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73 lines
2.7 KiB
C#
73 lines
2.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.UI
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{
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/// <summary>
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/// Ensures that <see cref="HitObject"/>s are hit in order of appearance. The classic note lock.
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/// <remarks>
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/// Hits will be blocked until the previous <see cref="HitObject"/>s have been judged.
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/// </remarks>
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/// </summary>
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public class LegacyHitPolicy : IHitPolicy
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{
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public IHitObjectContainer? HitObjectContainer { get; set; }
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private readonly double hittableRange;
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public LegacyHitPolicy(double hittableRange = OsuHitWindows.MISS_WINDOW)
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{
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this.hittableRange = hittableRange;
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}
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public void HandleHit(DrawableHitObject hitObject)
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{
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}
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public virtual ClickAction CheckHittable(DrawableHitObject hitObject, double time, HitResult result)
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{
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if (HitObjectContainer == null)
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throw new InvalidOperationException($"{nameof(HitObjectContainer)} should be set before {nameof(CheckHittable)} is called.");
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var aliveObjects = HitObjectContainer.AliveObjects.ToList();
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int index = aliveObjects.IndexOf(hitObject);
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if (index > 0)
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{
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var previousHitObject = (DrawableOsuHitObject)aliveObjects[index - 1];
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if (previousHitObject.HitObject.StackHeight > 0 && !previousHitObject.AllJudged)
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return ClickAction.Ignore;
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}
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if (result == HitResult.None)
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return ClickAction.Shake;
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foreach (DrawableHitObject testObject in aliveObjects)
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{
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if (testObject.AllJudged)
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continue;
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// if we found the object being checked, we can move on to the final timing test.
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if (testObject == hitObject)
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break;
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// for all other objects, we check for validity and block the hit if any are still valid.
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// 3ms of extra leniency to account for slightly unsnapped objects.
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if (testObject.HitObject.GetEndTime() + 3 < hitObject.HitObject.StartTime)
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return ClickAction.Shake;
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}
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return Math.Abs(hitObject.HitObject.StartTime - time) < hittableRange ? ClickAction.Hit : ClickAction.Shake;
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}
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}
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}
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