// 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.Linq; using osu.Framework.Graphics.Sprites; using osu.Framework.Input.StateChanges; using osu.Framework.Localisation; 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.Osu.UI; using osu.Game.Rulesets.UI; namespace osu.Game.Rulesets.Osu.Mods { public class OsuModAutopilot : Mod, IApplicableFailOverride, IUpdatableByPlayfield, IApplicableToDrawableRuleset { public override string Name => "Autopilot"; public override string Acronym => "AP"; public override IconUsage? Icon => OsuIcon.ModAutopilot; public override ModType Type => ModType.Automation; public override LocalisableString Description => @"Automatic cursor movement - just follow the rhythm."; public override double ScoreMultiplier => 0.1; public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModFailCondition), typeof(ModNoFail), typeof(ModAutoplay), typeof(OsuModMagnetised), typeof(OsuModRepel) }; public bool PerformFail() => false; public bool RestartOnFail => false; private OsuInputManager inputManager = null!; private List replayFrames = null!; private int currentFrame = -1; public void Update(Playfield playfield) { if (currentFrame == replayFrames.Count - 1) return; double time = playfield.Clock.CurrentTime; // Very naive implementation of autopilot based on proximity to replay frames. // Special case for the first frame is required to ensure the mouse is in a sane position until the actual time of the first frame is hit. // TODO: this needs to be based on user interactions to better match stable (pausing until judgement is registered). if (currentFrame < 0 || 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 drawableRuleset) { // Grab the input manager to disable the user's cursor, and for future use inputManager = ((DrawableOsuRuleset)drawableRuleset).KeyBindingInputManager; inputManager.AllowUserCursorMovement = false; // Generate the replay frames the cursor should follow replayFrames = new OsuAutoGenerator(drawableRuleset.Beatmap, drawableRuleset.Mods).Generate().Frames.Cast().ToList(); drawableRuleset.UseResumeOverlay = false; } } }