mirror of
https://github.com/ppy/osu.git
synced 2024-12-15 13:22:55 +08:00
69 lines
2.8 KiB
C#
69 lines
2.8 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 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();
|
|
}
|
|
}
|
|
}
|