// 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; using System.Collections.Generic; using System.Diagnostics; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.UI; namespace osu.Game.Rulesets.Osu.UI { /// /// Ensures that s are hit in-order. /// If a is hit out of order: /// /// The hit is blocked if it occurred earlier than the previous 's start time. /// The hit causes all previous s to missed otherwise. /// /// public class OrderedHitPolicy { private readonly HitObjectContainer hitObjectContainer; public OrderedHitPolicy(HitObjectContainer hitObjectContainer) { this.hitObjectContainer = hitObjectContainer; } /// /// Determines whether a can be hit at a point in time. /// /// The to check. /// The time to check. /// Whether can be hit at the given . public bool IsHittable(DrawableHitObject hitObject, double time) { DrawableHitObject blockingObject = null; var enumerator = new HitObjectEnumerator(hitObjectContainer, hitObject.HitObject.StartTime); while (enumerator.MoveNext()) { Debug.Assert(enumerator.Current != null); if (hitObjectCanBlockFutureHits(enumerator.Current)) blockingObject = enumerator.Current; } // If there is no previous hitobject, allow the hit. if (blockingObject == null) return true; // A hit is allowed if: // 1. The last blocking hitobject has been judged. // 2. The current time is after the last hitobject's start time. // Hits at exactly the same time as the blocking hitobject are allowed for maps that contain simultaneous hitobjects (e.g. /b/372245). if (blockingObject.Judged || time >= blockingObject.HitObject.StartTime) return true; return false; } /// /// Handles a being hit to potentially miss all earlier s. /// /// The that was hit. public void HandleHit(DrawableHitObject hitObject) { // Hitobjects which themselves don't block future hitobjects don't cause misses (e.g. slider ticks, spinners). if (!hitObjectCanBlockFutureHits(hitObject)) return; if (!IsHittable(hitObject, hitObject.HitObject.StartTime + hitObject.Result.TimeOffset)) throw new InvalidOperationException($"A {hitObject} was hit before it become hittable!"); var enumerator = new HitObjectEnumerator(hitObjectContainer, hitObject.HitObject.StartTime); while (enumerator.MoveNext()) { Debug.Assert(enumerator.Current != null); if (enumerator.Current.Judged) continue; if (hitObjectCanBlockFutureHits(enumerator.Current)) ((DrawableOsuHitObject)enumerator.Current).MissForcefully(); } } /// /// Whether a blocks hits on future s until its start time is reached. /// /// The to test. private static bool hitObjectCanBlockFutureHits(DrawableHitObject hitObject) => hitObject is DrawableHitCircle; private struct HitObjectEnumerator : IEnumerator { private readonly IEnumerator hitObjectEnumerator; private readonly double targetTime; private DrawableHitObject currentTopLevel; private int currentNestedIndex; public HitObjectEnumerator(HitObjectContainer hitObjectContainer, double targetTime) { hitObjectEnumerator = hitObjectContainer.AliveObjects.GetEnumerator(); this.targetTime = targetTime; currentTopLevel = null; currentNestedIndex = -1; Current = null; } /// /// Attempts to move to the next top-level or nested hitobject. /// Stops when no such hitobject is found or until the hitobject start time reaches . /// /// Whether a new hitobject was moved to. public bool MoveNext() { // If we don't already have a top-level hitobject, try to get one. if (currentTopLevel == null) return moveNextTopLevel(); // If we have a top-level hitobject, try to move to the next nested hitobject or otherwise move to the next top-level hitobject. if (!moveNextNested()) return moveNextTopLevel(); // Guaranteed by moveNextNested() to have a hitobject. return true; } /// /// Attempts to move to the next top-level hitobject. /// /// Whether a new top-level hitobject was found. private bool moveNextTopLevel() { currentNestedIndex = -1; hitObjectEnumerator.MoveNext(); currentTopLevel = hitObjectEnumerator.Current; Current = currentTopLevel; return Current?.HitObject.StartTime < targetTime; } /// /// Attempts to move to the next nested hitobject in the current top-level hitobject. /// /// Whether a new nested hitobject was moved to. private bool moveNextNested() { currentNestedIndex++; if (currentNestedIndex >= currentTopLevel.NestedHitObjects.Count) return false; Current = currentTopLevel.NestedHitObjects[currentNestedIndex]; Debug.Assert(Current != null); return Current?.HitObject.StartTime < targetTime; } public void Reset() { hitObjectEnumerator.Reset(); currentTopLevel = null; currentNestedIndex = -1; Current = null; } public DrawableHitObject Current { get; set; } object IEnumerator.Current => Current; public void Dispose() { } } } }