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osu-lazer/osu.Game.Rulesets.Osu/UI/OrderedHitPolicy.cs
2020-04-10 02:02:09 +09:00

105 lines
4.0 KiB
C#

// 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 osu.Framework.Extensions.IEnumerableExtensions;
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.UI;
namespace osu.Game.Rulesets.Osu.UI
{
/// <summary>
/// Ensures that <see cref="HitObject"/>s are hit in-order.
/// If a <see cref="HitObject"/> is hit out of order:
/// <list type="number">
/// <item><description>The hit is blocked if it occurred earlier than the previous <see cref="HitObject"/>'s start time.</description></item>
/// <item><description>The hit causes all previous <see cref="HitObject"/>s to missed otherwise.</description></item>
/// </list>
/// </summary>
public class OrderedHitPolicy
{
private readonly HitObjectContainer hitObjectContainer;
public OrderedHitPolicy(HitObjectContainer hitObjectContainer)
{
this.hitObjectContainer = hitObjectContainer;
}
/// <summary>
/// Determines whether a <see cref="DrawableHitObject"/> can be hit at a point in time.
/// </summary>
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to check.</param>
/// <param name="time">The time to check.</param>
/// <returns>Whether <paramref name="hitObject"/> can be hit at the given <paramref name="time"/>.</returns>
public bool IsHittable(DrawableHitObject hitObject, double time)
{
DrawableHitObject lastObject = hitObject;
// Get the last hitobject that can block future hits
while ((lastObject = hitObjectContainer.AliveObjects.GetPrevious(lastObject)) != null)
{
if (canBlockFutureHits(lastObject.HitObject))
break;
}
// If there is no previous object alive, allow the hit.
if (lastObject == null)
return true;
// Ensure that either the last object has received a judgement or the hit time occurs at or after the last object's start time.
// Simultaneous hitobjects are allowed to be hit at the same time value to account for edge-cases such as Centipede.
if (lastObject.Judged || time >= lastObject.HitObject.StartTime)
return true;
return false;
}
/// <summary>
/// Handles a <see cref="HitObject"/> being hit to potentially miss all earlier <see cref="HitObject"/>s.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> that was hit.</param>
public void HandleHit(HitObject hitObject)
{
if (!canBlockFutureHits(hitObject))
return;
double minimumTime = hitObject.StartTime;
foreach (var obj in hitObjectContainer.AliveObjects)
{
if (obj.HitObject.StartTime >= minimumTime)
break;
switch (obj)
{
case DrawableHitCircle circle:
miss(circle);
break;
case DrawableSlider slider:
miss(slider.HeadCircle);
break;
}
}
static void miss(DrawableOsuHitObject obj)
{
// Hitobjects that have already been judged cannot be missed.
if (obj.Judged)
return;
obj.MissForcefully();
}
}
/// <summary>
/// Whether a <see cref="HitObject"/> blocks hits on future <see cref="HitObject"/>s until its start time is reached.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> to test.</param>
private bool canBlockFutureHits(HitObject hitObject)
=> hitObject is HitCircle || hitObject is Slider;
}
}