// 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 System.Linq; using osu.Framework.Graphics.Sprites; using osu.Framework.Input.StateChanges; using osu.Game.Graphics; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Replays; using osu.Game.Rulesets.UI; namespace osu.Game.Rulesets.Osu.Mods { public class OsuModAutopilot : Mod, IApplicableFailOverride, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject> { public override string Name => "Autopilot"; public override string Acronym => "AP"; public override IconUsage? Icon => OsuIcon.ModAutopilot; public override ModType Type => ModType.Automation; public override string Description => @"Automatic cursor movement - just follow the rhythm."; public override double ScoreMultiplier => 1; public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModSuddenDeath), typeof(ModNoFail), typeof(ModAutoplay) }; public bool PerformFail() => false; public bool RestartOnFail => false; private OsuInputManager inputManager; private IFrameStableClock gameplayClock; private List<OsuReplayFrame> replayFrames; private int currentFrame; public void Update(Playfield playfield) { if (currentFrame == replayFrames.Count - 1) return; double time = gameplayClock.CurrentTime; // Very naive implementation of autopilot based on proximity to replay frames. // TODO: this needs to be based on user interactions to better match stable (pausing until judgement is registered). if (Math.Abs(replayFrames[currentFrame + 1].Time - time) <= Math.Abs(replayFrames[currentFrame].Time - time)) { currentFrame++; new MousePositionAbsoluteInput { Position = playfield.ToScreenSpace(replayFrames[currentFrame].Position) }.Apply(inputManager.CurrentState, inputManager); } // TODO: Implement the functionality to automatically spin spinners } public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset) { gameplayClock = drawableRuleset.FrameStableClock; // Grab the input manager to disable the user's cursor, and for future use inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager; inputManager.AllowUserCursorMovement = false; // Generate the replay frames the cursor should follow replayFrames = new OsuAutoGenerator(drawableRuleset.Beatmap).Generate().Frames.Cast<OsuReplayFrame>().ToList(); } } }