diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs index 5776c64c86..d73ad888f4 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs @@ -120,7 +120,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables var result = HitObject.HitWindows.ResultFor(timeOffset); - if (result == HitResult.None || CheckHittable?.Invoke(this) == false) + if (result == HitResult.None || CheckHittable?.Invoke(this, Time.Current) == false) { Shake(Math.Abs(timeOffset) - HitObject.HitWindows.WindowFor(HitResult.Miss)); return; diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs index 13829dc2f7..fe23e3729d 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs @@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables /// Whether this can be hit. /// If non-null, judgements will be ignored (resulting in a shake) whilst the function returns false. /// - public Func CheckHittable; + public Func CheckHittable; protected DrawableOsuHitObject(OsuHitObject hitObject) : base(hitObject) diff --git a/osu.Game.Rulesets.Osu/UI/OrderedHitPolicy.cs b/osu.Game.Rulesets.Osu/UI/OrderedHitPolicy.cs new file mode 100644 index 0000000000..ddaf714e5b --- /dev/null +++ b/osu.Game.Rulesets.Osu/UI/OrderedHitPolicy.cs @@ -0,0 +1,104 @@ +// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. +// See the LICENCE file in the repository root for full licence text. + +using osu.Framework.Extensions.IEnumerableExtensions; +using osu.Game.Rulesets.Objects; +using osu.Game.Rulesets.Objects.Drawables; +using osu.Game.Rulesets.Osu.Objects; +using osu.Game.Rulesets.Osu.Objects.Drawables; +using osu.Game.Rulesets.UI; + +namespace osu.Game.Rulesets.Osu.UI +{ + /// + /// Ensures that s are hit in-order. + /// If a is hit out of order: + /// + /// The hit is blocked if it occurred earlier than the previous 's start time. + /// The hit causes all previous s to missed otherwise. + /// + /// + public class OrderedHitPolicy + { + private readonly HitObjectContainer hitObjectContainer; + + public OrderedHitPolicy(HitObjectContainer hitObjectContainer) + { + this.hitObjectContainer = hitObjectContainer; + } + + /// + /// Determines whether a can be hit at a point in time. + /// + /// The to check. + /// The time to check. + /// Whether can be hit at the given . + public bool IsHittable(DrawableHitObject hitObject, double time) + { + DrawableHitObject lastObject = hitObject; + + // Get the last hitobject that can block future hits + while ((lastObject = hitObjectContainer.AliveObjects.GetPrevious(lastObject)) != null) + { + if (canBlockFutureHits(lastObject.HitObject)) + break; + } + + // If there is no previous object alive, allow the hit. + if (lastObject == null) + return true; + + // Ensure that either the last object has received a judgement or the hit time occurs at or after the last object's start time. + // Simultaneous hitobjects are allowed to be hit at the same time value to account for edge-cases such as Centipede. + if (lastObject.Judged || time >= lastObject.HitObject.StartTime) + return true; + + return false; + } + + /// + /// Handles a being hit to potentially miss all earlier s. + /// + /// The that was hit. + public void HandleHit(HitObject hitObject) + { + if (!canBlockFutureHits(hitObject)) + return; + + double minimumTime = hitObject.StartTime; + + foreach (var obj in hitObjectContainer.AliveObjects) + { + if (obj.HitObject.StartTime >= minimumTime) + break; + + switch (obj) + { + case DrawableHitCircle circle: + miss(circle); + break; + + case DrawableSlider slider: + miss(slider.HeadCircle); + break; + } + } + + static void miss(DrawableOsuHitObject obj) + { + // Hitobjects that have already been judged cannot be missed. + if (obj.Judged) + return; + + obj.MissForcefully(); + } + } + + /// + /// Whether a blocks hits on future s until its start time is reached. + /// + /// The to test. + private bool canBlockFutureHits(HitObject hitObject) + => hitObject is HitCircle || hitObject is Slider; + } +} diff --git a/osu.Game.Rulesets.Osu/UI/OsuPlayfield.cs b/osu.Game.Rulesets.Osu/UI/OsuPlayfield.cs index f4009a281c..2f222f59b4 100644 --- a/osu.Game.Rulesets.Osu/UI/OsuPlayfield.cs +++ b/osu.Game.Rulesets.Osu/UI/OsuPlayfield.cs @@ -1,7 +1,6 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. -using osu.Framework.Extensions.IEnumerableExtensions; using osuTK; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; @@ -11,7 +10,6 @@ using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables.Connections; using osu.Game.Rulesets.UI; using osu.Game.Rulesets.Judgements; -using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Osu.UI.Cursor; using osu.Game.Skinning; @@ -22,6 +20,7 @@ namespace osu.Game.Rulesets.Osu.UI private readonly ApproachCircleProxyContainer approachCircles; private readonly JudgementContainer judgementLayer; private readonly FollowPointRenderer followPoints; + private readonly OrderedHitPolicy hitPolicy; public static readonly Vector2 BASE_SIZE = new Vector2(512, 384); @@ -53,6 +52,8 @@ namespace osu.Game.Rulesets.Osu.UI Depth = -1, }, }; + + hitPolicy = new OrderedHitPolicy(HitObjectContainer); } public override void Add(DrawableHitObject h) @@ -67,7 +68,7 @@ namespace osu.Game.Rulesets.Osu.UI base.Add(h); DrawableOsuHitObject osuHitObject = (DrawableOsuHitObject)h; - osuHitObject.CheckHittable = checkHittable; + osuHitObject.CheckHittable = hitPolicy.IsHittable; followPoints.AddFollowPoints(osuHitObject); } @@ -82,34 +83,10 @@ namespace osu.Game.Rulesets.Osu.UI return result; } - private bool checkHittable(DrawableOsuHitObject osuHitObject) - { - DrawableHitObject lastObject = osuHitObject; - - // Get the last hitobject that can block future hits - while ((lastObject = HitObjectContainer.AliveObjects.GetPrevious(lastObject)) != null) - { - if (canBlockFutureHits(lastObject.HitObject)) - break; - } - - // If there is no previous object alive, allow the hit. - if (lastObject == null) - return true; - - // Ensure that either the last object has received a judgement or the hit time occurs at or after the last object's start time. - // Simultaneous hitobjects are allowed to be hit at the same time value to account for edge-cases such as Centipede. - if (lastObject.Judged || Time.Current >= lastObject.HitObject.StartTime) - return true; - - return false; - } - private void onNewResult(DrawableHitObject judgedObject, JudgementResult result) { // Hitobjects that block future hits should miss previous hitobjects if they're hit out-of-order. - if (canBlockFutureHits(result.HitObject)) - missAllEarlierObjects(result.HitObject); + hitPolicy.HandleHit(result.HitObject); if (!judgedObject.DisplayResult || !DisplayJudgements.Value) return; @@ -124,49 +101,6 @@ namespace osu.Game.Rulesets.Osu.UI judgementLayer.Add(explosion); } - /// - /// Misses all s occurring earlier than the start time of a judged . - /// - /// The marker , which all s earlier than will get missed. - private void missAllEarlierObjects(HitObject hitObject) - { - double minimumTime = hitObject.StartTime; - - foreach (var obj in HitObjectContainer.AliveObjects) - { - if (obj.HitObject.StartTime >= minimumTime) - break; - - switch (obj) - { - case DrawableHitCircle circle: - miss(circle); - break; - - case DrawableSlider slider: - miss(slider.HeadCircle); - break; - } - } - - static void miss(DrawableOsuHitObject obj) - { - // Hitobjects that have already been judged cannot be missed. - if (obj.Judged) - return; - - obj.MissForcefully(); - } - } - - /// - /// Whether a can block hits on future s until its start time is reached. - /// - /// The to test. - /// Whether can block hits on future s. - private bool canBlockFutureHits(HitObject hitObject) - => hitObject is HitCircle || hitObject is Slider; - public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => HitObjectContainer.ReceivePositionalInputAt(screenSpacePos); private class ApproachCircleProxyContainer : LifetimeManagementContainer