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135 lines
5.3 KiB
C#
135 lines
5.3 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 osu.Framework.Localisation;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Utils;
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using osu.Game.Rulesets.Taiko.UI;
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namespace osu.Game.Rulesets.Taiko.Mods
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{
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public partial class TaikoModSingleTap : Mod, IApplicableToDrawableRuleset<TaikoHitObject>, IUpdatableByPlayfield
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{
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public override string Name => @"Single Tap";
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public override string Acronym => @"SG";
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public override LocalisableString Description => @"One key for dons, one key for kats.";
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protected bool CheckValidNewAction(TaikoAction action)
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{
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if (action == TaikoAction.LeftCentre || action == TaikoAction.RightCentre)
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return LastAcceptedDonAction == null || LastAcceptedDonAction == action;
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if (action == TaikoAction.LeftRim || action == TaikoAction.RightRim)
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return LastAcceptedKatAction == null || LastAcceptedKatAction == action;
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return true;
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}
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public override double ScoreMultiplier => 1.0;
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public override Type[] IncompatibleMods => new[] { typeof(ModAutoplay), typeof(ModRelax), typeof(TaikoModCinema) };
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public override ModType Type => ModType.Conversion;
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private DrawableTaikoRuleset ruleset = null!;
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private TaikoPlayfield playfield { get; set; } = null!;
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protected TaikoAction? LastAcceptedDonAction { get; private set; }
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protected TaikoAction? LastAcceptedKatAction { get; private set; }
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/// <summary>
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/// A tracker for periods where alternate should not be forced (i.e. non-gameplay periods).
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/// </summary>
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/// <remarks>
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/// This is different from <see cref="Player.IsBreakTime"/> in that the periods here end strictly at the first object after the break, rather than the break's end time.
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/// </remarks>
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private PeriodTracker nonGameplayPeriods = null!;
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private IFrameStableClock gameplayClock = null!;
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public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
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{
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ruleset = (DrawableTaikoRuleset)drawableRuleset;
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ruleset.InputManager.Add(new InputInterceptor(this));
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playfield = (TaikoPlayfield)ruleset.Playfield;
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var periods = new List<Period>();
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if (drawableRuleset.Objects.Any())
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{
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periods.Add(new Period(int.MinValue, getValidJudgementTime(ruleset.Objects.First()) - 1));
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foreach (BreakPeriod b in drawableRuleset.Beatmap.Breaks)
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periods.Add(new Period(b.StartTime, getValidJudgementTime(ruleset.Objects.First(h => h.StartTime >= b.EndTime)) - 1));
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static double getValidJudgementTime(HitObject hitObject) => hitObject.StartTime - hitObject.HitWindows.WindowFor(HitResult.Meh);
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}
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nonGameplayPeriods = new PeriodTracker(periods);
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gameplayClock = drawableRuleset.FrameStableClock;
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}
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public void Update(Playfield playfield)
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{
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if (!nonGameplayPeriods.IsInAny(gameplayClock.CurrentTime)) return;
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if (LastAcceptedDonAction != null)
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LastAcceptedDonAction = null;
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if (LastAcceptedKatAction != null)
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LastAcceptedKatAction = null;
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}
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private bool checkCorrectAction(TaikoAction action)
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{
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if (nonGameplayPeriods.IsInAny(gameplayClock.CurrentTime))
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return true;
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// If next hit object is strong, allow usage of all actions. Strong drumrolls are ignored in this check.
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if (playfield.HitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.HasResult != true)?.HitObject is TaikoStrongableHitObject hitObject
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&& hitObject.IsStrong
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&& hitObject is not DrumRoll)
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return true;
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if (CheckValidNewAction(action))
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{
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if (action == TaikoAction.LeftCentre || action == TaikoAction.RightCentre)
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LastAcceptedDonAction = action;
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if (action == TaikoAction.LeftRim || action == TaikoAction.RightRim)
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LastAcceptedKatAction = action;
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return true;
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}
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return false;
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}
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private partial class InputInterceptor : Component, IKeyBindingHandler<TaikoAction>
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{
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private readonly TaikoModSingleTap mod;
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public InputInterceptor(TaikoModSingleTap mod)
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{
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this.mod = mod;
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}
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public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
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// if the pressed action is incorrect, block it from reaching gameplay.
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=> !mod.checkCorrectAction(e.Action);
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public void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
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{
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}
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}
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}
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}
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