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Adjust mania hit windows with gameplay rate
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// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. | ||
// See the LICENCE file in the repository root for full licence text. | ||
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using osu.Framework.Bindables; | ||
using osu.Game.Beatmaps; | ||
using osu.Game.Rulesets.Mania.Objects; | ||
using osu.Game.Rulesets.Mania.Scoring; | ||
using osu.Game.Rulesets.Mods; | ||
using osu.Game.Rulesets.Objects; | ||
using osu.Game.Rulesets.Scoring; | ||
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namespace osu.Game.Rulesets.Mania.Mods | ||
{ | ||
/// <summary> | ||
/// May be attached to rate-adjustment mods to adjust hit windows adjust relative to gameplay rate. | ||
/// </summary> | ||
/// <remarks> | ||
/// Historically, in osu!mania, hit windows are expected to adjust relative to the gameplay rate such that the real-world hit window remains the same. | ||
/// </remarks> | ||
public interface IManiaRateAdjustmentMod : IApplicableToDifficulty, IApplicableToHitObject | ||
{ | ||
BindableNumber<double> SpeedChange { get; } | ||
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HitWindows HitWindows { get; set; } | ||
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void IApplicableToDifficulty.ApplyToDifficulty(BeatmapDifficulty difficulty) | ||
{ | ||
HitWindows = new ManiaHitWindows(SpeedChange.Value); | ||
HitWindows.SetDifficulty(difficulty.OverallDifficulty); | ||
} | ||
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void IApplicableToHitObject.ApplyToHitObject(HitObject hitObject) | ||
{ | ||
switch (hitObject) | ||
{ | ||
case Note: | ||
hitObject.HitWindows = HitWindows; | ||
break; | ||
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case HoldNote hold: | ||
hold.Head.HitWindows = HitWindows; | ||
hold.Tail.HitWindows = HitWindows; | ||
break; | ||
} | ||
} | ||
} | ||
} |
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// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. | ||
// See the LICENCE file in the repository root for full licence text. | ||
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using osu.Game.Rulesets.Mania.Scoring; | ||
using osu.Game.Rulesets.Mods; | ||
using osu.Game.Rulesets.Scoring; | ||
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namespace osu.Game.Rulesets.Mania.Mods | ||
{ | ||
public class ManiaModDaycore : ModDaycore | ||
public class ManiaModDaycore : ModDaycore, IManiaRateAdjustmentMod | ||
{ | ||
public HitWindows HitWindows { get; set; } = new ManiaHitWindows(); | ||
} | ||
} |
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// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. | ||
// See the LICENCE file in the repository root for full licence text. | ||
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using osu.Game.Rulesets.Mania.Scoring; | ||
using osu.Game.Rulesets.Mods; | ||
using osu.Game.Rulesets.Scoring; | ||
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namespace osu.Game.Rulesets.Mania.Mods | ||
{ | ||
public class ManiaModDoubleTime : ModDoubleTime | ||
public class ManiaModDoubleTime : ModDoubleTime, IManiaRateAdjustmentMod | ||
{ | ||
public HitWindows HitWindows { get; set; } = new ManiaHitWindows(); | ||
} | ||
} |
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// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. | ||
// See the LICENCE file in the repository root for full licence text. | ||
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using osu.Game.Rulesets.Mania.Scoring; | ||
using osu.Game.Rulesets.Mods; | ||
using osu.Game.Rulesets.Scoring; | ||
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namespace osu.Game.Rulesets.Mania.Mods | ||
{ | ||
public class ManiaModHalfTime : ModHalfTime | ||
public class ManiaModHalfTime : ModHalfTime, IManiaRateAdjustmentMod | ||
{ | ||
public HitWindows HitWindows { get; set; } = new ManiaHitWindows(); | ||
} | ||
} |
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@@ -1,12 +1,25 @@ | ||
// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. | ||
// See the LICENCE file in the repository root for full licence text. | ||
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using System.Linq; | ||
using osu.Game.Rulesets.Scoring; | ||
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namespace osu.Game.Rulesets.Mania.Scoring | ||
{ | ||
public class ManiaHitWindows : HitWindows | ||
{ | ||
private readonly double multiplier; | ||
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public ManiaHitWindows() | ||
: this(1) | ||
{ | ||
} | ||
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public ManiaHitWindows(double multiplier) | ||
{ | ||
this.multiplier = multiplier; | ||
} | ||
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public override bool IsHitResultAllowed(HitResult result) | ||
{ | ||
switch (result) | ||
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@@ -22,5 +35,12 @@ public override bool IsHitResultAllowed(HitResult result) | |
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return false; | ||
} | ||
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protected override DifficultyRange[] GetRanges() => base.GetRanges().Select(r => | ||
new DifficultyRange( | ||
r.Result, | ||
r.Min * multiplier, | ||
r.Average * multiplier, | ||
r.Max * multiplier)).ToArray(); | ||
} | ||
} |