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Apply major cleanup to the playfield judgement logic #32

Merged
merged 12 commits into from
Jul 7, 2020
Merged

Apply major cleanup to the playfield judgement logic #32

merged 12 commits into from
Jul 7, 2020

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frenzibyte
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My initial goal upon stepping on this was to fix rewinding on hit explosions, which was a simple Expire() -> Expire(true), but I really didn't like how it is all out stuffed inside a method, so I tidied up the entire thing, hope it's readable and better than before.

  • As mentioned above, this fixes half of rewinding.

@frenzibyte frenzibyte changed the title Apply major cleanup to the playfield logic Apply major cleanup to the playfield judgement logic Jun 14, 2020
@swoolcock swoolcock mentioned this pull request Jun 14, 2020
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Very nice work.

osu.Game.Rulesets.Rush/Judgements/HeartJudgement.cs Outdated Show resolved Hide resolved
var r = (RushJudgementResult)br;

application?.Invoke(r);
r.PlayerCollided = drawableRuleset.PlayerCollidesWith(r.HitObject);
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Is the player's position going to be correct at this time when rewinding? It's based solely on transforms triggered by prior actions.

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when rewinding, results would only be reverted as seen in DrawableHitObject.Update() (i.e. CheckForUpdate is never called, thus ApplyResult is never called), I've updated the boolean here as it is more correct since it'll remove the unintended direct connection between HealthProcessor and DrawableRuleset.

osu.Game.Rulesets.Rush/Judgements/SawbladeJudgement.cs Outdated Show resolved Hide resolved
@swoolcock
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@frenzibyte Resolve the conflicts and I'll merge this one.

@swoolcock swoolcock merged commit 75b76ad into Beamographic:master Jul 7, 2020
@frenzibyte frenzibyte deleted the cleanup-playfield-logic branch July 7, 2020 05:03
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2 participants