// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using osu.Framework.Localisation; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.UI; using osu.Game.Rulesets.Replays; using osu.Game.Rulesets.UI; using osu.Game.Screens.Play; using static osu.Game.Input.Handlers.ReplayInputHandler; namespace osu.Game.Rulesets.Osu.Mods { public class OsuModRelax : ModRelax, IUpdatableByPlayfield, IApplicableToDrawableRuleset, IApplicableToPlayer, IHasNoTimedInputs { public override LocalisableString Description => @"You don't need to click. Give your clicking/tapping fingers a break from the heat of things."; public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModAutopilot), typeof(OsuModMagnetised), typeof(OsuModAlternate), typeof(OsuModSingleTap) }).ToArray(); /// /// How early before a hitobject's start time to trigger a hit. /// private const float relax_leniency = 3; private bool isDownState; private bool wasLeft; private OsuInputManager osuInputManager = null!; private ReplayState state = null!; private double lastStateChangeTime; private DrawableOsuRuleset ruleset = null!; private IPressHandler pressHandler = null!; private bool hasReplay; private bool legacyReplay; public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) { ruleset = (DrawableOsuRuleset)drawableRuleset; // grab the input manager for future use. osuInputManager = ruleset.KeyBindingInputManager; } public void ApplyToPlayer(Player player) { if (osuInputManager.ReplayInputHandler != null) { hasReplay = true; Debug.Assert(ruleset.ReplayScore != null); legacyReplay = ruleset.ReplayScore.ScoreInfo.IsLegacyScore; pressHandler = legacyReplay ? new LegacyReplayPressHandler(this) : new PressHandler(this); return; } pressHandler = new PressHandler(this); osuInputManager.AllowGameplayInputs = false; } public void Update(Playfield playfield) { if (hasReplay && !legacyReplay) return; bool requiresHold = false; bool requiresHit = false; double time = playfield.Clock.CurrentTime; foreach (var h in playfield.HitObjectContainer.AliveObjects.OfType()) { // we are not yet close enough to the object. if (time < h.HitObject.StartTime - relax_leniency) break; // already hit or beyond the hittable end time. if (h.IsHit || (h.HitObject is IHasDuration hasEnd && time > hasEnd.EndTime)) continue; switch (h) { case DrawableHitCircle circle: handleHitCircle(circle); break; case DrawableSlider slider: // Handles cases like "2B" beatmaps, where sliders may be overlapping and simply holding is not enough. if (!slider.HeadCircle.IsHit) handleHitCircle(slider.HeadCircle); requiresHold |= slider.SliderInputManager.IsMouseInFollowArea(slider.Tracking.Value); break; case DrawableSpinner spinner: requiresHold |= spinner.HitObject.SpinsRequired > 0; break; } } if (requiresHit) { changeState(false); changeState(true); } if (requiresHold) changeState(true); else if (isDownState && time - lastStateChangeTime > AutoGenerator.KEY_UP_DELAY) changeState(false); void handleHitCircle(DrawableHitCircle circle) { if (!circle.HitArea.IsHovered) return; Debug.Assert(circle.HitObject.HitWindows != null); requiresHit |= circle.HitObject.HitWindows.CanBeHit(time - circle.HitObject.StartTime); } void changeState(bool down) { if (isDownState == down) return; isDownState = down; lastStateChangeTime = time; state = new ReplayState { PressedActions = new List() }; if (down) { pressHandler.HandlePress(wasLeft); wasLeft = !wasLeft; } else { pressHandler.HandleRelease(wasLeft); } } } private interface IPressHandler { void HandlePress(bool wasLeft); void HandleRelease(bool wasLeft); } private class PressHandler : IPressHandler { private readonly OsuModRelax mod; public PressHandler(OsuModRelax mod) { this.mod = mod; } public void HandlePress(bool wasLeft) { mod.state.PressedActions.Add(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton); mod.state.Apply(mod.osuInputManager.CurrentState, mod.osuInputManager); } public void HandleRelease(bool wasLeft) { mod.state.Apply(mod.osuInputManager.CurrentState, mod.osuInputManager); } } // legacy replays do not contain key-presses with Relax mod, so they need to be triggered by themselves. private class LegacyReplayPressHandler : IPressHandler { private readonly OsuModRelax mod; public LegacyReplayPressHandler(OsuModRelax mod) { this.mod = mod; } public void HandlePress(bool wasLeft) { mod.osuInputManager.KeyBindingContainer.TriggerPressed(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton); } public void HandleRelease(bool wasLeft) { // this intentionally releases right when `wasLeft` is true because `wasLeft` is set at point of press and not at point of release mod.osuInputManager.KeyBindingContainer.TriggerReleased(wasLeft ? OsuAction.RightButton : OsuAction.LeftButton); } } } }