// 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.Linq; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Game.Configuration; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.UI; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.UI; namespace osu.Game.Rulesets.Osu.Mods { public class OsuModClassic : ModClassic, IApplicableToHitObject, IApplicableToDrawableHitObject, IApplicableToDrawableRuleset { public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModStrictTracking)).ToArray(); [SettingSource("No slider head accuracy requirement", "Scores sliders proportionally to the number of ticks hit.")] public Bindable NoSliderHeadAccuracy { get; } = new BindableBool(true); [SettingSource("No slider head movement", "Pins slider heads at their starting position, regardless of time.")] public Bindable NoSliderHeadMovement { get; } = new BindableBool(true); [SettingSource("Apply classic note lock", "Applies note lock to the full hit window.")] public Bindable ClassicNoteLock { get; } = new BindableBool(true); [SettingSource("Always play a slider's tail sample", "Always plays a slider's tail sample regardless of whether it was hit or not.")] public Bindable AlwaysPlayTailSample { get; } = new BindableBool(true); [SettingSource("Fade out hit circles earlier", "Make hit circles fade out into a miss, rather than after it.")] public Bindable FadeHitCircleEarly { get; } = new Bindable(true); private bool usingHiddenFading; public void ApplyToHitObject(HitObject hitObject) { switch (hitObject) { case Slider slider: slider.OnlyJudgeNestedObjects = !NoSliderHeadAccuracy.Value; foreach (var head in slider.NestedHitObjects.OfType()) head.JudgeAsNormalHitCircle = !NoSliderHeadAccuracy.Value; break; } } public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) { var osuRuleset = (DrawableOsuRuleset)drawableRuleset; if (ClassicNoteLock.Value) osuRuleset.Playfield.HitPolicy = new ObjectOrderedHitPolicy(); usingHiddenFading = drawableRuleset.Mods.OfType().SingleOrDefault()?.OnlyFadeApproachCircles.Value == false; } public void ApplyToDrawableHitObject(DrawableHitObject obj) { switch (obj) { case DrawableSliderHead head: head.TrackFollowCircle = !NoSliderHeadMovement.Value; if (FadeHitCircleEarly.Value && !usingHiddenFading) applyEarlyFading(head); break; case DrawableSliderTail tail: tail.SamplePlaysOnlyOnHit = !AlwaysPlayTailSample.Value; break; case DrawableHitCircle circle: if (FadeHitCircleEarly.Value && !usingHiddenFading) applyEarlyFading(circle); break; } } private void applyEarlyFading(DrawableHitCircle circle) { circle.ApplyCustomUpdateState += (o, _) => { using (o.BeginAbsoluteSequence(o.StateUpdateTime)) { double okWindow = o.HitObject.HitWindows.WindowFor(HitResult.Ok); double lateMissFadeTime = o.HitObject.HitWindows.WindowFor(HitResult.Meh) - okWindow; o.Delay(okWindow).FadeOut(lateMissFadeTime); } }; } } }