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pippidon solution pippidon.Game project osu.Game.Rulesets.Pippidon project everything needed for the ruleset and co. converts...? autoplay and replays
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Submodule osu
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52 changes: 52 additions & 0 deletions
52
osu.Game.Rulesets.Pippidon/Beatmaps/PippidonBeatmapConverter.cs
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using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using osu.Game.Beatmaps; | ||
using osu.Game.Rulesets.Beatmaps; | ||
using osu.Game.Rulesets.Objects; | ||
using osu.Game.Rulesets.Pippidon.Objects; | ||
using osu.Game.Rulesets.Objects.Types; | ||
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namespace osu.Game.Rulesets.Pippidon.Beatmaps | ||
{ | ||
public class PippidonBeatmapConverter : BeatmapConverter<PippidonObject> | ||
{ | ||
protected override IEnumerable<Type> ValidConversionTypes => new[] { typeof(IHasXPosition) , typeof(IHasYPosition) }; | ||
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private Dictionary<Beatmap, FloatRange> floatRanges = new Dictionary<Beatmap, FloatRange>(); | ||
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protected override IEnumerable<PippidonObject> ConvertHitObject(HitObject original, Beatmap beatmap) | ||
{ | ||
float pos = (original as IHasYPosition)?.Y ?? (original as IHasXPosition).X; | ||
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if (!floatRanges.ContainsKey(beatmap)) | ||
calcRange(beatmap); | ||
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yield return new PippidonObject | ||
{ | ||
Samples = original.Samples, | ||
StartTime = original.StartTime, | ||
Lane = (int)((pos - floatRanges[beatmap].Min) / floatRanges[beatmap].Range * 3) - 1 | ||
}; | ||
} | ||
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private void calcRange(Beatmap beatmap) | ||
{ | ||
List<float> positions = beatmap.HitObjects.OfType<IHasYPosition>().Select(hitObject => hitObject.Y).ToList(); | ||
if(!positions.Any()) | ||
positions = beatmap.HitObjects.OfType<IHasXPosition>().Select(hitObject => hitObject.X).ToList(); | ||
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floatRanges[beatmap] = new FloatRange | ||
{ | ||
Min = positions.Min(), | ||
Max = positions.Max() + 1, //So we exclude ones later | ||
}; | ||
} | ||
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private class FloatRange | ||
{ | ||
public float Max, Min; | ||
public float Range => Max - Min; | ||
} | ||
} | ||
} |
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12
osu.Game.Rulesets.Pippidon/Judgements/PippidonJudgement.cs
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using osu.Game.Rulesets.Judgements; | ||
using osu.Game.Rulesets.Objects.Drawables; | ||
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namespace osu.Game.Rulesets.Pippidon.Judgements | ||
{ | ||
public class PippidonJudgement : Judgement | ||
{ | ||
public override string ResultString => ""; | ||
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public override string MaxResultString => ""; | ||
} | ||
} |
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using osu.Game.Beatmaps; | ||
using osu.Game.Rulesets.Mods; | ||
using osu.Game.Rulesets.Pippidon.Objects; | ||
using osu.Game.Rulesets.Scoring; | ||
using osu.Game.Users; | ||
using osu.Game.Rulesets.Pippidon.Replays; | ||
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namespace osu.Game.Rulesets.Pippidon.Mods | ||
{ | ||
public class PippidonModAutoplay : ModAutoplay<PippidonObject> | ||
{ | ||
protected override Score CreateReplayScore(Beatmap<PippidonObject> beatmap) => new Score | ||
{ | ||
User = new User { Username = "pippidon" }, | ||
Replay = new PippidonAutoGenerator(beatmap).Generate(), | ||
}; | ||
} | ||
} |
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using osu.Framework.Graphics.Sprites; | ||
using osu.Framework.Graphics.Textures; | ||
using osu.Framework.Graphics; | ||
using osu.Game.Rulesets.Objects.Drawables; | ||
using osu.Game.Rulesets.Pippidon.Judgements; | ||
using OpenTK; | ||
using System; | ||
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namespace osu.Game.Rulesets.Pippidon.Objects.Drawables | ||
{ | ||
public class Coin : DrawableScrollingHitObject<PippidonObject, PippidonJudgement> | ||
{ | ||
private readonly Func<int, bool> touchingPippi; | ||
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public Coin(PippidonObject hitObject, TextureStore textures, Func<int, bool> touchingPippi) : base(hitObject) | ||
{ | ||
Size = new Vector2(40); | ||
Y = hitObject.Lane * 79; | ||
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this.touchingPippi = touchingPippi; | ||
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Add(new Sprite | ||
{ | ||
RelativeSizeAxes = Axes.Both, | ||
Texture = textures.Get("coin"), | ||
}); | ||
} | ||
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protected override void Update() | ||
{ | ||
base.Update(); | ||
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if (HitObject.StartTime < Time.Current) | ||
UpdateJudgement(true); | ||
} | ||
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protected override void CheckJudgement(bool userTriggered) | ||
{ | ||
if (HitObject.StartTime < Time.Current) | ||
{ | ||
Judgement.Result = touchingPippi(HitObject.Lane) ? HitResult.Hit : HitResult.Miss; | ||
Judgement.TimeOffset = Time.Current - HitObject.StartTime; | ||
} | ||
} | ||
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protected override PippidonJudgement CreateJudgement() => new PippidonJudgement(); | ||
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protected override void UpdateState(ArmedState state) | ||
{ | ||
if (state == ArmedState.Hit) | ||
this.ScaleTo(5, 1500, Easing.OutQuint).FadeOut(1500, Easing.OutQuint).Expire(); | ||
} | ||
} | ||
} |
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using osu.Game.Rulesets.Objects; | ||
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namespace osu.Game.Rulesets.Pippidon.Objects | ||
{ | ||
public class PippidonObject : HitObject | ||
{ | ||
/// <summary> | ||
/// Range = [-1,1] | ||
/// </summary> | ||
public int Lane; | ||
} | ||
} |
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13
osu.Game.Rulesets.Pippidon/PippidonDifficultyCalculator.cs
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using System.Collections.Generic; | ||
using osu.Game.Beatmaps; | ||
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namespace osu.Game.Rulesets.Pippidon | ||
{ | ||
public class PippidonDifficultyCalculator : DifficultyCalculator | ||
{ | ||
protected override double CalculateInternal(Dictionary<string, string> categoryDifficulty) | ||
{ | ||
return 0; | ||
} | ||
} | ||
} |
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using osu.Framework.Input.Bindings; | ||
using osu.Game.Input.Bindings; | ||
using System.ComponentModel; | ||
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namespace osu.Game.Rulesets.Pippidon | ||
{ | ||
public class PippidonInputManager : DatabasedKeyBindingInputManager<PippidonAction> | ||
{ | ||
public PippidonInputManager(RulesetInfo ruleset) : base(ruleset, 0, SimultaneousBindingMode.Unique) | ||
{ | ||
} | ||
} | ||
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public enum PippidonAction | ||
{ | ||
[Description("Move up")] | ||
MoveUp, | ||
[Description("Move down")] | ||
MoveDown, | ||
[Description("Boost")] | ||
Boost | ||
} | ||
} |
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using System.Collections.Generic; | ||
using osu.Game.Beatmaps; | ||
using osu.Game.Rulesets.Mods; | ||
using osu.Game.Rulesets.Scoring; | ||
using osu.Game.Rulesets.UI; | ||
using osu.Game.Screens.Play; | ||
using osu.Game.Rulesets.Pippidon.UI; | ||
using OpenTK.Input; | ||
using osu.Framework.Input.Bindings; | ||
using osu.Game.Rulesets.Pippidon.Scoring; | ||
using osu.Framework.IO.Stores; | ||
using osu.Framework.Graphics.Textures; | ||
using osu.Framework.Graphics; | ||
using osu.Framework.Graphics.Sprites; | ||
using osu.Game.Rulesets.Pippidon.Mods; | ||
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namespace osu.Game.Rulesets.Pippidon | ||
{ | ||
public class PippidonRuleset : Ruleset | ||
{ | ||
public ResourceStore<byte[]> ResourceStore; | ||
public TextureStore TextureStore; | ||
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public PippidonRuleset(RulesetInfo rulesetInfo) : base(rulesetInfo) | ||
{ | ||
ResourceStore = new NamespacedResourceStore<byte[]>(new DllResourceStore("osu.Game.Rulesets.Pippidon.dll"), "Resources"); | ||
TextureStore = new TextureStore(new RawTextureLoaderStore(new NamespacedResourceStore<byte[]>(ResourceStore, @"Textures"))); | ||
} | ||
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public override string Description => "pippipidoooooon"; | ||
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public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap) => new PippidonDifficultyCalculator(); | ||
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public override IEnumerable<KeyCounter> CreateGameplayKeys() => new[] | ||
{ | ||
new KeyCounterKeyboard(Key.W), | ||
new KeyCounterKeyboard(Key.S), | ||
new KeyCounterKeyboard(Key.D), | ||
}; | ||
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public override RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap, bool isForCurrentRuleset) => new PippidonRulesetContainer(this, beatmap, isForCurrentRuleset); | ||
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public override ScoreProcessor CreateScoreProcessor() => new PippidonScoreProcessor(); | ||
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public override Mod GetAutoplayMod() => new ModAutoplay(); | ||
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public override IEnumerable<Mod> GetModsFor(ModType type) | ||
{ | ||
switch (type) | ||
{ | ||
case ModType.Special: | ||
return new[] { new PippidonModAutoplay() }; | ||
default: | ||
return new Mod[] { null }; | ||
} | ||
} | ||
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public override IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0) => new[] | ||
{ | ||
new KeyBinding(InputKey.W, PippidonAction.MoveUp), | ||
new KeyBinding(InputKey.S, PippidonAction.MoveDown), | ||
new KeyBinding(InputKey.D, PippidonAction.Boost), | ||
}; | ||
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public override Drawable CreateIcon() => new Sprite | ||
{ | ||
Margin = new MarginPadding { Top = 3 }, | ||
Texture = TextureStore.Get("coin"), | ||
}; | ||
} | ||
} |
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using System.Reflection; | ||
using System.Runtime.InteropServices; | ||
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// General Information about an assembly is controlled through the following | ||
// set of attributes. Change these attribute values to modify the information | ||
// associated with an assembly. | ||
[assembly: AssemblyTitle("osu.Game.Rulesets.Pippidon")] | ||
[assembly: AssemblyDescription("")] | ||
[assembly: AssemblyConfiguration("")] | ||
[assembly: AssemblyCompany("")] | ||
[assembly: AssemblyProduct("osu.Game.Rulesets.Pippidon")] | ||
[assembly: AssemblyCopyright("Copyright © 2017")] | ||
[assembly: AssemblyTrademark("")] | ||
[assembly: AssemblyCulture("")] | ||
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// Setting ComVisible to false makes the types in this assembly not visible | ||
// to COM components. If you need to access a type in this assembly from | ||
// COM, set the ComVisible attribute to true on that type. | ||
[assembly: ComVisible(false)] | ||
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// The following GUID is for the ID of the typelib if this project is exposed to COM | ||
[assembly: Guid("5ae1f0f1-dafa-46e7-959c-da233b7c87e9")] | ||
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// Version information for an assembly consists of the following four values: | ||
// | ||
// Major Version | ||
// Minor Version | ||
// Build Number | ||
// Revision | ||
// | ||
// You can specify all the values or you can default the Build and Revision Numbers | ||
// by using the '*' as shown below: | ||
// [assembly: AssemblyVersion("1.0.*")] | ||
[assembly: AssemblyVersion("1.0.0.0")] | ||
[assembly: AssemblyFileVersion("1.0.0.0")] |
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osu.Game.Rulesets.Pippidon/Replays/PippidonAutoGenerator.cs
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using osu.Game.Beatmaps; | ||
using osu.Game.Rulesets.Pippidon.Objects; | ||
using osu.Game.Rulesets.Replays; | ||
using osu.Game.Users; | ||
using System.Collections.Generic; | ||
using System; | ||
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namespace osu.Game.Rulesets.Pippidon.Replays | ||
{ | ||
public class PippidonAutoGenerator : AutoGenerator<PippidonObject> | ||
{ | ||
protected Replay Replay; | ||
protected List<ReplayFrame> Frames => Replay.Frames; | ||
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public PippidonAutoGenerator(Beatmap<PippidonObject> beatmap) : base(beatmap) | ||
{ | ||
Replay = new Replay | ||
{ | ||
User = new User | ||
{ | ||
Username = @"Autoplay", | ||
} | ||
}; | ||
} | ||
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public override Replay Generate() | ||
{ | ||
Frames.Add(new ReplayFrame(-100000, null, null, ReplayButtonState.None)); | ||
Frames.Add(new ReplayFrame(Beatmap.HitObjects[0].StartTime - 1000, null, null, ReplayButtonState.None)); | ||
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double lastTime = Beatmap.HitObjects[0].StartTime - 1000; | ||
int lastLane = 0; | ||
foreach(PippidonObject hitObject in Beatmap.HitObjects) | ||
{ | ||
double time = (lastTime + hitObject.StartTime) / 2; | ||
lastTime = hitObject.StartTime; | ||
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if (lastLane == hitObject.Lane) | ||
continue; | ||
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ReplayButtonState button; //Left = Up, Right = Down | ||
switch (lastLane) | ||
{ | ||
case -1: | ||
button = hitObject.Lane == 0 ? ReplayButtonState.Right1 : ReplayButtonState.Left1; | ||
break; | ||
case 0: | ||
button = hitObject.Lane == 1 ? ReplayButtonState.Right1 : ReplayButtonState.Left1; | ||
break; | ||
case 1: | ||
button = hitObject.Lane == -1 ? ReplayButtonState.Right1 : ReplayButtonState.Left1; | ||
break; | ||
default: | ||
throw new Exception("Unknown lane"); | ||
} | ||
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Frames.Add(new ReplayFrame(time, null, null, button)); | ||
Frames.Add(new ReplayFrame(time + KEY_UP_DELAY, null, null, ReplayButtonState.None)); | ||
lastLane = hitObject.Lane; | ||
} | ||
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return Replay; | ||
} | ||
} | ||
} |
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29
osu.Game.Rulesets.Pippidon/Replays/PippidonFramedReplayInputHandler.cs
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using osu.Game.Rulesets.Replays; | ||
using System.Collections.Generic; | ||
using osu.Framework.Input; | ||
using OpenTK.Input; | ||
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namespace osu.Game.Rulesets.Pippidon.Replays | ||
{ | ||
public class PippidonFramedReplayInputHandler : FramedReplayInputHandler | ||
{ | ||
public PippidonFramedReplayInputHandler(Replay replay) : base(replay) | ||
{ | ||
} | ||
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public override List<InputState> GetPendingStates() | ||
{ | ||
var keys = new List<Key>(); | ||
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if (CurrentFrame?.MouseRight1 == true) | ||
keys.Add(Key.S); | ||
if (CurrentFrame?.MouseLeft1 == true) | ||
keys.Add(Key.W); | ||
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return new List<InputState> | ||
{ | ||
new InputState { Keyboard = new ReplayKeyboardState(keys) } | ||
}; | ||
} | ||
} | ||
} |
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