Initial Implementation of disabling timing windows per player.

This commit is contained in:
teejusb
2021-12-10 00:27:21 -08:00
parent 47a6f625f1
commit c10d8e4eb5
5 changed files with 156 additions and 31 deletions
+66 -29
View File
@@ -1002,11 +1002,17 @@ void Player::Update( float fDeltaTime )
// were held at some point before getting judged.
{
float largestWindow = 0.0f;
largestWindow = max(largestWindow, GetWindowSeconds(TW_W1));
largestWindow = max(largestWindow, GetWindowSeconds(TW_W2));
largestWindow = max(largestWindow, GetWindowSeconds(TW_W3));
largestWindow = max(largestWindow, GetWindowSeconds(TW_W4));
largestWindow = max(largestWindow, GetWindowSeconds(TW_W5));
const auto &disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows;
if (disabledWindows.find(TW_W1) == disabledWindows.end())
largestWindow = max(largestWindow, GetWindowSeconds(TW_W1));
if (disabledWindows.find(TW_W2) == disabledWindows.end())
largestWindow = max(largestWindow, GetWindowSeconds(TW_W2));
if (disabledWindows.find(TW_W3) == disabledWindows.end())
largestWindow = max(largestWindow, GetWindowSeconds(TW_W3));
if (disabledWindows.find(TW_W4) == disabledWindows.end())
largestWindow = max(largestWindow, GetWindowSeconds(TW_W4));
if (disabledWindows.find(TW_W5) == disabledWindows.end())
largestWindow = max(largestWindow, GetWindowSeconds(TW_W5));
// We have to check the unjudged notes that are within the
// timing window. Let's find the cutoff point! (lastCheckRow)
@@ -2264,18 +2270,31 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
// bug. (It was fNoteOffset > 0.f before) -DaisuMaster
if( !REQUIRE_STEP_ON_HOLD_HEADS && ( fNoteOffset <= GetWindowSeconds( TW_W5 ) && GetWindowSeconds( TW_W5 ) != 0 ) )
{
score = TNS_W1;
// Set it to the first non-disabled window.
const auto &disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows;
if (disabledWindows.find(TW_W1) == disabledWindows.end())
score = TNS_W1;
else if (disabledWindows.find(TW_W2) == disabledWindows.end())
score = TNS_W2;
else if (disabledWindows.find(TW_W3) == disabledWindows.end())
score = TNS_W3;
else if (disabledWindows.find(TW_W4) == disabledWindows.end())
score = TNS_W4;
else if (disabledWindows.find(TW_W5) == disabledWindows.end())
score = TNS_W5;
break;
}
// Fall through to default.
default:
if( (pTN->type == TapNoteType_Lift) == bRelease )
{
if( fSecondsFromExact <= GetWindowSeconds(TW_W1) ) score = TNS_W1;
else if( fSecondsFromExact <= GetWindowSeconds(TW_W2) ) score = TNS_W2;
else if( fSecondsFromExact <= GetWindowSeconds(TW_W3) ) score = TNS_W3;
else if( fSecondsFromExact <= GetWindowSeconds(TW_W4) ) score = TNS_W4;
else if( fSecondsFromExact <= GetWindowSeconds(TW_W5) ) score = TNS_W5;
const auto &disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows;
if( fSecondsFromExact <= GetWindowSeconds(TW_W1) && disabledWindows.find(TW_W1) == disabledWindows.end()) score = TNS_W1;
else if( fSecondsFromExact <= GetWindowSeconds(TW_W2) && disabledWindows.find(TW_W2) == disabledWindows.end()) score = TNS_W2;
else if( fSecondsFromExact <= GetWindowSeconds(TW_W3) && disabledWindows.find(TW_W3) == disabledWindows.end()) score = TNS_W3;
else if( fSecondsFromExact <= GetWindowSeconds(TW_W4) && disabledWindows.find(TW_W4) == disabledWindows.end()) score = TNS_W4;
else if( fSecondsFromExact <= GetWindowSeconds(TW_W5) && disabledWindows.find(TW_W5) == disabledWindows.end()) score = TNS_W5;
}
break;
}
@@ -2283,15 +2302,32 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
case PC_CPU:
case PC_AUTOPLAY:
score = PlayerAI::GetTapNoteScore( m_pPlayerState );
{
score = PlayerAI::GetTapNoteScore(m_pPlayerState);
const auto& disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows;
for (int i = score; i >= TNS_W5; i--)
{
TapNoteScore cur_score = (TapNoteScore)i;
// Downgrade the TapNoteScore if that specific window is disabled.
if (cur_score == TNS_W1 && disabledWindows.find(TW_W1) == disabledWindows.end())
score = TNS_W2;
else if (cur_score == TNS_W2 && disabledWindows.find(TW_W2) == disabledWindows.end())
score = TNS_W3;
else if (cur_score == TNS_W3 && disabledWindows.find(TW_W3) == disabledWindows.end())
score = TNS_W4;
else if (cur_score == TNS_W4 && disabledWindows.find(TW_W4) == disabledWindows.end())
score = TNS_W5;
else if (cur_score == TNS_W5 && disabledWindows.find(TW_W5) == disabledWindows.end())
score = TNS_None;
}
/* XXX: This doesn't make sense.
* Step should only be called in autoplay for hit notes. */
#if 0
// GetTapNoteScore always returns TNS_W1 in autoplay.
// If the step is far away, don't judge it.
if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY &&
fSecondsFromExact > GetWindowSeconds(TW_W5) )
// GetTapNoteScore always returns TNS_W1 in autoplay.
// If the step is far away, don't judge it.
if (m_pPlayerState->m_PlayerController == PC_AUTOPLAY &&
fSecondsFromExact > GetWindowSeconds(TW_W5))
{
score = TNS_None;
break;
@@ -2300,36 +2336,36 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
// TRICKY: We're asking the AI to judge mines. Consider TNS_W4 and
// below as "mine was hit" and everything else as "mine was avoided"
if( pTN->type == TapNoteType_Mine )
if (pTN->type == TapNoteType_Mine)
{
// The CPU hits a lot of mines. Only consider hitting the
// first mine for a row. We know we're the first mine if
// there are are no mines to the left of us.
for( int t=0; t<col; t++ )
for (int t = 0; t < col; t++)
{
if( m_NoteData.GetTapNote(t,iRowOfOverlappingNoteOrRow).type == TapNoteType_Mine ) // there's a mine to the left of us
if (m_NoteData.GetTapNote(t, iRowOfOverlappingNoteOrRow).type == TapNoteType_Mine) // there's a mine to the left of us
return; // avoid
}
// The CPU hits a lot of mines. Make it less likely to hit
// mines that don't have a tap note on the same row.
bool bTapsOnRow = m_NoteData.IsThereATapOrHoldHeadAtRow( iRowOfOverlappingNoteOrRow );
bool bTapsOnRow = m_NoteData.IsThereATapOrHoldHeadAtRow(iRowOfOverlappingNoteOrRow);
TapNoteScore get_to_avoid = bTapsOnRow ? TNS_W3 : TNS_W4;
if( score >= get_to_avoid )
if (score >= get_to_avoid)
return; // avoided
else
score = TNS_HitMine;
}
if( pTN->type == TapNoteType_Attack && score > TNS_W4 )
if (pTN->type == TapNoteType_Attack && score > TNS_W4)
score = TNS_W2; // sentinel
/* AI will generate misses here. Don't handle a miss like a regular
* note because we want the judgment animation to appear delayed.
* Instead, return early if AI generated a miss, and let
* UpdateTapNotesMissedOlderThan() detect and handle the misses. */
if( score == TNS_Miss )
if (score == TNS_Miss)
return;
// Put some small, random amount in fNoteOffset so that demonstration
@@ -2347,7 +2383,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
float fWindowW5 = GetWindowSeconds(TW_W5);
// W1 is the top judgment, there is no overlap.
if( score == TNS_W1 )
if (score == TNS_W1)
fNoteOffset = randomf(-fWindowW1, fWindowW1);
else
{
@@ -2355,25 +2391,25 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
float fLowerBound = 0.0f; // negative upper limit
float fUpperBound = 0.0f; // positive lower limit
float fCompareWindow = 0.0f; // filled in here:
if( score == TNS_W2 )
if (score == TNS_W2)
{
fLowerBound = -fWindowW1;
fUpperBound = fWindowW1;
fCompareWindow = fWindowW2;
}
else if( score == TNS_W3 )
else if (score == TNS_W3)
{
fLowerBound = -fWindowW2;
fUpperBound = fWindowW2;
fCompareWindow = fWindowW3;
}
else if( score == TNS_W4 )
else if (score == TNS_W4)
{
fLowerBound = -fWindowW3;
fUpperBound = fWindowW3;
fCompareWindow = fWindowW4;
}
else if( score == TNS_W5 )
else if (score == TNS_W5)
{
fLowerBound = -fWindowW4;
fUpperBound = fWindowW4;
@@ -2382,7 +2418,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
float f1 = randomf(-fCompareWindow, fLowerBound);
float f2 = randomf(fUpperBound, fCompareWindow);
if(randomf() * 100 >= 50)
if (randomf() * 100 >= 50)
fNoteOffset = f1;
else
fNoteOffset = f2;
@@ -2399,6 +2435,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
fNoteOffset = TapNoteOffset attribute
break;
*/
}
default:
FAIL_M(ssprintf("Invalid player controller type: %i", m_pPlayerState->m_PlayerController));
}