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OsuModRelax.cs
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OsuModRelax.cs
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// 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 DrawableOsuRuleset ruleset = null!;
private IPressHandler pressHandler = null!;
private bool hasReplay;
private bool legacyReplay;
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
ruleset = (DrawableOsuRuleset)drawableRuleset;
// grab the input manager for future use.
osuInputManager = ruleset.KeyBindingInputManager;
}
public void ApplyToPlayer(Player player)
{
if (osuInputManager.ReplayInputHandler != null)
{
hasReplay = true;
Debug.Assert(ruleset.ReplayScore != null);
legacyReplay = ruleset.ReplayScore.ScoreInfo.IsLegacyScore;
pressHandler = legacyReplay ? new LegacyReplayPressHandler(this) : new PressHandler(this);
return;
}
pressHandler = new PressHandler(this);
osuInputManager.AllowGameplayInputs = false;
}
public void Update(Playfield playfield)
{
if (hasReplay && !legacyReplay)
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(slider.Tracking.Value);
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)
{
pressHandler.HandlePress(wasLeft);
wasLeft = !wasLeft;
}
else
{
pressHandler.HandleRelease(wasLeft);
}
}
}
private interface IPressHandler
{
void HandlePress(bool wasLeft);
void HandleRelease(bool wasLeft);
}
private class PressHandler : IPressHandler
{
private readonly OsuModRelax mod;
public PressHandler(OsuModRelax mod)
{
this.mod = mod;
}
public void HandlePress(bool wasLeft)
{
mod.state.PressedActions.Add(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton);
mod.state.Apply(mod.osuInputManager.CurrentState, mod.osuInputManager);
}
public void HandleRelease(bool wasLeft)
{
mod.state.Apply(mod.osuInputManager.CurrentState, mod.osuInputManager);
}
}
// legacy replays do not contain key-presses with Relax mod, so they need to be triggered by themselves.
private class LegacyReplayPressHandler : IPressHandler
{
private readonly OsuModRelax mod;
public LegacyReplayPressHandler(OsuModRelax mod)
{
this.mod = mod;
}
public void HandlePress(bool wasLeft)
{
mod.osuInputManager.KeyBindingContainer.TriggerPressed(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton);
}
public void HandleRelease(bool wasLeft)
{
// this intentionally releases right when `wasLeft` is true because `wasLeft` is set at point of press and not at point of release
mod.osuInputManager.KeyBindingContainer.TriggerReleased(wasLeft ? OsuAction.RightButton : OsuAction.LeftButton);
}
}
}
}