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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModRelax.cs
Bartłomiej Dach 7e557152fb
Fix relax mod not considering full follow area radius when automatically holding sliders
Closes https://github.com/ppy/osu/issues/25947.

Regressed in https://github.com/ppy/osu/pull/25776 with the changes to
`DrawableSliderBall`.

I would have liked to include tests, but relax mod is a bit untestable,
because it disengages completely in the presence of a replay:

	7e09164d70/osu.Game.Rulesets.Osu/Mods/OsuModRelax.cs (L49-L58)

Additionally, `RulesetInputManager` disengages completely from parent
inputs when there is a replay active:

	7e09164d70/osu.Game/Rulesets/UI/RulesetInputManager.cs (L116)

which means there is really no easy way to control positional input
while still having relax logic work. So I'm hoping the fix could be
considered obvious enough to not require test coverage.
2023-12-22 12:50:42 +01:00

144 lines
4.8 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.Diagnostics;
using System.Linq;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
using static osu.Game.Input.Handlers.ReplayInputHandler;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModRelax : ModRelax, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToPlayer, IHasNoTimedInputs
{
public override LocalisableString Description => @"You don't need to click. Give your clicking/tapping fingers a break from the heat of things.";
public override Type[] IncompatibleMods =>
base.IncompatibleMods.Concat(new[] { typeof(OsuModAutopilot), typeof(OsuModMagnetised), typeof(OsuModAlternate), typeof(OsuModSingleTap) }).ToArray();
/// <summary>
/// How early before a hitobject's start time to trigger a hit.
/// </summary>
private const float relax_leniency = 3;
private bool isDownState;
private bool wasLeft;
private OsuInputManager osuInputManager = null!;
private ReplayState<OsuAction> state = null!;
private double lastStateChangeTime;
private bool hasReplay;
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
// grab the input manager for future use.
osuInputManager = ((DrawableOsuRuleset)drawableRuleset).KeyBindingInputManager;
}
public void ApplyToPlayer(Player player)
{
if (osuInputManager.ReplayInputHandler != null)
{
hasReplay = true;
return;
}
osuInputManager.AllowGameplayInputs = false;
}
public void Update(Playfield playfield)
{
if (hasReplay)
return;
bool requiresHold = false;
bool requiresHit = false;
double time = playfield.Clock.CurrentTime;
foreach (var h in playfield.HitObjectContainer.AliveObjects.OfType<DrawableOsuHitObject>())
{
// we are not yet close enough to the object.
if (time < h.HitObject.StartTime - relax_leniency)
break;
// already hit or beyond the hittable end time.
if (h.IsHit || (h.HitObject is IHasDuration hasEnd && time > hasEnd.EndTime))
continue;
switch (h)
{
case DrawableHitCircle circle:
handleHitCircle(circle);
break;
case DrawableSlider slider:
// Handles cases like "2B" beatmaps, where sliders may be overlapping and simply holding is not enough.
if (!slider.HeadCircle.IsHit)
handleHitCircle(slider.HeadCircle);
requiresHold |= slider.SliderInputManager.IsMouseInFollowArea(true);
break;
case DrawableSpinner spinner:
requiresHold |= spinner.HitObject.SpinsRequired > 0;
break;
}
}
if (requiresHit)
{
changeState(false);
changeState(true);
}
if (requiresHold)
changeState(true);
else if (isDownState && time - lastStateChangeTime > AutoGenerator.KEY_UP_DELAY)
changeState(false);
void handleHitCircle(DrawableHitCircle circle)
{
if (!circle.HitArea.IsHovered)
return;
Debug.Assert(circle.HitObject.HitWindows != null);
requiresHit |= circle.HitObject.HitWindows.CanBeHit(time - circle.HitObject.StartTime);
}
void changeState(bool down)
{
if (isDownState == down)
return;
isDownState = down;
lastStateChangeTime = time;
state = new ReplayState<OsuAction>
{
PressedActions = new List<OsuAction>()
};
if (down)
{
state.PressedActions.Add(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton);
wasLeft = !wasLeft;
}
state.Apply(osuInputManager.CurrentState, osuInputManager);
}
}
}
}