrawSize = new Vector2(1024, 768);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,199 +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 osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Configuration;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// An overlay that captures and displays osu!mania mouse and touch input.
|
||||
/// </summary>
|
||||
public partial class ManiaTouchInputArea : VisibilityContainer
|
||||
{
|
||||
// visibility state affects our child. we always want to handle input.
|
||||
public override bool PropagatePositionalInputSubTree => true;
|
||||
public override bool PropagateNonPositionalInputSubTree => true;
|
||||
|
||||
[SettingSource("Spacing", "The spacing between receptors.")]
|
||||
public BindableFloat Spacing { get; } = new BindableFloat(10)
|
||||
{
|
||||
Precision = 1,
|
||||
MinValue = 0,
|
||||
MaxValue = 100,
|
||||
};
|
||||
|
||||
[SettingSource("Opacity", "The receptor opacity.")]
|
||||
public BindableFloat Opacity { get; } = new BindableFloat(1)
|
||||
{
|
||||
Precision = 0.1f,
|
||||
MinValue = 0,
|
||||
MaxValue = 1
|
||||
};
|
||||
|
||||
[Resolved]
|
||||
private DrawableManiaRuleset drawableRuleset { get; set; } = null!;
|
||||
|
||||
private GridContainer gridContainer = null!;
|
||||
|
||||
public ManiaTouchInputArea()
|
||||
{
|
||||
Anchor = Anchor.BottomCentre;
|
||||
Origin = Anchor.BottomCentre;
|
||||
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
Height = 0.5f;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
List<Drawable> receptorGridContent = new List<Drawable>();
|
||||
List<Dimension> receptorGridDimensions = new List<Dimension>();
|
||||
|
||||
bool first = true;
|
||||
|
||||
foreach (var stage in drawableRuleset.Playfield.Stages)
|
||||
{
|
||||
foreach (var column in stage.Columns)
|
||||
{
|
||||
if (!first)
|
||||
{
|
||||
receptorGridContent.Add(new Gutter { Spacing = { BindTarget = Spacing } });
|
||||
receptorGridDimensions.Add(new Dimension(GridSizeMode.AutoSize));
|
||||
}
|
||||
|
||||
receptorGridContent.Add(new ColumnInputReceptor { Action = { BindTarget = column.Action } });
|
||||
receptorGridDimensions.Add(new Dimension());
|
||||
|
||||
first = false;
|
||||
}
|
||||
}
|
||||
|
||||
InternalChild = gridContainer = new GridContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
AlwaysPresent = true,
|
||||
Content = new[] { receptorGridContent.ToArray() },
|
||||
ColumnDimensions = receptorGridDimensions.ToArray()
|
||||
};
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
Opacity.BindValueChanged(o => Alpha = o.NewValue, true);
|
||||
}
|
||||
|
||||
protected override bool OnKeyDown(KeyDownEvent e)
|
||||
{
|
||||
// Hide whenever the keyboard is used.
|
||||
Hide();
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override bool OnTouchDown(TouchDownEvent e)
|
||||
{
|
||||
Show();
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void PopIn()
|
||||
{
|
||||
gridContainer.FadeIn(500, Easing.OutQuint);
|
||||
}
|
||||
|
||||
protected override void PopOut()
|
||||
{
|
||||
gridContainer.FadeOut(300);
|
||||
}
|
||||
|
||||
public partial class ColumnInputReceptor : CompositeDrawable
|
||||
{
|
||||
public readonly IBindable<ManiaAction> Action = new Bindable<ManiaAction>();
|
||||
|
||||
private readonly Box highlightOverlay;
|
||||
|
||||
[Resolved]
|
||||
private ManiaInputManager? inputManager { get; set; }
|
||||
|
||||
private bool isPressed;
|
||||
|
||||
public ColumnInputReceptor()
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
||||
InternalChildren = new Drawable[]
|
||||
{
|
||||
new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Masking = true,
|
||||
CornerRadius = 10,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Alpha = 0.15f,
|
||||
},
|
||||
highlightOverlay = new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Alpha = 0,
|
||||
Blending = BlendingParameters.Additive,
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
protected override bool OnTouchDown(TouchDownEvent e)
|
||||
{
|
||||
updateButton(true);
|
||||
return false; // handled by parent container to show overlay.
|
||||
}
|
||||
|
||||
protected override void OnTouchUp(TouchUpEvent e)
|
||||
{
|
||||
updateButton(false);
|
||||
}
|
||||
|
||||
private void updateButton(bool press)
|
||||
{
|
||||
if (press == isPressed)
|
||||
return;
|
||||
|
||||
isPressed = press;
|
||||
|
||||
if (press)
|
||||
{
|
||||
inputManager?.KeyBindingContainer.TriggerPressed(Action.Value);
|
||||
highlightOverlay.FadeTo(0.1f, 80, Easing.OutQuint);
|
||||
}
|
||||
else
|
||||
{
|
||||
inputManager?.KeyBindingContainer.TriggerReleased(Action.Value);
|
||||
highlightOverlay.FadeTo(0, 400, Easing.OutQuint);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private partial class Gutter : Drawable
|
||||
{
|
||||
public readonly IBindable<float> Spacing = new Bindable<float>();
|
||||
|
||||
public Gutter()
|
||||
{
|
||||
Spacing.BindValueChanged(s => Size = new Vector2(s.NewValue));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -103,12 +103,13 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
Width = 1366, // Bar lines should only be masked on the vertical axis
|
||||
BypassAutoSizeAxes = Axes.Both,
|
||||
Masking = true,
|
||||
Child = barLineContainer = new HitObjectArea(HitObjectContainer)
|
||||
Child = barLineContainer = new HitPositionPaddedContainer
|
||||
{
|
||||
Name = "Bar lines",
|
||||
Anchor = Anchor.TopCentre,
|
||||
Origin = Anchor.TopCentre,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
Child = HitObjectContainer,
|
||||
}
|
||||
},
|
||||
columnFlow = new ColumnFlow<Column>(definition)
|
||||
@@ -119,12 +120,13 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both
|
||||
},
|
||||
judgements = new JudgementContainer<DrawableManiaJudgement>
|
||||
new HitPositionPaddedContainer
|
||||
{
|
||||
Anchor = Anchor.TopCentre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Y = HIT_TARGET_POSITION + 150
|
||||
Child = judgements = new JudgementContainer<DrawableManiaJudgement>
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
},
|
||||
topLevelContainer = new Container { RelativeSizeAxes = Axes.Both }
|
||||
}
|
||||
@@ -214,13 +216,7 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
return;
|
||||
|
||||
judgements.Clear(false);
|
||||
judgements.Add(judgementPooler.Get(result.Type, j =>
|
||||
{
|
||||
j.Apply(result, judgedObject);
|
||||
|
||||
j.Anchor = Anchor.Centre;
|
||||
j.Origin = Anchor.Centre;
|
||||
})!);
|
||||
judgements.Add(judgementPooler.Get(result.Type, j => j.Apply(result, judgedObject))!);
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
|
||||
@@ -24,11 +24,15 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods
|
||||
{
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestMissTail() => CreateModTest(new ModTestData
|
||||
[TestCase(true)]
|
||||
[TestCase(false)]
|
||||
public void TestMissTail(bool tailMiss) => CreateModTest(new ModTestData
|
||||
{
|
||||
Mod = new OsuModSuddenDeath(),
|
||||
PassCondition = () => ((ModFailConditionTestPlayer)Player).CheckFailed(false),
|
||||
Mod = new OsuModSuddenDeath
|
||||
{
|
||||
FailOnSliderTail = { Value = tailMiss }
|
||||
},
|
||||
PassCondition = () => ((ModFailConditionTestPlayer)Player).CheckFailed(tailMiss),
|
||||
Autoplay = false,
|
||||
CreateBeatmap = () => new Beatmap
|
||||
{
|
||||
|
||||
@@ -15,22 +15,22 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
{
|
||||
protected override string ResourceAssembly => "osu.Game.Rulesets.Osu.Tests";
|
||||
|
||||
[TestCase(6.7171144000821119d, 239, "diffcalc-test")]
|
||||
[TestCase(1.4485749025771304d, 54, "zero-length-sliders")]
|
||||
[TestCase(0.42630400627180914d, 4, "very-fast-slider")]
|
||||
[TestCase(6.7331304290522747d, 239, "diffcalc-test")]
|
||||
[TestCase(1.4602604078137214d, 54, "zero-length-sliders")]
|
||||
[TestCase(0.43052813047866129d, 4, "very-fast-slider")]
|
||||
[TestCase(0.14143808967817237d, 2, "nan-slider")]
|
||||
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
|
||||
=> base.Test(expectedStarRating, expectedMaxCombo, name);
|
||||
|
||||
[TestCase(8.9825709931204205d, 239, "diffcalc-test")]
|
||||
[TestCase(1.7550169162648608d, 54, "zero-length-sliders")]
|
||||
[TestCase(0.55231632896800109d, 4, "very-fast-slider")]
|
||||
[TestCase(9.6779746353001634d, 239, "diffcalc-test")]
|
||||
[TestCase(1.7691451263718989d, 54, "zero-length-sliders")]
|
||||
[TestCase(0.55785578988249407d, 4, "very-fast-slider")]
|
||||
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
|
||||
=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModDoubleTime());
|
||||
|
||||
[TestCase(6.7171144000821119d, 239, "diffcalc-test")]
|
||||
[TestCase(1.4485749025771304d, 54, "zero-length-sliders")]
|
||||
[TestCase(0.42630400627180914d, 4, "very-fast-slider")]
|
||||
[TestCase(6.7331304290522747d, 239, "diffcalc-test")]
|
||||
[TestCase(1.4602604078137214d, 54, "zero-length-sliders")]
|
||||
[TestCase(0.43052813047866129d, 4, "very-fast-slider")]
|
||||
public void TestClassicMod(double expectedStarRating, int expectedMaxCombo, string name)
|
||||
=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModClassic());
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<Import Project="..\osu.TestProject.props" />
|
||||
<ItemGroup Label="Package References">
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.12.0" />
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
|
||||
<PackageReference Include="Moq" Version="4.18.4" />
|
||||
<PackageReference Include="NUnit" Version="3.14.0" />
|
||||
<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
|
||||
|
||||
@@ -12,9 +12,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
public static class AimEvaluator
|
||||
{
|
||||
private const double wide_angle_multiplier = 1.5;
|
||||
private const double acute_angle_multiplier = 1.95;
|
||||
private const double acute_angle_multiplier = 2.6;
|
||||
private const double slider_multiplier = 1.35;
|
||||
private const double velocity_change_multiplier = 0.75;
|
||||
private const double wiggle_multiplier = 1.02;
|
||||
|
||||
/// <summary>
|
||||
/// Evaluates the difficulty of aiming the current object, based on:
|
||||
@@ -64,16 +65,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
double acuteAngleBonus = 0;
|
||||
double sliderBonus = 0;
|
||||
double velocityChangeBonus = 0;
|
||||
double wiggleBonus = 0;
|
||||
|
||||
double aimStrain = currVelocity; // Start strain with regular velocity.
|
||||
|
||||
if (Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime) < 1.25 * Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime)) // If rhythms are the same.
|
||||
{
|
||||
if (osuCurrObj.Angle != null && osuLastObj.Angle != null && osuLastLastObj.Angle != null)
|
||||
if (osuCurrObj.Angle != null && osuLastObj.Angle != null)
|
||||
{
|
||||
double currAngle = osuCurrObj.Angle.Value;
|
||||
double lastAngle = osuLastObj.Angle.Value;
|
||||
double lastLastAngle = osuLastLastObj.Angle.Value;
|
||||
|
||||
// Rewarding angles, take the smaller velocity as base.
|
||||
double angleBonus = Math.Min(currVelocity, prevVelocity);
|
||||
@@ -81,20 +82,27 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
wideAngleBonus = calcWideAngleBonus(currAngle);
|
||||
acuteAngleBonus = calcAcuteAngleBonus(currAngle);
|
||||
|
||||
if (DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.StrainTime, 2) < 300) // Only buff deltaTime exceeding 300 bpm 1/2.
|
||||
acuteAngleBonus = 0;
|
||||
else
|
||||
{
|
||||
acuteAngleBonus *= calcAcuteAngleBonus(lastAngle) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
|
||||
* Math.Min(angleBonus, diameter * 1.25 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
|
||||
* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, (100 - osuCurrObj.StrainTime) / 25)), 2) // scale buff from 150 bpm 1/4 to 200 bpm 1/4
|
||||
* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.LazyJumpDistance, radius, diameter) - radius) / radius), 2); // Buff distance exceeding radius up to diameter.
|
||||
}
|
||||
// Penalize angle repetition.
|
||||
wideAngleBonus *= 1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3));
|
||||
acuteAngleBonus *= 0.08 + 0.92 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastAngle), 3)));
|
||||
|
||||
// Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
|
||||
wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3)));
|
||||
// Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse.
|
||||
acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3)));
|
||||
// Apply full wide angle bonus for distance more than one diameter
|
||||
wideAngleBonus *= angleBonus * DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, 0, diameter);
|
||||
|
||||
// Apply acute angle bonus for BPM above 300 1/2 and distance more than one diameter
|
||||
acuteAngleBonus *= angleBonus *
|
||||
DifficultyCalculationUtils.Smootherstep(DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.StrainTime, 2), 300, 400) *
|
||||
DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, diameter, diameter * 2);
|
||||
|
||||
// Apply wiggle bonus for jumps that are [radius, 3*diameter] in distance, with < 110 angle
|
||||
// https://www.desmos.com/calculator/dp0v0nvowc
|
||||
wiggleBonus = angleBonus
|
||||
* DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, radius, diameter)
|
||||
* Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuCurrObj.LazyJumpDistance, diameter * 3, diameter), 1.8)
|
||||
* DifficultyCalculationUtils.Smootherstep(currAngle, double.DegreesToRadians(110), double.DegreesToRadians(60))
|
||||
* DifficultyCalculationUtils.Smootherstep(osuLastObj.LazyJumpDistance, radius, diameter)
|
||||
* Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuLastObj.LazyJumpDistance, diameter * 3, diameter), 1.8)
|
||||
* DifficultyCalculationUtils.Smootherstep(lastAngle, double.DegreesToRadians(110), double.DegreesToRadians(60));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -122,6 +130,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
|
||||
}
|
||||
|
||||
aimStrain += wiggleBonus * wiggle_multiplier;
|
||||
|
||||
// Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger.
|
||||
aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);
|
||||
|
||||
@@ -132,8 +142,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
return aimStrain;
|
||||
}
|
||||
|
||||
private static double calcWideAngleBonus(double angle) => Math.Pow(Math.Sin(3.0 / 4 * (Math.Min(5.0 / 6 * Math.PI, Math.Max(Math.PI / 6, angle)) - Math.PI / 6)), 2);
|
||||
private static double calcWideAngleBonus(double angle) => DifficultyCalculationUtils.Smoothstep(angle, double.DegreesToRadians(40), double.DegreesToRadians(140));
|
||||
|
||||
private static double calcAcuteAngleBonus(double angle) => 1 - calcWideAngleBonus(angle);
|
||||
private static double calcAcuteAngleBonus(double angle) => DifficultyCalculationUtils.Smoothstep(angle, double.DegreesToRadians(140), double.DegreesToRadians(40));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -52,12 +52,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
var currentObj = (OsuDifficultyHitObject)current.Previous(i);
|
||||
var currentHitObject = (OsuHitObject)(currentObj.BaseObject);
|
||||
|
||||
cumulativeStrainTime += lastObj.StrainTime;
|
||||
|
||||
if (!(currentObj.BaseObject is Spinner))
|
||||
{
|
||||
double jumpDistance = (osuHitObject.StackedPosition - currentHitObject.StackedEndPosition).Length;
|
||||
|
||||
cumulativeStrainTime += lastObj.StrainTime;
|
||||
|
||||
// We want to nerf objects that can be easily seen within the Flashlight circle radius.
|
||||
if (i == 0)
|
||||
smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
|
||||
|
||||
@@ -2,9 +2,13 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
@@ -14,7 +18,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
private const double single_spacing_threshold = OsuDifficultyHitObject.NORMALISED_DIAMETER * 1.25; // 1.25 circles distance between centers
|
||||
private const double min_speed_bonus = 200; // 200 BPM 1/4th
|
||||
private const double speed_balancing_factor = 40;
|
||||
private const double distance_multiplier = 0.94;
|
||||
private const double distance_multiplier = 0.9;
|
||||
|
||||
/// <summary>
|
||||
/// Evaluates the difficulty of tapping the current object, based on:
|
||||
@@ -24,7 +28,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
/// <item><description>and how easily they can be cheesed.</description></item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current)
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current, IReadOnlyList<Mod> mods)
|
||||
{
|
||||
if (current.BaseObject is Spinner)
|
||||
return 0;
|
||||
@@ -56,6 +60,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
// Max distance bonus is 1 * `distance_multiplier` at single_spacing_threshold
|
||||
double distanceBonus = Math.Pow(distance / single_spacing_threshold, 3.95) * distance_multiplier;
|
||||
|
||||
if (mods.OfType<OsuModAutopilot>().Any())
|
||||
distanceBonus = 0;
|
||||
|
||||
// Base difficulty with all bonuses
|
||||
double difficulty = (1 + speedBonus + distanceBonus) * 1000 / strainTime;
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@ using Newtonsoft.Json;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Difficulty;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
{
|
||||
@@ -19,6 +20,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
[JsonProperty("aim_difficulty")]
|
||||
public double AimDifficulty { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The number of <see cref="Slider"/>s weighted by difficulty.
|
||||
/// </summary>
|
||||
[JsonProperty("aim_difficult_slider_count")]
|
||||
public double AimDifficultSliderCount { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The difficulty corresponding to the speed skill.
|
||||
/// </summary>
|
||||
@@ -52,24 +59,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
[JsonProperty("speed_difficult_strain_count")]
|
||||
public double SpeedDifficultStrainCount { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc).
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Rate-adjusting mods don't directly affect the approach rate difficulty value, but have a perceived effect as a result of adjusting audio timing.
|
||||
/// </remarks>
|
||||
[JsonProperty("approach_rate")]
|
||||
public double ApproachRate { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The perceived overall difficulty inclusive of rate-adjusting mods (DT/HT/etc).
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Rate-adjusting mods don't directly affect the overall difficulty value, but have a perceived effect as a result of adjusting audio timing.
|
||||
/// </remarks>
|
||||
[JsonProperty("overall_difficulty")]
|
||||
public double OverallDifficulty { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The beatmap's drain rate. This doesn't scale with rate-adjusting mods.
|
||||
/// </summary>
|
||||
@@ -97,8 +86,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
|
||||
yield return (ATTRIB_ID_AIM, AimDifficulty);
|
||||
yield return (ATTRIB_ID_SPEED, SpeedDifficulty);
|
||||
yield return (ATTRIB_ID_OVERALL_DIFFICULTY, OverallDifficulty);
|
||||
yield return (ATTRIB_ID_APPROACH_RATE, ApproachRate);
|
||||
yield return (ATTRIB_ID_DIFFICULTY, StarRating);
|
||||
|
||||
if (ShouldSerializeFlashlightDifficulty())
|
||||
@@ -109,6 +96,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
yield return (ATTRIB_ID_AIM_DIFFICULT_STRAIN_COUNT, AimDifficultStrainCount);
|
||||
yield return (ATTRIB_ID_SPEED_DIFFICULT_STRAIN_COUNT, SpeedDifficultStrainCount);
|
||||
yield return (ATTRIB_ID_SPEED_NOTE_COUNT, SpeedNoteCount);
|
||||
yield return (ATTRIB_ID_AIM_DIFFICULT_SLIDER_COUNT, AimDifficultSliderCount);
|
||||
}
|
||||
|
||||
public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
|
||||
@@ -117,14 +105,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
|
||||
AimDifficulty = values[ATTRIB_ID_AIM];
|
||||
SpeedDifficulty = values[ATTRIB_ID_SPEED];
|
||||
OverallDifficulty = values[ATTRIB_ID_OVERALL_DIFFICULTY];
|
||||
ApproachRate = values[ATTRIB_ID_APPROACH_RATE];
|
||||
StarRating = values[ATTRIB_ID_DIFFICULTY];
|
||||
FlashlightDifficulty = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT);
|
||||
SliderFactor = values[ATTRIB_ID_SLIDER_FACTOR];
|
||||
AimDifficultStrainCount = values[ATTRIB_ID_AIM_DIFFICULT_STRAIN_COUNT];
|
||||
SpeedDifficultStrainCount = values[ATTRIB_ID_SPEED_DIFFICULT_STRAIN_COUNT];
|
||||
SpeedNoteCount = values[ATTRIB_ID_SPEED_NOTE_COUNT];
|
||||
AimDifficultSliderCount = values[ATTRIB_ID_AIM_DIFFICULT_SLIDER_COUNT];
|
||||
DrainRate = onlineInfo.DrainRate;
|
||||
HitCircleCount = onlineInfo.CircleCount;
|
||||
SliderCount = onlineInfo.SliderCount;
|
||||
|
||||
@@ -15,8 +15,6 @@ using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Skills;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.Scoring;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
{
|
||||
@@ -36,20 +34,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
if (beatmap.HitObjects.Count == 0)
|
||||
return new OsuDifficultyAttributes { Mods = mods };
|
||||
|
||||
double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
|
||||
double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
|
||||
double speedRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
|
||||
double speedNotes = ((Speed)skills[2]).RelevantNoteCount();
|
||||
|
||||
double flashlightRating = 0.0;
|
||||
|
||||
if (mods.Any(h => h is OsuModFlashlight))
|
||||
flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;
|
||||
var aim = skills.OfType<Aim>().Single(a => a.IncludeSliders);
|
||||
double aimRating = Math.Sqrt(aim.DifficultyValue()) * difficulty_multiplier;
|
||||
double aimDifficultyStrainCount = aim.CountTopWeightedStrains();
|
||||
double difficultSliders = aim.GetDifficultSliders();
|
||||
|
||||
var aimWithoutSliders = skills.OfType<Aim>().Single(a => !a.IncludeSliders);
|
||||
double aimRatingNoSliders = Math.Sqrt(aimWithoutSliders.DifficultyValue()) * difficulty_multiplier;
|
||||
double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
|
||||
|
||||
double aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountTopWeightedStrains();
|
||||
double speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountTopWeightedStrains();
|
||||
var speed = skills.OfType<Speed>().Single();
|
||||
double speedRating = Math.Sqrt(speed.DifficultyValue()) * difficulty_multiplier;
|
||||
double speedNotes = speed.RelevantNoteCount();
|
||||
double speedDifficultyStrainCount = speed.CountTopWeightedStrains();
|
||||
|
||||
var flashlight = skills.OfType<Flashlight>().SingleOrDefault();
|
||||
double flashlightRating = flashlight == null ? 0.0 : Math.Sqrt(flashlight.DifficultyValue()) * difficulty_multiplier;
|
||||
|
||||
if (mods.Any(m => m is OsuModTouchDevice))
|
||||
{
|
||||
@@ -63,6 +63,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
speedRating = 0.0;
|
||||
flashlightRating *= 0.7;
|
||||
}
|
||||
else if (mods.Any(h => h is OsuModAutopilot))
|
||||
{
|
||||
speedRating *= 0.5;
|
||||
aimRating = 0.0;
|
||||
flashlightRating *= 0.4;
|
||||
}
|
||||
|
||||
double baseAimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating);
|
||||
double baseSpeedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating);
|
||||
@@ -82,31 +88,24 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
? Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
|
||||
: 0;
|
||||
|
||||
double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
|
||||
double drainRate = beatmap.Difficulty.DrainRate;
|
||||
|
||||
int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
|
||||
int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
|
||||
int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
|
||||
|
||||
HitWindows hitWindows = new OsuHitWindows();
|
||||
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
|
||||
|
||||
double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
|
||||
|
||||
OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
|
||||
{
|
||||
StarRating = starRating,
|
||||
Mods = mods,
|
||||
AimDifficulty = aimRating,
|
||||
AimDifficultSliderCount = difficultSliders,
|
||||
SpeedDifficulty = speedRating,
|
||||
SpeedNoteCount = speedNotes,
|
||||
FlashlightDifficulty = flashlightRating,
|
||||
SliderFactor = sliderFactor,
|
||||
AimDifficultStrainCount = aimDifficultyStrainCount,
|
||||
SpeedDifficultStrainCount = speedDifficultyStrainCount,
|
||||
ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
|
||||
OverallDifficulty = (80 - hitWindowGreat) / 6,
|
||||
DrainRate = drainRate,
|
||||
MaxCombo = beatmap.GetMaxCombo(),
|
||||
HitCircleCount = hitCirclesCount,
|
||||
|
||||
@@ -24,6 +24,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
[JsonProperty("effective_miss_count")]
|
||||
public double EffectiveMissCount { get; set; }
|
||||
|
||||
[JsonProperty("speed_deviation")]
|
||||
public double? SpeedDeviation { get; set; }
|
||||
|
||||
public override IEnumerable<PerformanceDisplayAttribute> GetAttributesForDisplay()
|
||||
{
|
||||
foreach (var attribute in base.GetAttributesForDisplay())
|
||||
|
||||
@@ -4,9 +4,15 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Audio.Track;
|
||||
using osu.Framework.Extensions.IEnumerableExtensions;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Difficulty;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Skills;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
using osu.Game.Rulesets.Osu.Scoring;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Scoring;
|
||||
|
||||
@@ -40,6 +46,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
/// </summary>
|
||||
private double effectiveMissCount;
|
||||
|
||||
private double clockRate;
|
||||
private double greatHitWindow;
|
||||
private double okHitWindow;
|
||||
private double mehHitWindow;
|
||||
private double overallDifficulty;
|
||||
private double approachRate;
|
||||
|
||||
private double? speedDeviation;
|
||||
|
||||
public OsuPerformanceCalculator()
|
||||
: base(new OsuRuleset())
|
||||
{
|
||||
@@ -61,6 +76,26 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
countSliderTickMiss = score.Statistics.GetValueOrDefault(HitResult.LargeTickMiss);
|
||||
effectiveMissCount = countMiss;
|
||||
|
||||
var difficulty = score.BeatmapInfo!.Difficulty.Clone();
|
||||
|
||||
score.Mods.OfType<IApplicableToDifficulty>().ForEach(m => m.ApplyToDifficulty(difficulty));
|
||||
|
||||
var track = new TrackVirtual(10000);
|
||||
score.Mods.OfType<IApplicableToTrack>().ForEach(m => m.ApplyToTrack(track));
|
||||
clockRate = track.Rate;
|
||||
|
||||
HitWindows hitWindows = new OsuHitWindows();
|
||||
hitWindows.SetDifficulty(difficulty.OverallDifficulty);
|
||||
|
||||
greatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate;
|
||||
okHitWindow = hitWindows.WindowFor(HitResult.Ok) / clockRate;
|
||||
mehHitWindow = hitWindows.WindowFor(HitResult.Meh) / clockRate;
|
||||
|
||||
double preempt = IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
|
||||
|
||||
overallDifficulty = (80 - greatHitWindow) / 6;
|
||||
approachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5;
|
||||
|
||||
if (osuAttributes.SliderCount > 0)
|
||||
{
|
||||
if (usingClassicSliderAccuracy)
|
||||
@@ -103,17 +138,20 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
// https://www.desmos.com/calculator/bc9eybdthb
|
||||
// we use OD13.3 as maximum since it's the value at which great hitwidow becomes 0
|
||||
// this is well beyond currently maximum achievable OD which is 12.17 (DTx2 + DA with OD11)
|
||||
double okMultiplier = Math.Max(0.0, osuAttributes.OverallDifficulty > 0.0 ? 1 - Math.Pow(osuAttributes.OverallDifficulty / 13.33, 1.8) : 1.0);
|
||||
double mehMultiplier = Math.Max(0.0, osuAttributes.OverallDifficulty > 0.0 ? 1 - Math.Pow(osuAttributes.OverallDifficulty / 13.33, 5) : 1.0);
|
||||
double okMultiplier = Math.Max(0.0, overallDifficulty > 0.0 ? 1 - Math.Pow(overallDifficulty / 13.33, 1.8) : 1.0);
|
||||
double mehMultiplier = Math.Max(0.0, overallDifficulty > 0.0 ? 1 - Math.Pow(overallDifficulty / 13.33, 5) : 1.0);
|
||||
|
||||
// As we're adding Oks and Mehs to an approximated number of combo breaks the result can be higher than total hits in specific scenarios (which breaks some calculations) so we need to clamp it.
|
||||
effectiveMissCount = Math.Min(effectiveMissCount + countOk * okMultiplier + countMeh * mehMultiplier, totalHits);
|
||||
}
|
||||
|
||||
speedDeviation = calculateSpeedDeviation(osuAttributes);
|
||||
|
||||
double aimValue = computeAimValue(score, osuAttributes);
|
||||
double speedValue = computeSpeedValue(score, osuAttributes);
|
||||
double accuracyValue = computeAccuracyValue(score, osuAttributes);
|
||||
double flashlightValue = computeFlashlightValue(score, osuAttributes);
|
||||
|
||||
double totalValue =
|
||||
Math.Pow(
|
||||
Math.Pow(aimValue, 1.1) +
|
||||
@@ -129,13 +167,40 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
Accuracy = accuracyValue,
|
||||
Flashlight = flashlightValue,
|
||||
EffectiveMissCount = effectiveMissCount,
|
||||
SpeedDeviation = speedDeviation,
|
||||
Total = totalValue
|
||||
};
|
||||
}
|
||||
|
||||
private double computeAimValue(ScoreInfo score, OsuDifficultyAttributes attributes)
|
||||
{
|
||||
double aimValue = OsuStrainSkill.DifficultyToPerformance(attributes.AimDifficulty);
|
||||
if (score.Mods.Any(h => h is OsuModAutopilot))
|
||||
return 0.0;
|
||||
|
||||
double aimDifficulty = attributes.AimDifficulty;
|
||||
|
||||
if (attributes.SliderCount > 0 && attributes.AimDifficultSliderCount > 0)
|
||||
{
|
||||
double estimateImproperlyFollowedDifficultSliders;
|
||||
|
||||
if (usingClassicSliderAccuracy)
|
||||
{
|
||||
// When the score is considered classic (regardless if it was made on old client or not) we consider all missing combo to be dropped difficult sliders
|
||||
int maximumPossibleDroppedSliders = totalImperfectHits;
|
||||
estimateImproperlyFollowedDifficultSliders = Math.Clamp(Math.Min(maximumPossibleDroppedSliders, attributes.MaxCombo - scoreMaxCombo), 0, attributes.AimDifficultSliderCount);
|
||||
}
|
||||
else
|
||||
{
|
||||
// We add tick misses here since they too mean that the player didn't follow the slider properly
|
||||
// We however aren't adding misses here because missing slider heads has a harsh penalty by itself and doesn't mean that the rest of the slider wasn't followed properly
|
||||
estimateImproperlyFollowedDifficultSliders = Math.Clamp(countSliderEndsDropped + countSliderTickMiss, 0, attributes.AimDifficultSliderCount);
|
||||
}
|
||||
|
||||
double sliderNerfFactor = (1 - attributes.SliderFactor) * Math.Pow(1 - estimateImproperlyFollowedDifficultSliders / attributes.AimDifficultSliderCount, 3) + attributes.SliderFactor;
|
||||
aimDifficulty *= sliderNerfFactor;
|
||||
}
|
||||
|
||||
double aimValue = OsuStrainSkill.DifficultyToPerformance(aimDifficulty);
|
||||
|
||||
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
|
||||
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
|
||||
@@ -145,10 +210,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
aimValue *= calculateMissPenalty(effectiveMissCount, attributes.AimDifficultStrainCount);
|
||||
|
||||
double approachRateFactor = 0.0;
|
||||
if (attributes.ApproachRate > 10.33)
|
||||
approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);
|
||||
else if (attributes.ApproachRate < 8.0)
|
||||
approachRateFactor = 0.05 * (8.0 - attributes.ApproachRate);
|
||||
if (approachRate > 10.33)
|
||||
approachRateFactor = 0.3 * (approachRate - 10.33);
|
||||
else if (approachRate < 8.0)
|
||||
approachRateFactor = 0.05 * (8.0 - approachRate);
|
||||
|
||||
if (score.Mods.Any(h => h is OsuModRelax))
|
||||
approachRateFactor = 0.0;
|
||||
@@ -160,43 +225,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
|
||||
{
|
||||
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
|
||||
aimValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
|
||||
}
|
||||
|
||||
// We assume 15% of sliders in a map are difficult since there's no way to tell from the performance calculator.
|
||||
double estimateDifficultSliders = attributes.SliderCount * 0.15;
|
||||
|
||||
if (attributes.SliderCount > 0)
|
||||
{
|
||||
double estimateImproperlyFollowedDifficultSliders;
|
||||
|
||||
if (usingClassicSliderAccuracy)
|
||||
{
|
||||
// When the score is considered classic (regardless if it was made on old client or not) we consider all missing combo to be dropped difficult sliders
|
||||
int maximumPossibleDroppedSliders = totalImperfectHits;
|
||||
estimateImproperlyFollowedDifficultSliders = Math.Clamp(Math.Min(maximumPossibleDroppedSliders, attributes.MaxCombo - scoreMaxCombo), 0, estimateDifficultSliders);
|
||||
}
|
||||
else
|
||||
{
|
||||
// We add tick misses here since they too mean that the player didn't follow the slider properly
|
||||
// We however aren't adding misses here because missing slider heads has a harsh penalty by itself and doesn't mean that the rest of the slider wasn't followed properly
|
||||
estimateImproperlyFollowedDifficultSliders = Math.Clamp(countSliderEndsDropped + countSliderTickMiss, 0, estimateDifficultSliders);
|
||||
}
|
||||
|
||||
double sliderNerfFactor = (1 - attributes.SliderFactor) * Math.Pow(1 - estimateImproperlyFollowedDifficultSliders / estimateDifficultSliders, 3) + attributes.SliderFactor;
|
||||
aimValue *= sliderNerfFactor;
|
||||
aimValue *= 1.0 + 0.04 * (12.0 - approachRate);
|
||||
}
|
||||
|
||||
aimValue *= accuracy;
|
||||
// It is important to consider accuracy difficulty when scaling with accuracy.
|
||||
aimValue *= 0.98 + Math.Pow(attributes.OverallDifficulty, 2) / 2500;
|
||||
aimValue *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
|
||||
|
||||
return aimValue;
|
||||
}
|
||||
|
||||
private double computeSpeedValue(ScoreInfo score, OsuDifficultyAttributes attributes)
|
||||
{
|
||||
if (score.Mods.Any(h => h is OsuModRelax))
|
||||
if (score.Mods.Any(h => h is OsuModRelax) || speedDeviation == null)
|
||||
return 0.0;
|
||||
|
||||
double speedValue = OsuStrainSkill.DifficultyToPerformance(attributes.SpeedDifficulty);
|
||||
@@ -209,8 +250,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
speedValue *= calculateMissPenalty(effectiveMissCount, attributes.SpeedDifficultStrainCount);
|
||||
|
||||
double approachRateFactor = 0.0;
|
||||
if (attributes.ApproachRate > 10.33)
|
||||
approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);
|
||||
if (approachRate > 10.33)
|
||||
approachRateFactor = 0.3 * (approachRate - 10.33);
|
||||
|
||||
if (score.Mods.Any(h => h is OsuModAutopilot))
|
||||
approachRateFactor = 0.0;
|
||||
|
||||
speedValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
|
||||
|
||||
@@ -222,21 +266,21 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
|
||||
{
|
||||
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
|
||||
speedValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
|
||||
speedValue *= 1.0 + 0.04 * (12.0 - approachRate);
|
||||
}
|
||||
|
||||
double speedHighDeviationMultiplier = calculateSpeedHighDeviationNerf(attributes);
|
||||
speedValue *= speedHighDeviationMultiplier;
|
||||
|
||||
// Calculate accuracy assuming the worst case scenario
|
||||
double relevantTotalDiff = totalHits - attributes.SpeedNoteCount;
|
||||
double relevantTotalDiff = Math.Max(0, totalHits - attributes.SpeedNoteCount);
|
||||
double relevantCountGreat = Math.Max(0, countGreat - relevantTotalDiff);
|
||||
double relevantCountOk = Math.Max(0, countOk - Math.Max(0, relevantTotalDiff - countGreat));
|
||||
double relevantCountMeh = Math.Max(0, countMeh - Math.Max(0, relevantTotalDiff - countGreat - countOk));
|
||||
double relevantAccuracy = attributes.SpeedNoteCount == 0 ? 0 : (relevantCountGreat * 6.0 + relevantCountOk * 2.0 + relevantCountMeh) / (attributes.SpeedNoteCount * 6.0);
|
||||
|
||||
// Scale the speed value with accuracy and OD.
|
||||
speedValue *= (0.95 + Math.Pow(attributes.OverallDifficulty, 2) / 750) * Math.Pow((accuracy + relevantAccuracy) / 2.0, (14.5 - attributes.OverallDifficulty) / 2);
|
||||
|
||||
// Scale the speed value with # of 50s to punish doubletapping.
|
||||
speedValue *= Math.Pow(0.99, countMeh < totalHits / 500.0 ? 0 : countMeh - totalHits / 500.0);
|
||||
speedValue *= (0.95 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 750) * Math.Pow((accuracy + relevantAccuracy) / 2.0, (14.5 - overallDifficulty) / 2);
|
||||
|
||||
return speedValue;
|
||||
}
|
||||
@@ -253,7 +297,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
amountHitObjectsWithAccuracy += attributes.SliderCount;
|
||||
|
||||
if (amountHitObjectsWithAccuracy > 0)
|
||||
betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6);
|
||||
betterAccuracyPercentage = ((countGreat - Math.Max(totalHits - amountHitObjectsWithAccuracy, 0)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6);
|
||||
else
|
||||
betterAccuracyPercentage = 0;
|
||||
|
||||
@@ -263,7 +307,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
|
||||
// Lots of arbitrary values from testing.
|
||||
// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution.
|
||||
double accuracyValue = Math.Pow(1.52163, attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;
|
||||
double accuracyValue = Math.Pow(1.52163, overallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;
|
||||
|
||||
// Bonus for many hitcircles - it's harder to keep good accuracy up for longer.
|
||||
accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));
|
||||
@@ -300,17 +344,117 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
// Scale the flashlight value with accuracy _slightly_.
|
||||
flashlightValue *= 0.5 + accuracy / 2.0;
|
||||
// It is important to also consider accuracy difficulty when doing that.
|
||||
flashlightValue *= 0.98 + Math.Pow(attributes.OverallDifficulty, 2) / 2500;
|
||||
flashlightValue *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
|
||||
|
||||
return flashlightValue;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Estimates player's deviation on speed notes using <see cref="calculateDeviation"/>, assuming worst-case.
|
||||
/// Treats all speed notes as hit circles.
|
||||
/// </summary>
|
||||
private double? calculateSpeedDeviation(OsuDifficultyAttributes attributes)
|
||||
{
|
||||
if (totalSuccessfulHits == 0)
|
||||
return null;
|
||||
|
||||
// Calculate accuracy assuming the worst case scenario
|
||||
double speedNoteCount = attributes.SpeedNoteCount;
|
||||
speedNoteCount += (totalHits - attributes.SpeedNoteCount) * 0.1;
|
||||
|
||||
// Assume worst case: all mistakes were on speed notes
|
||||
double relevantCountMiss = Math.Min(countMiss, speedNoteCount);
|
||||
double relevantCountMeh = Math.Min(countMeh, speedNoteCount - relevantCountMiss);
|
||||
double relevantCountOk = Math.Min(countOk, speedNoteCount - relevantCountMiss - relevantCountMeh);
|
||||
double relevantCountGreat = Math.Max(0, speedNoteCount - relevantCountMiss - relevantCountMeh - relevantCountOk);
|
||||
|
||||
return calculateDeviation(attributes, relevantCountGreat, relevantCountOk, relevantCountMeh, relevantCountMiss);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Estimates the player's tap deviation based on the OD, given number of greats, oks, mehs and misses,
|
||||
/// assuming the player's mean hit error is 0. The estimation is consistent in that two SS scores on the same map with the same settings
|
||||
/// will always return the same deviation. Misses are ignored because they are usually due to misaiming.
|
||||
/// Greats and oks are assumed to follow a normal distribution, whereas mehs are assumed to follow a uniform distribution.
|
||||
/// </summary>
|
||||
private double? calculateDeviation(OsuDifficultyAttributes attributes, double relevantCountGreat, double relevantCountOk, double relevantCountMeh, double relevantCountMiss)
|
||||
{
|
||||
if (relevantCountGreat + relevantCountOk + relevantCountMeh <= 0)
|
||||
return null;
|
||||
|
||||
double objectCount = relevantCountGreat + relevantCountOk + relevantCountMeh + relevantCountMiss;
|
||||
|
||||
// The probability that a player hits a circle is unknown, but we can estimate it to be
|
||||
// the number of greats on circles divided by the number of circles, and then add one
|
||||
// to the number of circles as a bias correction.
|
||||
double n = Math.Max(1, objectCount - relevantCountMiss - relevantCountMeh);
|
||||
const double z = 2.32634787404; // 99% critical value for the normal distribution (one-tailed).
|
||||
|
||||
// Proportion of greats hit on circles, ignoring misses and 50s.
|
||||
double p = relevantCountGreat / n;
|
||||
|
||||
// We can be 99% confident that p is at least this value.
|
||||
double pLowerBound = (n * p + z * z / 2) / (n + z * z) - z / (n + z * z) * Math.Sqrt(n * p * (1 - p) + z * z / 4);
|
||||
|
||||
// Compute the deviation assuming greats and oks are normally distributed, and mehs are uniformly distributed.
|
||||
// Begin with greats and oks first. Ignoring mehs, we can be 99% confident that the deviation is not higher than:
|
||||
double deviation = greatHitWindow / (Math.Sqrt(2) * DifficultyCalculationUtils.ErfInv(pLowerBound));
|
||||
|
||||
double randomValue = Math.Sqrt(2 / Math.PI) * okHitWindow * Math.Exp(-0.5 * Math.Pow(okHitWindow / deviation, 2))
|
||||
/ (deviation * DifficultyCalculationUtils.Erf(okHitWindow / (Math.Sqrt(2) * deviation)));
|
||||
|
||||
deviation *= Math.Sqrt(1 - randomValue);
|
||||
|
||||
// Value deviation approach as greatCount approaches 0
|
||||
double limitValue = okHitWindow / Math.Sqrt(3);
|
||||
|
||||
// If precision is not enough to compute true deviation - use limit value
|
||||
if (pLowerBound == 0 || randomValue >= 1 || deviation > limitValue)
|
||||
deviation = limitValue;
|
||||
|
||||
// Then compute the variance for mehs.
|
||||
double mehVariance = (mehHitWindow * mehHitWindow + okHitWindow * mehHitWindow + okHitWindow * okHitWindow) / 3;
|
||||
|
||||
// Find the total deviation.
|
||||
deviation = Math.Sqrt(((relevantCountGreat + relevantCountOk) * Math.Pow(deviation, 2) + relevantCountMeh * mehVariance) / (relevantCountGreat + relevantCountOk + relevantCountMeh));
|
||||
|
||||
return deviation;
|
||||
}
|
||||
|
||||
// Calculates multiplier for speed to account for improper tapping based on the deviation and speed difficulty
|
||||
// https://www.desmos.com/calculator/dmogdhzofn
|
||||
private double calculateSpeedHighDeviationNerf(OsuDifficultyAttributes attributes)
|
||||
{
|
||||
if (speedDeviation == null)
|
||||
return 0;
|
||||
|
||||
double speedValue = OsuStrainSkill.DifficultyToPerformance(attributes.SpeedDifficulty);
|
||||
|
||||
// Decides a point where the PP value achieved compared to the speed deviation is assumed to be tapped improperly. Any PP above this point is considered "excess" speed difficulty.
|
||||
// This is used to cause PP above the cutoff to scale logarithmically towards the original speed value thus nerfing the value.
|
||||
double excessSpeedDifficultyCutoff = 100 + 220 * Math.Pow(22 / speedDeviation.Value, 6.5);
|
||||
|
||||
if (speedValue <= excessSpeedDifficultyCutoff)
|
||||
return 1.0;
|
||||
|
||||
const double scale = 50;
|
||||
double adjustedSpeedValue = scale * (Math.Log((speedValue - excessSpeedDifficultyCutoff) / scale + 1) + excessSpeedDifficultyCutoff / scale);
|
||||
|
||||
// 220 UR and less are considered tapped correctly to ensure that normal scores will be punished as little as possible
|
||||
double lerp = 1 - DifficultyCalculationUtils.ReverseLerp(speedDeviation.Value, 22.0, 27.0);
|
||||
adjustedSpeedValue = double.Lerp(adjustedSpeedValue, speedValue, lerp);
|
||||
|
||||
return adjustedSpeedValue / speedValue;
|
||||
}
|
||||
|
||||
// Miss penalty assumes that a player will miss on the hardest parts of a map,
|
||||
// so we use the amount of relatively difficult sections to adjust miss penalty
|
||||
// to make it more punishing on maps with lower amount of hard sections.
|
||||
private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.96 / ((missCount / (4 * Math.Pow(Math.Log(difficultStrainCount), 0.94))) + 1);
|
||||
private double getComboScalingFactor(OsuDifficultyAttributes attributes) => attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(attributes.MaxCombo, 0.8), 1.0);
|
||||
|
||||
private int totalHits => countGreat + countOk + countMeh + countMiss;
|
||||
private int totalSuccessfulHits => countGreat + countOk + countMeh;
|
||||
private int totalImperfectHits => countOk + countMeh + countMiss;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,9 +2,12 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
{
|
||||
@@ -13,19 +16,21 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
/// </summary>
|
||||
public class Aim : OsuStrainSkill
|
||||
{
|
||||
public Aim(Mod[] mods, bool withSliders)
|
||||
public readonly bool IncludeSliders;
|
||||
|
||||
public Aim(Mod[] mods, bool includeSliders)
|
||||
: base(mods)
|
||||
{
|
||||
this.withSliders = withSliders;
|
||||
IncludeSliders = includeSliders;
|
||||
}
|
||||
|
||||
private readonly bool withSliders;
|
||||
|
||||
private double currentStrain;
|
||||
|
||||
private double skillMultiplier => 25.18;
|
||||
private double skillMultiplier => 25.6;
|
||||
private double strainDecayBase => 0.15;
|
||||
|
||||
private readonly List<double> sliderStrains = new List<double>();
|
||||
|
||||
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
||||
|
||||
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * strainDecay(time - current.Previous(0).StartTime);
|
||||
@@ -33,9 +38,26 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
protected override double StrainValueAt(DifficultyHitObject current)
|
||||
{
|
||||
currentStrain *= strainDecay(current.DeltaTime);
|
||||
currentStrain += AimEvaluator.EvaluateDifficultyOf(current, withSliders) * skillMultiplier;
|
||||
currentStrain += AimEvaluator.EvaluateDifficultyOf(current, IncludeSliders) * skillMultiplier;
|
||||
|
||||
if (current.BaseObject is Slider)
|
||||
{
|
||||
sliderStrains.Add(currentStrain);
|
||||
}
|
||||
|
||||
return currentStrain;
|
||||
}
|
||||
|
||||
public double GetDifficultSliders()
|
||||
{
|
||||
if (sliderStrains.Count == 0)
|
||||
return 0;
|
||||
|
||||
double maxSliderStrain = sliderStrains.Max();
|
||||
if (maxSliderStrain == 0)
|
||||
return 0;
|
||||
|
||||
return sliderStrains.Sum(strain => 1.0 / (1.0 + Math.Exp(-(strain / maxSliderStrain * 12.0 - 6.0))));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
/// </summary>
|
||||
public class Speed : OsuStrainSkill
|
||||
{
|
||||
private double skillMultiplier => 1.430;
|
||||
private double skillMultiplier => 1.46;
|
||||
private double strainDecayBase => 0.3;
|
||||
|
||||
private double currentStrain;
|
||||
@@ -35,7 +35,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
protected override double StrainValueAt(DifficultyHitObject current)
|
||||
{
|
||||
currentStrain *= strainDecay(((OsuDifficultyHitObject)current).StrainTime);
|
||||
currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current) * skillMultiplier;
|
||||
currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current, Mods) * skillMultiplier;
|
||||
|
||||
currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current);
|
||||
|
||||
|
||||
@@ -13,7 +13,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints
|
||||
public partial class GridPlacementBlueprint : PlacementBlueprint
|
||||
{
|
||||
[Resolved]
|
||||
private HitObjectComposer? hitObjectComposer { get; set; }
|
||||
private OsuHitObjectComposer? hitObjectComposer { get; set; }
|
||||
|
||||
private OsuGridToolboxGroup gridToolboxGroup = null!;
|
||||
private Vector2 originalOrigin;
|
||||
@@ -95,12 +95,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints
|
||||
base.OnDragEnd(e);
|
||||
}
|
||||
|
||||
public override SnapType SnapType => ~SnapType.GlobalGrids;
|
||||
|
||||
public override void UpdateTimeAndPosition(SnapResult result)
|
||||
public override SnapResult UpdateTimeAndPosition(Vector2 screenSpacePosition, double fallbackTime)
|
||||
{
|
||||
if (State.Value == Visibility.Hidden)
|
||||
return;
|
||||
return new SnapResult(screenSpacePosition, fallbackTime);
|
||||
|
||||
var result = hitObjectComposer?.TrySnapToNearbyObjects(screenSpacePosition) ?? new SnapResult(screenSpacePosition, fallbackTime);
|
||||
|
||||
var pos = ToLocalSpace(result.ScreenSpacePosition);
|
||||
|
||||
@@ -120,6 +120,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints
|
||||
gridToolboxGroup.SetGridFromPoints(gridToolboxGroup.StartPosition.Value, pos);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
protected override void PopOut()
|
||||
|
||||
@@ -1,10 +1,15 @@
|
||||
// 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 osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Screens.Edit;
|
||||
using osuTK;
|
||||
using osuTK.Input;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles
|
||||
@@ -15,12 +20,26 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles
|
||||
|
||||
private readonly HitCirclePiece circlePiece;
|
||||
|
||||
[Resolved]
|
||||
private OsuHitObjectComposer? composer { get; set; }
|
||||
|
||||
[Resolved]
|
||||
private EditorClock? editorClock { get; set; }
|
||||
|
||||
private Bindable<bool> limitedDistanceSnap { get; set; } = null!;
|
||||
|
||||
public HitCirclePlacementBlueprint()
|
||||
: base(new HitCircle())
|
||||
{
|
||||
InternalChild = circlePiece = new HitCirclePiece();
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuConfigManager config)
|
||||
{
|
||||
limitedDistanceSnap = config.GetBindable<bool>(OsuSetting.EditorLimitedDistanceSnap);
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
@@ -45,10 +64,17 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles
|
||||
return base.OnMouseDown(e);
|
||||
}
|
||||
|
||||
public override void UpdateTimeAndPosition(SnapResult result)
|
||||
public override SnapResult UpdateTimeAndPosition(Vector2 screenSpacePosition, double fallbackTime)
|
||||
{
|
||||
base.UpdateTimeAndPosition(result);
|
||||
var result = composer?.TrySnapToNearbyObjects(screenSpacePosition, fallbackTime);
|
||||
result ??= composer?.TrySnapToDistanceGrid(screenSpacePosition, limitedDistanceSnap.Value && editorClock != null ? editorClock.CurrentTime : null);
|
||||
if (composer?.TrySnapToPositionGrid(result?.ScreenSpacePosition ?? screenSpacePosition, result?.Time ?? fallbackTime) is SnapResult gridSnapResult)
|
||||
result = gridSnapResult;
|
||||
result ??= new SnapResult(screenSpacePosition, fallbackTime);
|
||||
|
||||
base.UpdateTimeAndPosition(result.ScreenSpacePosition, result.Time ?? fallbackTime);
|
||||
HitObject.Position = ToLocalSpace(result.ScreenSpacePosition);
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+22
-6
@@ -9,6 +9,7 @@ using System.Collections.Specialized;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using Humanizer;
|
||||
using JetBrains.Annotations;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
@@ -20,6 +21,7 @@ using osu.Framework.Input;
|
||||
using osu.Framework.Input.Bindings;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
@@ -32,7 +34,7 @@ using osuTK.Input;
|
||||
namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
{
|
||||
public partial class PathControlPointVisualiser<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>, IHasContextMenu
|
||||
where T : OsuHitObject, IHasPath
|
||||
where T : OsuHitObject, IHasPath, IHasSliderVelocity
|
||||
{
|
||||
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; // allow context menu to appear outside the playfield.
|
||||
|
||||
@@ -48,11 +50,14 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
public Action<List<PathControlPoint>> SplitControlPointsRequested;
|
||||
|
||||
[Resolved(CanBeNull = true)]
|
||||
private IPositionSnapProvider positionSnapProvider { get; set; }
|
||||
[CanBeNull]
|
||||
private OsuHitObjectComposer positionSnapProvider { get; set; }
|
||||
|
||||
[Resolved(CanBeNull = true)]
|
||||
private IDistanceSnapProvider distanceSnapProvider { get; set; }
|
||||
|
||||
private Bindable<bool> limitedDistanceSnap { get; set; } = null!;
|
||||
|
||||
public PathControlPointVisualiser(T hitObject, bool allowSelection)
|
||||
{
|
||||
this.hitObject = hitObject;
|
||||
@@ -67,6 +72,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
};
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuConfigManager config)
|
||||
{
|
||||
limitedDistanceSnap = config.GetBindable<bool>(OsuSetting.EditorLimitedDistanceSnap);
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
@@ -433,12 +444,17 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
{
|
||||
// Special handling for selections containing head control point - the position of the hit object changes which means the snapped position and time have to be taken into account
|
||||
Vector2 newHeadPosition = Parent!.ToScreenSpace(e.MousePosition + (dragStartPositions[0] - dragStartPositions[draggedControlPointIndex]));
|
||||
SnapResult result = positionSnapProvider?.FindSnappedPositionAndTime(newHeadPosition);
|
||||
|
||||
Vector2 movementDelta = Parent!.ToLocalSpace(result?.ScreenSpacePosition ?? newHeadPosition) - hitObject.Position;
|
||||
var result = positionSnapProvider?.TrySnapToNearbyObjects(newHeadPosition, oldStartTime);
|
||||
result ??= positionSnapProvider?.TrySnapToDistanceGrid(newHeadPosition, limitedDistanceSnap.Value ? oldStartTime : null);
|
||||
if (positionSnapProvider?.TrySnapToPositionGrid(result?.ScreenSpacePosition ?? newHeadPosition, result?.Time ?? oldStartTime) is SnapResult gridSnapResult)
|
||||
result = gridSnapResult;
|
||||
result ??= new SnapResult(newHeadPosition, oldStartTime);
|
||||
|
||||
Vector2 movementDelta = Parent!.ToLocalSpace(result.ScreenSpacePosition) - hitObject.Position;
|
||||
|
||||
hitObject.Position += movementDelta;
|
||||
hitObject.StartTime = result?.Time ?? hitObject.StartTime;
|
||||
hitObject.StartTime = result.Time ?? hitObject.StartTime;
|
||||
|
||||
for (int i = 1; i < hitObject.Path.ControlPoints.Count; i++)
|
||||
{
|
||||
@@ -453,7 +469,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
}
|
||||
else
|
||||
{
|
||||
SnapResult result = positionSnapProvider?.FindSnappedPositionAndTime(Parent!.ToScreenSpace(e.MousePosition), SnapType.GlobalGrids);
|
||||
SnapResult result = positionSnapProvider?.TrySnapToPositionGrid(Parent!.ToScreenSpace(e.MousePosition));
|
||||
|
||||
Vector2 movementDelta = Parent!.ToLocalSpace(result?.ScreenSpacePosition ?? Parent!.ToScreenSpace(e.MousePosition)) - dragStartPositions[draggedControlPointIndex] - hitObject.Position;
|
||||
|
||||
|
||||
@@ -5,10 +5,12 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
@@ -25,6 +27,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
{
|
||||
public new Slider HitObject => (Slider)base.HitObject;
|
||||
|
||||
[Resolved]
|
||||
private OsuHitObjectComposer? composer { get; set; }
|
||||
|
||||
private SliderBodyPiece bodyPiece = null!;
|
||||
private HitCirclePiece headCirclePiece = null!;
|
||||
private HitCirclePiece tailCirclePiece = null!;
|
||||
@@ -40,15 +45,17 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
private int currentSegmentLength;
|
||||
private bool usingCustomSegmentType;
|
||||
|
||||
[Resolved]
|
||||
private IPositionSnapProvider? positionSnapProvider { get; set; }
|
||||
|
||||
[Resolved]
|
||||
private IDistanceSnapProvider? distanceSnapProvider { get; set; }
|
||||
|
||||
[Resolved]
|
||||
private FreehandSliderToolboxGroup? freehandToolboxGroup { get; set; }
|
||||
|
||||
[Resolved]
|
||||
private EditorClock? editorClock { get; set; }
|
||||
|
||||
private Bindable<bool> limitedDistanceSnap { get; set; } = null!;
|
||||
|
||||
private readonly IncrementalBSplineBuilder bSplineBuilder = new IncrementalBSplineBuilder { Degree = 4 };
|
||||
|
||||
protected override bool IsValidForPlacement => HitObject.Path.HasValidLength;
|
||||
@@ -63,7 +70,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
private void load(OsuConfigManager config)
|
||||
{
|
||||
InternalChildren = new Drawable[]
|
||||
{
|
||||
@@ -74,6 +81,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
};
|
||||
|
||||
state = SliderPlacementState.Initial;
|
||||
limitedDistanceSnap = config.GetBindable<bool>(OsuSetting.EditorLimitedDistanceSnap);
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
@@ -106,9 +114,15 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
[Resolved]
|
||||
private EditorBeatmap editorBeatmap { get; set; } = null!;
|
||||
|
||||
public override void UpdateTimeAndPosition(SnapResult result)
|
||||
public override SnapResult UpdateTimeAndPosition(Vector2 screenSpacePosition, double fallbackTime)
|
||||
{
|
||||
base.UpdateTimeAndPosition(result);
|
||||
var result = composer?.TrySnapToNearbyObjects(screenSpacePosition, fallbackTime);
|
||||
result ??= composer?.TrySnapToDistanceGrid(screenSpacePosition, limitedDistanceSnap.Value && editorClock != null ? editorClock.CurrentTime : null);
|
||||
if (composer?.TrySnapToPositionGrid(result?.ScreenSpacePosition ?? screenSpacePosition, result?.Time ?? fallbackTime) is SnapResult gridSnapResult)
|
||||
result = gridSnapResult;
|
||||
result ??= new SnapResult(screenSpacePosition, fallbackTime);
|
||||
|
||||
base.UpdateTimeAndPosition(result.ScreenSpacePosition, result.Time ?? fallbackTime);
|
||||
|
||||
switch (state)
|
||||
{
|
||||
@@ -131,6 +145,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
updateCursor();
|
||||
break;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
protected override bool OnMouseDown(MouseDownEvent e)
|
||||
@@ -375,7 +391,17 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
|
||||
private Vector2 getCursorPosition()
|
||||
{
|
||||
var result = positionSnapProvider?.FindSnappedPositionAndTime(inputManager.CurrentState.Mouse.Position, state == SliderPlacementState.ControlPoints ? SnapType.GlobalGrids : SnapType.All);
|
||||
SnapResult? result = null;
|
||||
var mousePosition = inputManager.CurrentState.Mouse.Position;
|
||||
|
||||
if (state != SliderPlacementState.ControlPoints)
|
||||
{
|
||||
result ??= composer?.TrySnapToNearbyObjects(mousePosition);
|
||||
result ??= composer?.TrySnapToDistanceGrid(mousePosition);
|
||||
}
|
||||
|
||||
result ??= composer?.TrySnapToPositionGrid(mousePosition);
|
||||
|
||||
return ToLocalSpace(result?.ScreenSpacePosition ?? inputManager.CurrentState.Mouse.Position) - HitObject.Position;
|
||||
}
|
||||
|
||||
@@ -408,7 +434,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
if (state == SliderPlacementState.Drawing)
|
||||
HitObject.Path.ExpectedDistance.Value = (float)HitObject.Path.CalculatedDistance;
|
||||
else
|
||||
HitObject.Path.ExpectedDistance.Value = distanceSnapProvider?.FindSnappedDistance(HitObject, (float)HitObject.Path.CalculatedDistance, DistanceSnapTarget.Start) ?? (float)HitObject.Path.CalculatedDistance;
|
||||
HitObject.Path.ExpectedDistance.Value = distanceSnapProvider?.FindSnappedDistance((float)HitObject.Path.CalculatedDistance, HitObject.StartTime, HitObject) ?? (float)HitObject.Path.CalculatedDistance;
|
||||
|
||||
bodyPiece.UpdateFrom(HitObject);
|
||||
headCirclePiece.UpdateFrom(HitObject.HeadCircle);
|
||||
|
||||
@@ -274,9 +274,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
}
|
||||
else
|
||||
{
|
||||
double minDistance = distanceSnapProvider?.GetBeatSnapDistanceAt(HitObject, false) * oldVelocityMultiplier ?? 1;
|
||||
double minDistance = distanceSnapProvider?.GetBeatSnapDistance() * oldVelocityMultiplier ?? 1;
|
||||
// Add a small amount to the proposed distance to make it easier to snap to the full length of the slider.
|
||||
proposedDistance = distanceSnapProvider?.FindSnappedDistance(HitObject, (float)proposedDistance + 1, DistanceSnapTarget.Start) ?? proposedDistance;
|
||||
proposedDistance = distanceSnapProvider?.FindSnappedDistance((float)proposedDistance + 1, HitObject.StartTime, HitObject) ?? proposedDistance;
|
||||
proposedDistance = MathHelper.Clamp(proposedDistance, minDistance, HitObject.Path.CalculatedDistance);
|
||||
}
|
||||
|
||||
@@ -626,7 +626,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
|
||||
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
|
||||
{
|
||||
if (BodyPiece.ReceivePositionalInputAt(screenSpacePos) && DrawableObject.Body.Alpha > 0)
|
||||
if (BodyPiece.ReceivePositionalInputAt(screenSpacePos) && (IsSelected || DrawableObject.Body.Alpha > 0))
|
||||
return true;
|
||||
|
||||
if (ControlPointVisualiser == null)
|
||||
|
||||
@@ -1,6 +1,12 @@
|
||||
// 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 System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles;
|
||||
@@ -8,16 +14,27 @@ using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders;
|
||||
using osu.Game.Rulesets.Osu.Edit.Blueprints.Spinners;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Screens.Edit.Compose.Components;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Edit
|
||||
{
|
||||
public partial class OsuBlueprintContainer : ComposeBlueprintContainer
|
||||
{
|
||||
public OsuBlueprintContainer(HitObjectComposer composer)
|
||||
private Bindable<bool> limitedDistanceSnap { get; set; } = null!;
|
||||
|
||||
public new OsuHitObjectComposer Composer => (OsuHitObjectComposer)base.Composer;
|
||||
|
||||
public OsuBlueprintContainer(OsuHitObjectComposer composer)
|
||||
: base(composer)
|
||||
{
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuConfigManager config)
|
||||
{
|
||||
limitedDistanceSnap = config.GetBindable<bool>(OsuSetting.EditorLimitedDistanceSnap);
|
||||
}
|
||||
|
||||
protected override SelectionHandler<HitObject> CreateSelectionHandler() => new OsuSelectionHandler();
|
||||
|
||||
public override HitObjectSelectionBlueprint? CreateHitObjectBlueprintFor(HitObject hitObject)
|
||||
@@ -36,5 +53,68 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
|
||||
return base.CreateHitObjectBlueprintFor(hitObject);
|
||||
}
|
||||
|
||||
protected override bool TryMoveBlueprints(DragEvent e, IList<(SelectionBlueprint<HitObject> blueprint, Vector2[] originalSnapPositions)> blueprints)
|
||||
{
|
||||
Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
|
||||
|
||||
for (int i = 0; i < blueprints.Count; i++)
|
||||
{
|
||||
if (checkSnappingBlueprintToNearbyObjects(blueprints[i].blueprint, distanceTravelled, blueprints[i].originalSnapPositions))
|
||||
return true;
|
||||
}
|
||||
|
||||
// if no positional snapping could be performed, try unrestricted snapping from the earliest
|
||||
// item in the selection.
|
||||
|
||||
// The final movement position, relative to movementBlueprintOriginalPosition.
|
||||
Vector2 movePosition = blueprints.First().originalSnapPositions.First() + distanceTravelled;
|
||||
var referenceBlueprint = blueprints.First().blueprint;
|
||||
|
||||
// Retrieve a snapped position.
|
||||
var result = Composer.TrySnapToNearbyObjects(movePosition);
|
||||
result ??= Composer.TrySnapToDistanceGrid(movePosition, limitedDistanceSnap.Value ? referenceBlueprint.Item.StartTime : null);
|
||||
if (Composer.TrySnapToPositionGrid(result?.ScreenSpacePosition ?? movePosition, result?.Time) is SnapResult gridSnapResult)
|
||||
result = gridSnapResult;
|
||||
result ??= new SnapResult(movePosition, null);
|
||||
|
||||
bool moved = SelectionHandler.HandleMovement(new MoveSelectionEvent<HitObject>(referenceBlueprint, result.ScreenSpacePosition - referenceBlueprint.ScreenSpaceSelectionPoint));
|
||||
if (moved)
|
||||
ApplySnapResultTime(result, referenceBlueprint.Item.StartTime);
|
||||
return moved;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check for positional snap for given blueprint.
|
||||
/// </summary>
|
||||
/// <param name="blueprint">The blueprint to check for snapping.</param>
|
||||
/// <param name="distanceTravelled">Distance travelled since start of dragging action.</param>
|
||||
/// <param name="originalPositions">The snap positions of blueprint before start of dragging action.</param>
|
||||
/// <returns>Whether an object to snap to was found.</returns>
|
||||
private bool checkSnappingBlueprintToNearbyObjects(SelectionBlueprint<HitObject> blueprint, Vector2 distanceTravelled, Vector2[] originalPositions)
|
||||
{
|
||||
var currentPositions = blueprint.ScreenSpaceSnapPoints;
|
||||
|
||||
for (int i = 0; i < originalPositions.Length; i++)
|
||||
{
|
||||
Vector2 originalPosition = originalPositions[i];
|
||||
var testPosition = originalPosition + distanceTravelled;
|
||||
|
||||
var positionalResult = Composer.TrySnapToNearbyObjects(testPosition);
|
||||
|
||||
if (positionalResult == null || positionalResult.ScreenSpacePosition == testPosition) continue;
|
||||
|
||||
var delta = positionalResult.ScreenSpacePosition - currentPositions[i];
|
||||
|
||||
// attempt to move the objects, and apply any time based snapping if we can.
|
||||
if (SelectionHandler.HandleMovement(new MoveSelectionEvent<HitObject>(blueprint, delta)))
|
||||
{
|
||||
ApplySnapResultTime(positionalResult, blueprint.Item.StartTime);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
|
||||
using JetBrains.Annotations;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Screens.Edit.Compose.Components;
|
||||
|
||||
@@ -12,8 +13,8 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
{
|
||||
public partial class OsuDistanceSnapGrid : CircularDistanceSnapGrid
|
||||
{
|
||||
public OsuDistanceSnapGrid(OsuHitObject hitObject, [CanBeNull] OsuHitObject nextHitObject = null)
|
||||
: base(hitObject, hitObject.StackedEndPosition, hitObject.GetEndTime(), nextHitObject?.StartTime - 1)
|
||||
public OsuDistanceSnapGrid(OsuHitObject hitObject, [CanBeNull] OsuHitObject nextHitObject = null, [CanBeNull] IHasSliderVelocity sliderVelocitySource = null)
|
||||
: base(hitObject.StackedEndPosition, hitObject.GetEndTime(), nextHitObject?.StartTime - 1, sliderVelocitySource)
|
||||
{
|
||||
Masking = true;
|
||||
}
|
||||
|
||||
@@ -1,10 +1,12 @@
|
||||
// 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 osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Input.Bindings;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osuTK;
|
||||
|
||||
@@ -14,7 +16,9 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
{
|
||||
public override double ReadCurrentDistanceSnap(HitObject before, HitObject after)
|
||||
{
|
||||
float expectedDistance = DurationToDistance(before, after.StartTime - before.GetEndTime());
|
||||
var lastObjectWithVelocity = EditorBeatmap.HitObjects.TakeWhile(ho => ho != after).OfType<IHasSliderVelocity>().LastOrDefault();
|
||||
|
||||
float expectedDistance = DurationToDistance(after.StartTime - before.GetEndTime(), before.StartTime, lastObjectWithVelocity);
|
||||
float actualDistance = Vector2.Distance(((OsuHitObject)before).EndPosition, ((OsuHitObject)after).Position);
|
||||
|
||||
return actualDistance / expectedDistance;
|
||||
|
||||
@@ -7,6 +7,7 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text.RegularExpressions;
|
||||
using JetBrains.Annotations;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Caching;
|
||||
@@ -22,6 +23,7 @@ using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Edit.Tools;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.UI;
|
||||
using osu.Game.Rulesets.UI;
|
||||
@@ -31,6 +33,7 @@ using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Edit
|
||||
{
|
||||
[Cached]
|
||||
public partial class OsuHitObjectComposer : HitObjectComposer<OsuHitObject>
|
||||
{
|
||||
public OsuHitObjectComposer(Ruleset ruleset)
|
||||
@@ -178,7 +181,7 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
return;
|
||||
|
||||
List<OsuHitObject> remainingHitObjects = EditorBeatmap.HitObjects.Cast<OsuHitObject>().Where(h => h.StartTime >= timestamp).ToList();
|
||||
string[] splitDescription = objectDescription.Split(',').ToArray();
|
||||
string[] splitDescription = objectDescription.Split(',');
|
||||
|
||||
for (int i = 0; i < splitDescription.Length; i++)
|
||||
{
|
||||
@@ -222,56 +225,56 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
}
|
||||
}
|
||||
|
||||
public override SnapResult FindSnappedPositionAndTime(Vector2 screenSpacePosition, SnapType snapType = SnapType.All)
|
||||
[CanBeNull]
|
||||
public SnapResult TrySnapToNearbyObjects(Vector2 screenSpacePosition, double? fallbackTime = null)
|
||||
{
|
||||
if (snapType.HasFlag(SnapType.NearbyObjects) && snapToVisibleBlueprints(screenSpacePosition, out var snapResult))
|
||||
{
|
||||
// In the case of snapping to nearby objects, a time value is not provided.
|
||||
// This matches the stable editor (which also uses current time), but with the introduction of time-snapping distance snap
|
||||
// this could result in unexpected behaviour when distance snapping is turned on and a user attempts to place an object that is
|
||||
// BOTH on a valid distance snap ring, and also at the same position as a previous object.
|
||||
//
|
||||
// We want to ensure that in this particular case, the time-snapping component of distance snap is still applied.
|
||||
// The easiest way to ensure this is to attempt application of distance snap after a nearby object is found, and copy over
|
||||
// the time value if the proposed positions are roughly the same.
|
||||
if (snapType.HasFlag(SnapType.RelativeGrids) && DistanceSnapProvider.DistanceSnapToggle.Value == TernaryState.True && distanceSnapGrid != null)
|
||||
{
|
||||
(Vector2 distanceSnappedPosition, double distanceSnappedTime) = distanceSnapGrid.GetSnappedPosition(distanceSnapGrid.ToLocalSpace(snapResult.ScreenSpacePosition));
|
||||
if (Precision.AlmostEquals(distanceSnapGrid.ToScreenSpace(distanceSnappedPosition), snapResult.ScreenSpacePosition, 1))
|
||||
snapResult.Time = distanceSnappedTime;
|
||||
}
|
||||
if (!snapToVisibleBlueprints(screenSpacePosition, out var snapResult))
|
||||
return null;
|
||||
|
||||
if (DistanceSnapProvider.DistanceSnapToggle.Value != TernaryState.True || distanceSnapGrid == null)
|
||||
return snapResult;
|
||||
}
|
||||
|
||||
SnapResult result = base.FindSnappedPositionAndTime(screenSpacePosition, snapType);
|
||||
// In the case of snapping to nearby objects, a time value is not provided.
|
||||
// This matches the stable editor (which also uses current time), but with the introduction of time-snapping distance snap
|
||||
// this could result in unexpected behaviour when distance snapping is turned on and a user attempts to place an object that is
|
||||
// BOTH on a valid distance snap ring, and also at the same position as a previous object.
|
||||
//
|
||||
// We want to ensure that in this particular case, the time-snapping component of distance snap is still applied.
|
||||
// The easiest way to ensure this is to attempt application of distance snap after a nearby object is found, and copy over
|
||||
// the time value if the proposed positions are roughly the same.
|
||||
(Vector2 distanceSnappedPosition, double distanceSnappedTime) = distanceSnapGrid.GetSnappedPosition(distanceSnapGrid.ToLocalSpace(snapResult.ScreenSpacePosition));
|
||||
snapResult.Time = Precision.AlmostEquals(distanceSnapGrid.ToScreenSpace(distanceSnappedPosition), snapResult.ScreenSpacePosition, 1)
|
||||
? distanceSnappedTime
|
||||
: fallbackTime;
|
||||
|
||||
if (snapType.HasFlag(SnapType.RelativeGrids))
|
||||
{
|
||||
if (DistanceSnapProvider.DistanceSnapToggle.Value == TernaryState.True && distanceSnapGrid != null)
|
||||
{
|
||||
(Vector2 pos, double time) = distanceSnapGrid.GetSnappedPosition(distanceSnapGrid.ToLocalSpace(screenSpacePosition));
|
||||
return snapResult;
|
||||
}
|
||||
|
||||
result.ScreenSpacePosition = distanceSnapGrid.ToScreenSpace(pos);
|
||||
result.Time = time;
|
||||
}
|
||||
}
|
||||
[CanBeNull]
|
||||
public SnapResult TrySnapToDistanceGrid(Vector2 screenSpacePosition, double? fixedTime = null)
|
||||
{
|
||||
if (DistanceSnapProvider.DistanceSnapToggle.Value != TernaryState.True || distanceSnapGrid == null)
|
||||
return null;
|
||||
|
||||
if (snapType.HasFlag(SnapType.GlobalGrids))
|
||||
{
|
||||
if (rectangularGridSnapToggle.Value == TernaryState.True)
|
||||
{
|
||||
Vector2 pos = positionSnapGrid.GetSnappedPosition(positionSnapGrid.ToLocalSpace(result.ScreenSpacePosition));
|
||||
var playfield = PlayfieldAtScreenSpacePosition(screenSpacePosition);
|
||||
(Vector2 pos, double time) = distanceSnapGrid.GetSnappedPosition(distanceSnapGrid.ToLocalSpace(screenSpacePosition), fixedTime);
|
||||
return new SnapResult(distanceSnapGrid.ToScreenSpace(pos), time, playfield);
|
||||
}
|
||||
|
||||
// A grid which doesn't perfectly fit the playfield can produce a position that is outside of the playfield.
|
||||
// We need to clamp the position to the playfield bounds to ensure that the snapped position is always in bounds.
|
||||
pos = Vector2.Clamp(pos, Vector2.Zero, OsuPlayfield.BASE_SIZE);
|
||||
[CanBeNull]
|
||||
public SnapResult TrySnapToPositionGrid(Vector2 screenSpacePosition, double? fallbackTime = null)
|
||||
{
|
||||
if (rectangularGridSnapToggle.Value != TernaryState.True)
|
||||
return null;
|
||||
|
||||
result.ScreenSpacePosition = positionSnapGrid.ToScreenSpace(pos);
|
||||
}
|
||||
}
|
||||
Vector2 pos = positionSnapGrid.GetSnappedPosition(positionSnapGrid.ToLocalSpace(screenSpacePosition));
|
||||
|
||||
return result;
|
||||
// A grid which doesn't perfectly fit the playfield can produce a position that is outside of the playfield.
|
||||
// We need to clamp the position to the playfield bounds to ensure that the snapped position is always in bounds.
|
||||
pos = Vector2.Clamp(pos, Vector2.Zero, OsuPlayfield.BASE_SIZE);
|
||||
|
||||
var playfield = PlayfieldAtScreenSpacePosition(screenSpacePosition);
|
||||
return new SnapResult(positionSnapGrid.ToScreenSpace(pos), fallbackTime, playfield);
|
||||
}
|
||||
|
||||
private bool snapToVisibleBlueprints(Vector2 screenSpacePosition, out SnapResult snapResult)
|
||||
@@ -404,22 +407,26 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
{
|
||||
ArgumentOutOfRangeException.ThrowIfNegativeOrZero(targetOffset);
|
||||
|
||||
int sourceIndex = -1;
|
||||
int positionSourceObjectIndex = -1;
|
||||
IHasSliderVelocity sliderVelocitySource = null;
|
||||
|
||||
for (int i = 0; i < EditorBeatmap.HitObjects.Count; i++)
|
||||
{
|
||||
if (!sourceSelector(EditorBeatmap.HitObjects[i]))
|
||||
break;
|
||||
|
||||
sourceIndex = i;
|
||||
positionSourceObjectIndex = i;
|
||||
|
||||
if (EditorBeatmap.HitObjects[i] is IHasSliderVelocity hasSliderVelocity)
|
||||
sliderVelocitySource = hasSliderVelocity;
|
||||
}
|
||||
|
||||
if (sourceIndex == -1)
|
||||
if (positionSourceObjectIndex == -1)
|
||||
return null;
|
||||
|
||||
HitObject sourceObject = EditorBeatmap.HitObjects[sourceIndex];
|
||||
HitObject sourceObject = EditorBeatmap.HitObjects[positionSourceObjectIndex];
|
||||
|
||||
int targetIndex = sourceIndex + targetOffset;
|
||||
int targetIndex = positionSourceObjectIndex + targetOffset;
|
||||
HitObject targetObject = null;
|
||||
|
||||
// Keep advancing the target object while its start time falls before the end time of the source object
|
||||
@@ -440,7 +447,7 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
if (sourceObject is Spinner)
|
||||
return null;
|
||||
|
||||
return new OsuDistanceSnapGrid((OsuHitObject)sourceObject, (OsuHitObject)targetObject);
|
||||
return new OsuDistanceSnapGrid((OsuHitObject)sourceObject, (OsuHitObject)targetObject, sliderVelocitySource);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -40,6 +40,8 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
SelectionBox.CanReverse = EditorBeatmap.SelectedHitObjects.Count > 1 || EditorBeatmap.SelectedHitObjects.Any(s => s is Slider);
|
||||
}
|
||||
|
||||
private bool nudgeMovementActive;
|
||||
|
||||
protected override bool OnKeyDown(KeyDownEvent e)
|
||||
{
|
||||
if (e.Key == Key.M && e.ControlPressed && e.ShiftPressed)
|
||||
@@ -48,9 +50,43 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
return true;
|
||||
}
|
||||
|
||||
// Until the keys below are global actions, this will prevent conflicts with "seek between sample points"
|
||||
// which has a default of ctrl+shift+arrows.
|
||||
if (e.ShiftPressed)
|
||||
return false;
|
||||
|
||||
if (e.ControlPressed)
|
||||
{
|
||||
switch (e.Key)
|
||||
{
|
||||
case Key.Left:
|
||||
return nudgeSelection(new Vector2(-1, 0));
|
||||
|
||||
case Key.Right:
|
||||
return nudgeSelection(new Vector2(1, 0));
|
||||
|
||||
case Key.Up:
|
||||
return nudgeSelection(new Vector2(0, -1));
|
||||
|
||||
case Key.Down:
|
||||
return nudgeSelection(new Vector2(0, 1));
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override void OnKeyUp(KeyUpEvent e)
|
||||
{
|
||||
base.OnKeyUp(e);
|
||||
|
||||
if (nudgeMovementActive && !e.ControlPressed)
|
||||
{
|
||||
EditorBeatmap.EndChange();
|
||||
nudgeMovementActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent)
|
||||
{
|
||||
var hitObjects = selectedMovableObjects;
|
||||
@@ -70,6 +106,13 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
if (hitObjects.Any(h => Precision.AlmostEquals(localDelta, -h.StackOffset)))
|
||||
return true;
|
||||
|
||||
moveObjects(hitObjects, localDelta);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void moveObjects(OsuHitObject[] hitObjects, Vector2 localDelta)
|
||||
{
|
||||
// this will potentially move the selection out of bounds...
|
||||
foreach (var h in hitObjects)
|
||||
h.Position += localDelta;
|
||||
@@ -81,7 +124,26 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
// this intentionally bypasses the editor `UpdateState()` / beatmap processor flow for performance reasons,
|
||||
// as the entire flow is too expensive to run on every movement.
|
||||
Scheduler.AddOnce(OsuBeatmapProcessor.ApplyStacking, EditorBeatmap);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Move the current selection spatially by the specified delta, in gamefield coordinates (ie. the same coordinates as the blueprints).
|
||||
/// </summary>
|
||||
/// <param name="delta"></param>
|
||||
private bool nudgeSelection(Vector2 delta)
|
||||
{
|
||||
if (!nudgeMovementActive)
|
||||
{
|
||||
nudgeMovementActive = true;
|
||||
EditorBeatmap.BeginChange();
|
||||
}
|
||||
|
||||
var firstBlueprint = SelectedBlueprints.FirstOrDefault();
|
||||
|
||||
if (firstBlueprint == null)
|
||||
return false;
|
||||
|
||||
moveObjects(selectedMovableObjects, delta);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,186 @@
|
||||
// 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 System.Diagnostics;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Extensions;
|
||||
using osu.Game.Graphics.UserInterfaceV2;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Primitives;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Extensions;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Input.Bindings;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.UI;
|
||||
using osu.Game.Screens.Edit;
|
||||
using osu.Game.Utils;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Edit
|
||||
{
|
||||
public partial class PreciseMovementPopover : OsuPopover
|
||||
{
|
||||
[Resolved]
|
||||
private EditorBeatmap editorBeatmap { get; set; } = null!;
|
||||
|
||||
private readonly Dictionary<HitObject, Vector2> initialPositions = new Dictionary<HitObject, Vector2>();
|
||||
private RectangleF initialSurroundingQuad;
|
||||
|
||||
private BindableNumber<float> xBindable = null!;
|
||||
private BindableNumber<float> yBindable = null!;
|
||||
|
||||
private SliderWithTextBoxInput<float> xInput = null!;
|
||||
private OsuCheckbox relativeCheckbox = null!;
|
||||
|
||||
public PreciseMovementPopover()
|
||||
{
|
||||
AllowableAnchors = new[] { Anchor.CentreLeft, Anchor.CentreRight };
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
Child = new FillFlowContainer
|
||||
{
|
||||
Width = 220,
|
||||
AutoSizeAxes = Axes.Y,
|
||||
Spacing = new Vector2(20),
|
||||
Children = new Drawable[]
|
||||
{
|
||||
xInput = new SliderWithTextBoxInput<float>("X:")
|
||||
{
|
||||
Current = xBindable = new BindableNumber<float>
|
||||
{
|
||||
Precision = 1,
|
||||
},
|
||||
Instantaneous = true,
|
||||
TabbableContentContainer = this,
|
||||
},
|
||||
new SliderWithTextBoxInput<float>("Y:")
|
||||
{
|
||||
Current = yBindable = new BindableNumber<float>
|
||||
{
|
||||
Precision = 1,
|
||||
},
|
||||
Instantaneous = true,
|
||||
TabbableContentContainer = this,
|
||||
},
|
||||
relativeCheckbox = new OsuCheckbox(false)
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
LabelText = "Relative movement",
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
ScheduleAfterChildren(() => xInput.TakeFocus());
|
||||
}
|
||||
|
||||
protected override void PopIn()
|
||||
{
|
||||
base.PopIn();
|
||||
editorBeatmap.BeginChange();
|
||||
initialPositions.AddRange(editorBeatmap.SelectedHitObjects.Where(ho => ho is not Spinner).Select(ho => new KeyValuePair<HitObject, Vector2>(ho, ((IHasPosition)ho).Position)));
|
||||
initialSurroundingQuad = GeometryUtils.GetSurroundingQuad(initialPositions.Keys.Cast<IHasPosition>()).AABBFloat;
|
||||
|
||||
Debug.Assert(initialPositions.Count > 0);
|
||||
|
||||
if (initialPositions.Count > 1)
|
||||
{
|
||||
relativeCheckbox.Current.Value = true;
|
||||
relativeCheckbox.Current.Disabled = true;
|
||||
}
|
||||
|
||||
relativeCheckbox.Current.BindValueChanged(_ => relativeChanged(), true);
|
||||
xBindable.BindValueChanged(_ => applyPosition());
|
||||
yBindable.BindValueChanged(_ => applyPosition());
|
||||
}
|
||||
|
||||
protected override void PopOut()
|
||||
{
|
||||
base.PopOut();
|
||||
if (IsLoaded) editorBeatmap.EndChange();
|
||||
}
|
||||
|
||||
private void relativeChanged()
|
||||
{
|
||||
// reset bindable bounds to something that is guaranteed to be larger than any previous value.
|
||||
// this prevents crashes that can happen in the middle of changing the bounds, as updating both bound ends at the same is not atomic -
|
||||
// if the old and new bounds are disjoint, assigning X first can produce a situation where MinValue > MaxValue.
|
||||
(xBindable.MinValue, xBindable.MaxValue) = (float.MinValue, float.MaxValue);
|
||||
(yBindable.MinValue, yBindable.MaxValue) = (float.MinValue, float.MaxValue);
|
||||
|
||||
float previousX = xBindable.Value;
|
||||
float previousY = yBindable.Value;
|
||||
|
||||
if (relativeCheckbox.Current.Value)
|
||||
{
|
||||
(xBindable.MinValue, xBindable.MaxValue) = (0 - initialSurroundingQuad.TopLeft.X, OsuPlayfield.BASE_SIZE.X - initialSurroundingQuad.BottomRight.X);
|
||||
(yBindable.MinValue, yBindable.MaxValue) = (0 - initialSurroundingQuad.TopLeft.Y, OsuPlayfield.BASE_SIZE.Y - initialSurroundingQuad.BottomRight.Y);
|
||||
|
||||
xBindable.Default = yBindable.Default = 0;
|
||||
|
||||
if (initialPositions.Count == 1)
|
||||
{
|
||||
var initialPosition = initialPositions.Single().Value;
|
||||
xBindable.Value = previousX - initialPosition.X;
|
||||
yBindable.Value = previousY - initialPosition.Y;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Assert(initialPositions.Count == 1);
|
||||
var initialPosition = initialPositions.Single().Value;
|
||||
|
||||
var quadRelativeToPosition = new RectangleF(initialSurroundingQuad.Location - initialPosition, initialSurroundingQuad.Size);
|
||||
|
||||
(xBindable.MinValue, xBindable.MaxValue) = (0 - quadRelativeToPosition.TopLeft.X, OsuPlayfield.BASE_SIZE.X - quadRelativeToPosition.BottomRight.X);
|
||||
(yBindable.MinValue, yBindable.MaxValue) = (0 - quadRelativeToPosition.TopLeft.Y, OsuPlayfield.BASE_SIZE.Y - quadRelativeToPosition.BottomRight.Y);
|
||||
|
||||
xBindable.Default = initialPosition.X;
|
||||
yBindable.Default = initialPosition.Y;
|
||||
|
||||
xBindable.Value = xBindable.Default + previousX;
|
||||
yBindable.Value = yBindable.Default + previousY;
|
||||
}
|
||||
}
|
||||
|
||||
private void applyPosition()
|
||||
{
|
||||
editorBeatmap.PerformOnSelection(ho =>
|
||||
{
|
||||
if (!initialPositions.TryGetValue(ho, out var initialPosition))
|
||||
return;
|
||||
|
||||
var pos = new Vector2(xBindable.Value, yBindable.Value);
|
||||
if (relativeCheckbox.Current.Value)
|
||||
((IHasPosition)ho).Position = initialPosition + pos;
|
||||
else
|
||||
((IHasPosition)ho).Position = pos;
|
||||
});
|
||||
}
|
||||
|
||||
public override bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
|
||||
{
|
||||
if (e.Action == GlobalAction.Select && !e.Repeat)
|
||||
{
|
||||
this.HidePopover();
|
||||
return true;
|
||||
}
|
||||
|
||||
return base.OnPressed(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -96,11 +96,7 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
ScheduleAfterChildren(() =>
|
||||
{
|
||||
angleInput.TakeFocus();
|
||||
angleInput.SelectAll();
|
||||
});
|
||||
ScheduleAfterChildren(() => angleInput.TakeFocus());
|
||||
angleInput.Current.BindValueChanged(angle => rotationInfo.Value = rotationInfo.Value with { Degrees = angle.NewValue });
|
||||
|
||||
rotationHandler.CanRotateAroundSelectionOrigin.BindValueChanged(e =>
|
||||
|
||||
@@ -139,11 +139,7 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
ScheduleAfterChildren(() =>
|
||||
{
|
||||
scaleInput.TakeFocus();
|
||||
scaleInput.SelectAll();
|
||||
});
|
||||
ScheduleAfterChildren(() => scaleInput.TakeFocus());
|
||||
scaleInput.Current.BindValueChanged(scale => scaleInfo.Value = scaleInfo.Value with { Scale = scale.NewValue });
|
||||
|
||||
xCheckBox.Current.BindValueChanged(_ =>
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
// 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 osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
@@ -10,6 +11,9 @@ using osu.Framework.Input.Bindings;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Input.Bindings;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Screens.Edit;
|
||||
using osu.Game.Screens.Edit.Components;
|
||||
using osu.Game.Screens.Edit.Compose.Components;
|
||||
using osuTK;
|
||||
@@ -18,9 +22,12 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
{
|
||||
public partial class TransformToolboxGroup : EditorToolboxGroup, IKeyBindingHandler<GlobalAction>
|
||||
{
|
||||
private readonly BindableList<HitObject> selectedHitObjects = new BindableList<HitObject>();
|
||||
private readonly BindableBool canMove = new BindableBool();
|
||||
private readonly AggregateBindable<bool> canRotate = new AggregateBindable<bool>((x, y) => x || y);
|
||||
private readonly AggregateBindable<bool> canScale = new AggregateBindable<bool>((x, y) => x || y);
|
||||
|
||||
private EditorToolButton moveButton = null!;
|
||||
private EditorToolButton rotateButton = null!;
|
||||
private EditorToolButton scaleButton = null!;
|
||||
|
||||
@@ -35,7 +42,7 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
private void load(EditorBeatmap editorBeatmap)
|
||||
{
|
||||
Child = new FillFlowContainer
|
||||
{
|
||||
@@ -44,20 +51,27 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
Spacing = new Vector2(5),
|
||||
Children = new Drawable[]
|
||||
{
|
||||
moveButton = new EditorToolButton("Move",
|
||||
() => new SpriteIcon { Icon = FontAwesome.Solid.ArrowsAlt },
|
||||
() => new PreciseMovementPopover()),
|
||||
rotateButton = new EditorToolButton("Rotate",
|
||||
() => new SpriteIcon { Icon = FontAwesome.Solid.Undo },
|
||||
() => new PreciseRotationPopover(RotationHandler, GridToolbox)),
|
||||
scaleButton = new EditorToolButton("Scale",
|
||||
() => new SpriteIcon { Icon = FontAwesome.Solid.ArrowsAlt },
|
||||
() => new SpriteIcon { Icon = FontAwesome.Solid.ExpandArrowsAlt },
|
||||
() => new PreciseScalePopover(ScaleHandler, GridToolbox))
|
||||
}
|
||||
};
|
||||
|
||||
selectedHitObjects.BindTo(editorBeatmap.SelectedHitObjects);
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
selectedHitObjects.BindCollectionChanged((_, _) => canMove.Value = selectedHitObjects.Any(ho => ho is not Spinner), true);
|
||||
|
||||
canRotate.AddSource(RotationHandler.CanRotateAroundPlayfieldOrigin);
|
||||
canRotate.AddSource(RotationHandler.CanRotateAroundSelectionOrigin);
|
||||
|
||||
@@ -67,6 +81,7 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
|
||||
// bindings to `Enabled` on the buttons are decoupled on purpose
|
||||
// due to the weird `OsuButton` behaviour of resetting `Enabled` to `false` when `Action` is set.
|
||||
canMove.BindValueChanged(move => moveButton.Enabled.Value = move.NewValue, true);
|
||||
canRotate.Result.BindValueChanged(rotate => rotateButton.Enabled.Value = rotate.NewValue, true);
|
||||
canScale.Result.BindValueChanged(scale => scaleButton.Enabled.Value = scale.NewValue, true);
|
||||
}
|
||||
@@ -77,6 +92,12 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
|
||||
switch (e.Action)
|
||||
{
|
||||
case GlobalAction.EditorToggleMoveControl:
|
||||
{
|
||||
moveButton.TriggerClick();
|
||||
return true;
|
||||
}
|
||||
|
||||
case GlobalAction.EditorToggleRotateControl:
|
||||
{
|
||||
if (!RotationHandler.OperationInProgress.Value || rotateButton.Selected.Value)
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
|
||||
using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
@@ -63,13 +62,7 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
|
||||
private partial class ApproachRateSettingsControl : DifficultyAdjustSettingsControl
|
||||
{
|
||||
protected override RoundedSliderBar<float> CreateSlider(BindableNumber<float> current) =>
|
||||
new ApproachRateSlider
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Current = current,
|
||||
KeyboardStep = 0.1f,
|
||||
};
|
||||
protected override RoundedSliderBar<float> CreateSlider(BindableNumber<float> current) => new ApproachRateSlider();
|
||||
|
||||
/// <summary>
|
||||
/// A slider bar with more detailed approach rate info for its given value
|
||||
|
||||
@@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
public override LocalisableString Description => "Flip objects on the chosen axes.";
|
||||
public override Type[] IncompatibleMods => new[] { typeof(ModHardRock) };
|
||||
|
||||
[SettingSource("Mirrored axes", "Choose which axes objects are mirrored over.")]
|
||||
[SettingSource("Flipped axes")]
|
||||
public Bindable<MirrorType> Reflection { get; } = new Bindable<MirrorType>();
|
||||
|
||||
public void ApplyToHitObject(HitObject hitObject)
|
||||
|
||||
@@ -3,7 +3,12 @@
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
@@ -13,5 +18,19 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
typeof(OsuModTargetPractice),
|
||||
}).ToArray();
|
||||
|
||||
[SettingSource("Also fail when missing a slider tail")]
|
||||
public BindableBool FailOnSliderTail { get; } = new BindableBool();
|
||||
|
||||
protected override bool FailCondition(HealthProcessor healthProcessor, JudgementResult result)
|
||||
{
|
||||
if (base.FailCondition(healthProcessor, result))
|
||||
return true;
|
||||
|
||||
if (FailOnSliderTail.Value && result.HitObject is SliderTailCircle && !result.IsHit)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -66,8 +66,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
||||
Slider slider = drawableSlider.HitObject;
|
||||
Position = slider.CurvePositionAt(completionProgress);
|
||||
|
||||
//0.1 / slider.Path.Distance is the additional progress needed to ensure the diff length is 0.1
|
||||
var diff = slider.CurvePositionAt(completionProgress) - slider.CurvePositionAt(Math.Min(1, completionProgress + 0.1 / slider.Path.Distance));
|
||||
// 0.1 / slider.Path.Distance is the additional progress needed to ensure the diff length is 0.1
|
||||
double checkDistance = 0.1 / slider.Path.Distance;
|
||||
var diff = slider.CurvePositionAt(Math.Min(1 - checkDistance, completionProgress)) - slider.CurvePositionAt(Math.Min(1, completionProgress + checkDistance));
|
||||
|
||||
// Ensure the value is substantially high enough to allow for Atan2 to get a valid angle.
|
||||
// Needed for when near completion, or in case of a very short slider.
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
@@ -13,8 +14,9 @@ namespace osu.Game.Rulesets.Osu.Skinning
|
||||
{
|
||||
public abstract partial class FollowCircle : CompositeDrawable
|
||||
{
|
||||
[Resolved]
|
||||
protected DrawableHitObject? ParentObject { get; private set; }
|
||||
protected DrawableSlider? DrawableObject { get; private set; }
|
||||
|
||||
private readonly IBindable<bool> tracking = new Bindable<bool>();
|
||||
|
||||
protected FollowCircle()
|
||||
{
|
||||
@@ -22,65 +24,73 @@ namespace osu.Game.Rulesets.Osu.Skinning
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
private void load(DrawableHitObject? hitObject)
|
||||
{
|
||||
((DrawableSlider?)ParentObject)?.Tracking.BindValueChanged(tracking =>
|
||||
DrawableObject = hitObject as DrawableSlider;
|
||||
|
||||
if (DrawableObject != null)
|
||||
{
|
||||
Debug.Assert(ParentObject != null);
|
||||
|
||||
if (ParentObject.Judged)
|
||||
return;
|
||||
|
||||
using (BeginAbsoluteSequence(Math.Max(Time.Current, ParentObject.HitObject?.StartTime ?? 0)))
|
||||
tracking.BindTo(DrawableObject.Tracking);
|
||||
tracking.BindValueChanged(tracking =>
|
||||
{
|
||||
if (tracking.NewValue)
|
||||
OnSliderPress();
|
||||
else
|
||||
OnSliderRelease();
|
||||
}
|
||||
}, true);
|
||||
if (DrawableObject.Judged)
|
||||
return;
|
||||
|
||||
using (BeginAbsoluteSequence(Math.Max(Time.Current, DrawableObject.HitObject?.StartTime ?? 0)))
|
||||
{
|
||||
if (tracking.NewValue)
|
||||
OnSliderPress();
|
||||
else
|
||||
OnSliderRelease();
|
||||
}
|
||||
}, true);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
if (ParentObject != null)
|
||||
if (DrawableObject != null)
|
||||
{
|
||||
ParentObject.HitObjectApplied += onHitObjectApplied;
|
||||
onHitObjectApplied(ParentObject);
|
||||
DrawableObject.HitObjectApplied += onHitObjectApplied;
|
||||
onHitObjectApplied(DrawableObject);
|
||||
|
||||
ParentObject.ApplyCustomUpdateState += updateStateTransforms;
|
||||
updateStateTransforms(ParentObject, ParentObject.State.Value);
|
||||
DrawableObject.ApplyCustomUpdateState += updateStateTransforms;
|
||||
updateStateTransforms(DrawableObject, DrawableObject.State.Value);
|
||||
}
|
||||
}
|
||||
|
||||
private void onHitObjectApplied(DrawableHitObject drawableObject)
|
||||
{
|
||||
// Sane defaults when a new hitobject is applied to the drawable slider.
|
||||
this.ScaleTo(1f)
|
||||
.FadeOut();
|
||||
|
||||
// Immediately play out any pending transforms from press/release
|
||||
FinishTransforms(true);
|
||||
}
|
||||
|
||||
private void updateStateTransforms(DrawableHitObject drawableObject, ArmedState state)
|
||||
private void updateStateTransforms(DrawableHitObject d, ArmedState state)
|
||||
{
|
||||
Debug.Assert(ParentObject != null);
|
||||
Debug.Assert(DrawableObject != null);
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case ArmedState.Hit:
|
||||
switch (drawableObject)
|
||||
switch (d)
|
||||
{
|
||||
case DrawableSliderTail:
|
||||
// Use ParentObject instead of drawableObject because slider tail's
|
||||
// Use DrawableObject instead of local object because slider tail's
|
||||
// HitStateUpdateTime is ~36ms before the actual slider end (aka slider
|
||||
// tail leniency)
|
||||
using (BeginAbsoluteSequence(ParentObject.HitStateUpdateTime))
|
||||
using (BeginAbsoluteSequence(DrawableObject.HitStateUpdateTime))
|
||||
OnSliderEnd();
|
||||
break;
|
||||
|
||||
case DrawableSliderTick:
|
||||
case DrawableSliderRepeat:
|
||||
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
|
||||
using (BeginAbsoluteSequence(d.HitStateUpdateTime))
|
||||
OnSliderTick();
|
||||
break;
|
||||
}
|
||||
@@ -88,15 +98,15 @@ namespace osu.Game.Rulesets.Osu.Skinning
|
||||
break;
|
||||
|
||||
case ArmedState.Miss:
|
||||
switch (drawableObject)
|
||||
switch (d)
|
||||
{
|
||||
case DrawableSliderTail:
|
||||
case DrawableSliderTick:
|
||||
case DrawableSliderRepeat:
|
||||
// Despite above comment, ok to use drawableObject.HitStateUpdateTime
|
||||
// Despite above comment, ok to use d.HitStateUpdateTime
|
||||
// here, since on stable, the break anim plays right when the tail is
|
||||
// missed, not when the slider ends
|
||||
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
|
||||
using (BeginAbsoluteSequence(d.HitStateUpdateTime))
|
||||
OnSliderBreak();
|
||||
break;
|
||||
}
|
||||
@@ -109,10 +119,10 @@ namespace osu.Game.Rulesets.Osu.Skinning
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
|
||||
if (ParentObject != null)
|
||||
if (DrawableObject != null)
|
||||
{
|
||||
ParentObject.HitObjectApplied -= onHitObjectApplied;
|
||||
ParentObject.ApplyCustomUpdateState -= updateStateTransforms;
|
||||
DrawableObject.HitObjectApplied -= onHitObjectApplied;
|
||||
DrawableObject.ApplyCustomUpdateState -= updateStateTransforms;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -22,9 +22,9 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
|
||||
|
||||
protected override void OnSliderPress()
|
||||
{
|
||||
Debug.Assert(ParentObject != null);
|
||||
Debug.Assert(DrawableObject != null);
|
||||
|
||||
double remainingTime = Math.Max(0, ParentObject.HitStateUpdateTime - Time.Current);
|
||||
double remainingTime = Math.Max(0, DrawableObject.HitStateUpdateTime - Time.Current);
|
||||
|
||||
// Note that the scale adjust here is 2 instead of DrawableSliderBall.FOLLOW_AREA to match legacy behaviour.
|
||||
// This means the actual tracking area for gameplay purposes is larger than the sprite (but skins may be accounting for this).
|
||||
|
||||
@@ -6,6 +6,7 @@ using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Screens.Play.HUD;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
|
||||
@@ -70,12 +71,24 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
|
||||
}
|
||||
|
||||
var combo = container.OfType<LegacyDefaultComboCounter>().FirstOrDefault();
|
||||
var spectatorList = container.OfType<SpectatorList>().FirstOrDefault();
|
||||
|
||||
Vector2 pos = new Vector2();
|
||||
|
||||
if (combo != null)
|
||||
{
|
||||
combo.Anchor = Anchor.BottomLeft;
|
||||
combo.Origin = Anchor.BottomLeft;
|
||||
combo.Scale = new Vector2(1.28f);
|
||||
|
||||
pos += new Vector2(10, -(combo.DrawHeight * 1.56f + 20) * combo.Scale.X);
|
||||
}
|
||||
|
||||
if (spectatorList != null)
|
||||
{
|
||||
spectatorList.Anchor = Anchor.BottomLeft;
|
||||
spectatorList.Origin = Anchor.BottomLeft;
|
||||
spectatorList.Position = pos;
|
||||
}
|
||||
})
|
||||
{
|
||||
@@ -83,6 +96,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
|
||||
{
|
||||
new LegacyDefaultComboCounter(),
|
||||
new LegacyKeyCounterDisplay(),
|
||||
new SpectatorList(),
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
@@ -20,6 +20,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Scale = new osuTK.Vector2(0.5f),
|
||||
}));
|
||||
}
|
||||
|
||||
|
||||
@@ -14,13 +14,13 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko";
|
||||
|
||||
[TestCase(3.0920212594351191d, 200, "diffcalc-test")]
|
||||
[TestCase(3.0920212594351191d, 200, "diffcalc-test-strong")]
|
||||
[TestCase(3.305554470092722d, 200, "diffcalc-test")]
|
||||
[TestCase(3.305554470092722d, 200, "diffcalc-test-strong")]
|
||||
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
|
||||
=> base.Test(expectedStarRating, expectedMaxCombo, name);
|
||||
|
||||
[TestCase(4.0789820318081444d, 200, "diffcalc-test")]
|
||||
[TestCase(4.0789820318081444d, 200, "diffcalc-test-strong")]
|
||||
[TestCase(4.4472572672057815d, 200, "diffcalc-test")]
|
||||
[TestCase(4.4472572672057815d, 200, "diffcalc-test-strong")]
|
||||
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
|
||||
=> Test(expectedStarRating, expectedMaxCombo, name, new TaikoModDoubleTime());
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<Import Project="..\osu.TestProject.props" />
|
||||
<ItemGroup Label="Package References">
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.12.0" />
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
|
||||
<PackageReference Include="NUnit" Version="3.14.0" />
|
||||
<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
|
||||
</ItemGroup>
|
||||
|
||||
@@ -10,45 +10,82 @@ using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
|
||||
{
|
||||
public class ColourEvaluator
|
||||
public static class ColourEvaluator
|
||||
{
|
||||
/// <summary>
|
||||
/// Evaluate the difficulty of the first note of a <see cref="MonoStreak"/>.
|
||||
/// Calculates a consistency penalty based on the number of consecutive consistent intervals,
|
||||
/// considering the delta time between each colour sequence.
|
||||
/// </summary>
|
||||
public static double EvaluateDifficultyOf(MonoStreak monoStreak)
|
||||
/// <param name="hitObject">The current hitObject to consider.</param>
|
||||
/// <param name="threshold"> The allowable margin of error for determining whether ratios are consistent.</param>
|
||||
/// <param name="maxObjectsToCheck">The maximum objects to check per count of consistent ratio.</param>
|
||||
private static double consistentRatioPenalty(TaikoDifficultyHitObject hitObject, double threshold = 0.01, int maxObjectsToCheck = 64)
|
||||
{
|
||||
return DifficultyCalculationUtils.Logistic(exponent: Math.E * monoStreak.Index - 2 * Math.E) * EvaluateDifficultyOf(monoStreak.Parent) * 0.5;
|
||||
int consistentRatioCount = 0;
|
||||
double totalRatioCount = 0.0;
|
||||
|
||||
TaikoDifficultyHitObject current = hitObject;
|
||||
|
||||
for (int i = 0; i < maxObjectsToCheck; i++)
|
||||
{
|
||||
// Break if there is no valid previous object
|
||||
if (current.Index <= 1)
|
||||
break;
|
||||
|
||||
var previousHitObject = (TaikoDifficultyHitObject)current.Previous(1);
|
||||
|
||||
double currentRatio = current.RhythmData.Ratio;
|
||||
double previousRatio = previousHitObject.RhythmData.Ratio;
|
||||
|
||||
// A consistent interval is defined as the percentage difference between the two rhythmic ratios with the margin of error.
|
||||
if (Math.Abs(1 - currentRatio / previousRatio) <= threshold)
|
||||
{
|
||||
consistentRatioCount++;
|
||||
totalRatioCount += currentRatio;
|
||||
break;
|
||||
}
|
||||
|
||||
// Move to the previous object
|
||||
current = previousHitObject;
|
||||
}
|
||||
|
||||
// Ensure no division by zero
|
||||
double ratioPenalty = 1 - totalRatioCount / (consistentRatioCount + 1) * 0.80;
|
||||
|
||||
return ratioPenalty;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Evaluate the difficulty of the first note of a <see cref="AlternatingMonoPattern"/>.
|
||||
/// Evaluate the difficulty of the first hitobject within a colour streak.
|
||||
/// </summary>
|
||||
public static double EvaluateDifficultyOf(AlternatingMonoPattern alternatingMonoPattern)
|
||||
{
|
||||
return DifficultyCalculationUtils.Logistic(exponent: Math.E * alternatingMonoPattern.Index - 2 * Math.E) * EvaluateDifficultyOf(alternatingMonoPattern.Parent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Evaluate the difficulty of the first note of a <see cref="RepeatingHitPatterns"/>.
|
||||
/// </summary>
|
||||
public static double EvaluateDifficultyOf(RepeatingHitPatterns repeatingHitPattern)
|
||||
{
|
||||
return 2 * (1 - DifficultyCalculationUtils.Logistic(exponent: Math.E * repeatingHitPattern.RepetitionInterval - 2 * Math.E));
|
||||
}
|
||||
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject hitObject)
|
||||
{
|
||||
TaikoDifficultyHitObjectColour colour = ((TaikoDifficultyHitObject)hitObject).Colour;
|
||||
var taikoObject = (TaikoDifficultyHitObject)hitObject;
|
||||
TaikoColourData colourData = taikoObject.ColourData;
|
||||
double difficulty = 0.0d;
|
||||
|
||||
if (colour.MonoStreak?.FirstHitObject == hitObject) // Difficulty for MonoStreak
|
||||
difficulty += EvaluateDifficultyOf(colour.MonoStreak);
|
||||
if (colour.AlternatingMonoPattern?.FirstHitObject == hitObject) // Difficulty for AlternatingMonoPattern
|
||||
difficulty += EvaluateDifficultyOf(colour.AlternatingMonoPattern);
|
||||
if (colour.RepeatingHitPattern?.FirstHitObject == hitObject) // Difficulty for RepeatingHitPattern
|
||||
difficulty += EvaluateDifficultyOf(colour.RepeatingHitPattern);
|
||||
if (colourData.MonoStreak?.FirstHitObject == hitObject) // Difficulty for MonoStreak
|
||||
difficulty += evaluateMonoStreakDifficulty(colourData.MonoStreak);
|
||||
|
||||
if (colourData.AlternatingMonoPattern?.FirstHitObject == hitObject) // Difficulty for AlternatingMonoPattern
|
||||
difficulty += evaluateAlternatingMonoPatternDifficulty(colourData.AlternatingMonoPattern);
|
||||
|
||||
if (colourData.RepeatingHitPattern?.FirstHitObject == hitObject) // Difficulty for RepeatingHitPattern
|
||||
difficulty += evaluateRepeatingHitPatternsDifficulty(colourData.RepeatingHitPattern);
|
||||
|
||||
double consistencyPenalty = consistentRatioPenalty(taikoObject);
|
||||
difficulty *= consistencyPenalty;
|
||||
|
||||
return difficulty;
|
||||
}
|
||||
|
||||
private static double evaluateMonoStreakDifficulty(MonoStreak monoStreak) =>
|
||||
DifficultyCalculationUtils.Logistic(exponent: Math.E * monoStreak.Index - 2 * Math.E) * evaluateAlternatingMonoPatternDifficulty(monoStreak.Parent) * 0.5;
|
||||
|
||||
private static double evaluateAlternatingMonoPatternDifficulty(AlternatingMonoPattern alternatingMonoPattern) =>
|
||||
DifficultyCalculationUtils.Logistic(exponent: Math.E * alternatingMonoPattern.Index - 2 * Math.E) * evaluateRepeatingHitPatternsDifficulty(alternatingMonoPattern.Parent);
|
||||
|
||||
private static double evaluateRepeatingHitPatternsDifficulty(RepeatingHitPatterns repeatingHitPattern) =>
|
||||
2 * (1 - DifficultyCalculationUtils.Logistic(exponent: Math.E * repeatingHitPattern.RepetitionInterval - 2 * Math.E));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,56 @@
|
||||
// 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;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
|
||||
{
|
||||
public static class ReadingEvaluator
|
||||
{
|
||||
private readonly struct VelocityRange
|
||||
{
|
||||
public double Min { get; }
|
||||
public double Max { get; }
|
||||
public double Center => (Max + Min) / 2;
|
||||
public double Range => Max - Min;
|
||||
|
||||
public VelocityRange(double min, double max)
|
||||
{
|
||||
Min = min;
|
||||
Max = max;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the influence of higher slider velocities on hitobject difficulty.
|
||||
/// The bonus is determined based on the EffectiveBPM, shifting within a defined range
|
||||
/// between the upper and lower boundaries to reflect how increased slider velocity impacts difficulty.
|
||||
/// </summary>
|
||||
/// <param name="noteObject">The hit object to evaluate.</param>
|
||||
/// <returns>The reading difficulty value for the given hit object.</returns>
|
||||
public static double EvaluateDifficultyOf(TaikoDifficultyHitObject noteObject)
|
||||
{
|
||||
var highVelocity = new VelocityRange(480, 640);
|
||||
var midVelocity = new VelocityRange(360, 480);
|
||||
|
||||
// Apply a cap to prevent outlier values on maps that exceed the editor's parameters.
|
||||
double effectiveBPM = Math.Max(1.0, noteObject.EffectiveBPM);
|
||||
|
||||
double midVelocityDifficulty = 0.5 * DifficultyCalculationUtils.Logistic(effectiveBPM, midVelocity.Center, 1.0 / (midVelocity.Range / 10));
|
||||
|
||||
// Expected DeltaTime is the DeltaTime this note would need to be spaced equally to a base slider velocity 1/4 note.
|
||||
double expectedDeltaTime = 21000.0 / effectiveBPM;
|
||||
double objectDensity = expectedDeltaTime / Math.Max(1.0, noteObject.DeltaTime);
|
||||
|
||||
// High density is penalised at high velocity as it is generally considered easier to read. See https://www.desmos.com/calculator/u63f3ntdsi
|
||||
double densityPenalty = DifficultyCalculationUtils.Logistic(objectDensity, 0.925, 15);
|
||||
|
||||
double highVelocityDifficulty = (1.0 - 0.33 * densityPenalty)
|
||||
* DifficultyCalculationUtils.Logistic(effectiveBPM, highVelocity.Center + 8 * densityPenalty, (1.0 + 0.5 * densityPenalty) / (highVelocity.Range / 10));
|
||||
|
||||
return midVelocityDifficulty + highVelocityDifficulty;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,156 @@
|
||||
// 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;
|
||||
using System.Collections.Generic;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
|
||||
{
|
||||
public class RhythmEvaluator
|
||||
{
|
||||
/// <summary>
|
||||
/// Evaluate the difficulty of a hitobject considering its interval change.
|
||||
/// </summary>
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject hitObject, double hitWindow)
|
||||
{
|
||||
TaikoRhythmData rhythmData = ((TaikoDifficultyHitObject)hitObject).RhythmData;
|
||||
double difficulty = 0.0d;
|
||||
|
||||
double sameRhythm = 0;
|
||||
double samePattern = 0;
|
||||
double intervalPenalty = 0;
|
||||
|
||||
if (rhythmData.SameRhythmGroupedHitObjects?.FirstHitObject == hitObject) // Difficulty for SameRhythmGroupedHitObjects
|
||||
{
|
||||
sameRhythm += 10.0 * evaluateDifficultyOf(rhythmData.SameRhythmGroupedHitObjects, hitWindow);
|
||||
intervalPenalty = repeatedIntervalPenalty(rhythmData.SameRhythmGroupedHitObjects, hitWindow);
|
||||
}
|
||||
|
||||
if (rhythmData.SamePatternsGroupedHitObjects?.FirstHitObject == hitObject) // Difficulty for SamePatternsGroupedHitObjects
|
||||
samePattern += 1.15 * ratioDifficulty(rhythmData.SamePatternsGroupedHitObjects.IntervalRatio);
|
||||
|
||||
difficulty += Math.Max(sameRhythm, samePattern) * intervalPenalty;
|
||||
|
||||
return difficulty;
|
||||
}
|
||||
|
||||
private static double evaluateDifficultyOf(SameRhythmHitObjectGrouping sameRhythmGroupedHitObjects, double hitWindow)
|
||||
{
|
||||
double intervalDifficulty = ratioDifficulty(sameRhythmGroupedHitObjects.HitObjectIntervalRatio);
|
||||
double? previousInterval = sameRhythmGroupedHitObjects.Previous?.HitObjectInterval;
|
||||
|
||||
intervalDifficulty *= repeatedIntervalPenalty(sameRhythmGroupedHitObjects, hitWindow);
|
||||
|
||||
// If a previous interval exists and there are multiple hit objects in the sequence:
|
||||
if (previousInterval != null && sameRhythmGroupedHitObjects.HitObjects.Count > 1)
|
||||
{
|
||||
double expectedDurationFromPrevious = (double)previousInterval * sameRhythmGroupedHitObjects.HitObjects.Count;
|
||||
double durationDifference = sameRhythmGroupedHitObjects.Duration - expectedDurationFromPrevious;
|
||||
|
||||
if (durationDifference > 0)
|
||||
{
|
||||
intervalDifficulty *= DifficultyCalculationUtils.Logistic(
|
||||
durationDifference / hitWindow,
|
||||
midpointOffset: 0.7,
|
||||
multiplier: 1.0,
|
||||
maxValue: 1);
|
||||
}
|
||||
}
|
||||
|
||||
// Penalise patterns that can be hit within a single hit window.
|
||||
intervalDifficulty *= DifficultyCalculationUtils.Logistic(
|
||||
sameRhythmGroupedHitObjects.Duration / hitWindow,
|
||||
midpointOffset: 0.6,
|
||||
multiplier: 1,
|
||||
maxValue: 1);
|
||||
|
||||
return Math.Pow(intervalDifficulty, 0.75);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines if the changes in hit object intervals is consistent based on a given threshold.
|
||||
/// </summary>
|
||||
private static double repeatedIntervalPenalty(SameRhythmHitObjectGrouping sameRhythmGroupedHitObjects, double hitWindow, double threshold = 0.1)
|
||||
{
|
||||
double longIntervalPenalty = sameInterval(sameRhythmGroupedHitObjects, 3);
|
||||
|
||||
double shortIntervalPenalty = sameRhythmGroupedHitObjects.HitObjects.Count < 6
|
||||
? sameInterval(sameRhythmGroupedHitObjects, 4)
|
||||
: 1.0; // Returns a non-penalty if there are 6 or more notes within an interval.
|
||||
|
||||
// The duration penalty is based on hit object duration relative to hitWindow.
|
||||
double durationPenalty = Math.Max(1 - sameRhythmGroupedHitObjects.Duration * 2 / hitWindow, 0.5);
|
||||
|
||||
return Math.Min(longIntervalPenalty, shortIntervalPenalty) * durationPenalty;
|
||||
|
||||
double sameInterval(SameRhythmHitObjectGrouping startObject, int intervalCount)
|
||||
{
|
||||
List<double?> intervals = new List<double?>();
|
||||
var currentObject = startObject;
|
||||
|
||||
for (int i = 0; i < intervalCount && currentObject != null; i++)
|
||||
{
|
||||
intervals.Add(currentObject.HitObjectInterval);
|
||||
currentObject = currentObject.Previous;
|
||||
}
|
||||
|
||||
intervals.RemoveAll(interval => interval == null);
|
||||
|
||||
if (intervals.Count < intervalCount)
|
||||
return 1.0; // No penalty if there aren't enough valid intervals.
|
||||
|
||||
for (int i = 0; i < intervals.Count; i++)
|
||||
{
|
||||
for (int j = i + 1; j < intervals.Count; j++)
|
||||
{
|
||||
double ratio = intervals[i]!.Value / intervals[j]!.Value;
|
||||
if (Math.Abs(1 - ratio) <= threshold) // If any two intervals are similar, apply a penalty.
|
||||
return 0.80;
|
||||
}
|
||||
}
|
||||
|
||||
return 1.0; // No penalty if all intervals are different.
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the difficulty of a given ratio using a combination of periodic penalties and bonuses.
|
||||
/// </summary>
|
||||
private static double ratioDifficulty(double ratio, int terms = 8)
|
||||
{
|
||||
double difficulty = 0;
|
||||
|
||||
// Validate the ratio by ensuring it is a normal number in cases where maps breach regular mapping conditions.
|
||||
ratio = double.IsNormal(ratio) ? ratio : 0;
|
||||
|
||||
for (int i = 1; i <= terms; ++i)
|
||||
{
|
||||
difficulty += termPenalty(ratio, i, 4, 1);
|
||||
}
|
||||
|
||||
difficulty += terms / (1 + ratio);
|
||||
|
||||
// Give bonus to near-1 ratios
|
||||
difficulty += DifficultyCalculationUtils.BellCurve(ratio, 1, 0.5);
|
||||
|
||||
// Penalize ratios that are VERY near 1
|
||||
difficulty -= DifficultyCalculationUtils.BellCurve(ratio, 1, 0.3);
|
||||
|
||||
difficulty = Math.Max(difficulty, 0);
|
||||
difficulty /= Math.Sqrt(8);
|
||||
|
||||
return difficulty;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiplier for a given denominator term.
|
||||
/// </summary>
|
||||
private static double termPenalty(double ratio, int denominator, double power, double multiplier) =>
|
||||
-multiplier * Math.Pow(Math.Cos(denominator * Math.PI * ratio), power);
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user