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
+1
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@@ -283,6 +283,7 @@ static const char *TimingWindowNames[] = {
"Checkpoint" "Checkpoint"
}; };
XToString( TimingWindow ); XToString( TimingWindow );
LuaXType( TimingWindow );
static const char *ScoreEventNames[] = { static const char *ScoreEventNames[] = {
"CheckpointHit", "CheckpointHit",
+3 -1
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@@ -294,9 +294,11 @@ enum TimingWindow
TW_Hold, TW_Hold,
TW_Roll, TW_Roll,
TW_Checkpoint, TW_Checkpoint,
NUM_TimingWindow NUM_TimingWindow,
TimingWindow_Invalid,
}; };
const RString& TimingWindowToString( TimingWindow tw ); const RString& TimingWindowToString( TimingWindow tw );
LuaDeclareType( TimingWindow );
/** @brief The list of score events that can take place while playing. */ /** @brief The list of score events that can take place while playing. */
enum ScoreEvent enum ScoreEvent
+58 -21
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@@ -1002,10 +1002,16 @@ void Player::Update( float fDeltaTime )
// were held at some point before getting judged. // were held at some point before getting judged.
{ {
float largestWindow = 0.0f; float largestWindow = 0.0f;
const auto &disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows;
if (disabledWindows.find(TW_W1) == disabledWindows.end())
largestWindow = max(largestWindow, GetWindowSeconds(TW_W1)); largestWindow = max(largestWindow, GetWindowSeconds(TW_W1));
if (disabledWindows.find(TW_W2) == disabledWindows.end())
largestWindow = max(largestWindow, GetWindowSeconds(TW_W2)); largestWindow = max(largestWindow, GetWindowSeconds(TW_W2));
if (disabledWindows.find(TW_W3) == disabledWindows.end())
largestWindow = max(largestWindow, GetWindowSeconds(TW_W3)); largestWindow = max(largestWindow, GetWindowSeconds(TW_W3));
if (disabledWindows.find(TW_W4) == disabledWindows.end())
largestWindow = max(largestWindow, GetWindowSeconds(TW_W4)); largestWindow = max(largestWindow, GetWindowSeconds(TW_W4));
if (disabledWindows.find(TW_W5) == disabledWindows.end())
largestWindow = max(largestWindow, GetWindowSeconds(TW_W5)); largestWindow = max(largestWindow, GetWindowSeconds(TW_W5));
// We have to check the unjudged notes that are within the // We have to check the unjudged notes that are within the
@@ -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 // bug. (It was fNoteOffset > 0.f before) -DaisuMaster
if( !REQUIRE_STEP_ON_HOLD_HEADS && ( fNoteOffset <= GetWindowSeconds( TW_W5 ) && GetWindowSeconds( TW_W5 ) != 0 ) ) if( !REQUIRE_STEP_ON_HOLD_HEADS && ( fNoteOffset <= GetWindowSeconds( TW_W5 ) && GetWindowSeconds( TW_W5 ) != 0 ) )
{ {
// 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; 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; break;
} }
// Fall through to default. // Fall through to default.
default: default:
if( (pTN->type == TapNoteType_Lift) == bRelease ) if( (pTN->type == TapNoteType_Lift) == bRelease )
{ {
if( fSecondsFromExact <= GetWindowSeconds(TW_W1) ) score = TNS_W1; const auto &disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows;
else if( fSecondsFromExact <= GetWindowSeconds(TW_W2) ) score = TNS_W2; if( fSecondsFromExact <= GetWindowSeconds(TW_W1) && disabledWindows.find(TW_W1) == disabledWindows.end()) score = TNS_W1;
else if( fSecondsFromExact <= GetWindowSeconds(TW_W3) ) score = TNS_W3; else if( fSecondsFromExact <= GetWindowSeconds(TW_W2) && disabledWindows.find(TW_W2) == disabledWindows.end()) score = TNS_W2;
else if( fSecondsFromExact <= GetWindowSeconds(TW_W4) ) score = TNS_W4; else if( fSecondsFromExact <= GetWindowSeconds(TW_W3) && disabledWindows.find(TW_W3) == disabledWindows.end()) score = TNS_W3;
else if( fSecondsFromExact <= GetWindowSeconds(TW_W5) ) score = TNS_W5; 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; break;
} }
@@ -2283,15 +2302,32 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
case PC_CPU: case PC_CPU:
case PC_AUTOPLAY: 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. /* XXX: This doesn't make sense.
* Step should only be called in autoplay for hit notes. */ * Step should only be called in autoplay for hit notes. */
#if 0 #if 0
// GetTapNoteScore always returns TNS_W1 in autoplay. // GetTapNoteScore always returns TNS_W1 in autoplay.
// If the step is far away, don't judge it. // If the step is far away, don't judge it.
if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY && if (m_pPlayerState->m_PlayerController == PC_AUTOPLAY &&
fSecondsFromExact > GetWindowSeconds(TW_W5) ) fSecondsFromExact > GetWindowSeconds(TW_W5))
{ {
score = TNS_None; score = TNS_None;
break; 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 // 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" // 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 // The CPU hits a lot of mines. Only consider hitting the
// first mine for a row. We know we're the first mine if // first mine for a row. We know we're the first mine if
// there are are no mines to the left of us. // 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 return; // avoid
} }
// The CPU hits a lot of mines. Make it less likely to hit // 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. // 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; TapNoteScore get_to_avoid = bTapsOnRow ? TNS_W3 : TNS_W4;
if( score >= get_to_avoid ) if (score >= get_to_avoid)
return; // avoided return; // avoided
else else
score = TNS_HitMine; score = TNS_HitMine;
} }
if( pTN->type == TapNoteType_Attack && score > TNS_W4 ) if (pTN->type == TapNoteType_Attack && score > TNS_W4)
score = TNS_W2; // sentinel score = TNS_W2; // sentinel
/* AI will generate misses here. Don't handle a miss like a regular /* AI will generate misses here. Don't handle a miss like a regular
* note because we want the judgment animation to appear delayed. * note because we want the judgment animation to appear delayed.
* Instead, return early if AI generated a miss, and let * Instead, return early if AI generated a miss, and let
* UpdateTapNotesMissedOlderThan() detect and handle the misses. */ * UpdateTapNotesMissedOlderThan() detect and handle the misses. */
if( score == TNS_Miss ) if (score == TNS_Miss)
return; return;
// Put some small, random amount in fNoteOffset so that demonstration // 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); float fWindowW5 = GetWindowSeconds(TW_W5);
// W1 is the top judgment, there is no overlap. // W1 is the top judgment, there is no overlap.
if( score == TNS_W1 ) if (score == TNS_W1)
fNoteOffset = randomf(-fWindowW1, fWindowW1); fNoteOffset = randomf(-fWindowW1, fWindowW1);
else 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 fLowerBound = 0.0f; // negative upper limit
float fUpperBound = 0.0f; // positive lower limit float fUpperBound = 0.0f; // positive lower limit
float fCompareWindow = 0.0f; // filled in here: float fCompareWindow = 0.0f; // filled in here:
if( score == TNS_W2 ) if (score == TNS_W2)
{ {
fLowerBound = -fWindowW1; fLowerBound = -fWindowW1;
fUpperBound = fWindowW1; fUpperBound = fWindowW1;
fCompareWindow = fWindowW2; fCompareWindow = fWindowW2;
} }
else if( score == TNS_W3 ) else if (score == TNS_W3)
{ {
fLowerBound = -fWindowW2; fLowerBound = -fWindowW2;
fUpperBound = fWindowW2; fUpperBound = fWindowW2;
fCompareWindow = fWindowW3; fCompareWindow = fWindowW3;
} }
else if( score == TNS_W4 ) else if (score == TNS_W4)
{ {
fLowerBound = -fWindowW3; fLowerBound = -fWindowW3;
fUpperBound = fWindowW3; fUpperBound = fWindowW3;
fCompareWindow = fWindowW4; fCompareWindow = fWindowW4;
} }
else if( score == TNS_W5 ) else if (score == TNS_W5)
{ {
fLowerBound = -fWindowW4; fLowerBound = -fWindowW4;
fUpperBound = 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 f1 = randomf(-fCompareWindow, fLowerBound);
float f2 = randomf(fUpperBound, fCompareWindow); float f2 = randomf(fUpperBound, fCompareWindow);
if(randomf() * 100 >= 50) if (randomf() * 100 >= 50)
fNoteOffset = f1; fNoteOffset = f1;
else else
fNoteOffset = f2; fNoteOffset = f2;
@@ -2399,6 +2435,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
fNoteOffset = TapNoteOffset attribute fNoteOffset = TapNoteOffset attribute
break; break;
*/ */
}
default: default:
FAIL_M(ssprintf("Invalid player controller type: %i", m_pPlayerState->m_PlayerController)); FAIL_M(ssprintf("Invalid player controller type: %i", m_pPlayerState->m_PlayerController));
} }
+78 -1
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@@ -10,6 +10,7 @@
#include "Style.h" #include "Style.h"
#include "CommonMetrics.h" #include "CommonMetrics.h"
#include <float.h> #include <float.h>
#include <sstream>
static const char *LifeTypeNames[] = { static const char *LifeTypeNames[] = {
"Bar", "Bar",
@@ -96,6 +97,7 @@ void PlayerOptions::Init()
m_bCosecant = false; m_bCosecant = false;
m_sNoteSkin = ""; m_sNoteSkin = "";
m_fVisualDelay = 0.0f; m_fVisualDelay = 0.0f;
m_twDisabledWindows.clear();
ZERO( m_fMovesX ); ONE( m_SpeedfMovesX ); ZERO( m_fMovesX ); ONE( m_SpeedfMovesX );
ZERO( m_fMovesY ); ONE( m_SpeedfMovesY ); ZERO( m_fMovesY ); ONE( m_SpeedfMovesY );
ZERO( m_fMovesZ ); ONE( m_SpeedfMovesZ ); ZERO( m_fMovesZ ); ONE( m_SpeedfMovesZ );
@@ -187,6 +189,7 @@ void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
DO_COPY( m_MinTNSToHideNotes ); DO_COPY( m_MinTNSToHideNotes );
DO_COPY( m_sNoteSkin ); DO_COPY( m_sNoteSkin );
DO_COPY( m_fVisualDelay ); DO_COPY( m_fVisualDelay );
DO_COPY( m_twDisabledWindows );
#undef APPROACH #undef APPROACH
#undef DO_COPY #undef DO_COPY
} }
@@ -564,6 +567,20 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
// Note that we don't process sub-millisecond visual delay. // Note that we don't process sub-millisecond visual delay.
AddTo.push_back( ssprintf("%.0fms VisualDelay", m_fVisualDelay * 1000.0f) ); AddTo.push_back( ssprintf("%.0fms VisualDelay", m_fVisualDelay * 1000.0f) );
} }
if (!m_twDisabledWindows.empty()) {
std::stringstream ss;
ss << "No ";
for (auto it=m_twDisabledWindows.begin(); it != m_twDisabledWindows.end(); ++it) {
if (it != m_twDisabledWindows.begin()) {
ss << "/";
}
ss << TimingWindowToString(*it).c_str();
}
// Final string will be something like "No W4/W5"
AddTo.push_back(ss.str());
}
} }
/* Options are added to the current settings; call Init() beforehand if /* Options are added to the current settings; call Init() beforehand if
@@ -644,6 +661,7 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
const bool on = (level > 0.5f); const bool on = (level > 0.5f);
static Regex mult("^([0-9]+(\\.[0-9]+)?)x$"); static Regex mult("^([0-9]+(\\.[0-9]+)?)x$");
static Regex disabledWindows("(w[1-5])/{0,1}");
vector<RString> matches; vector<RString> matches;
if( mult.Compare(sBit, matches) ) if( mult.Compare(sBit, matches) )
{ {
@@ -1142,6 +1160,20 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
else if( sBit == "zbuffer" ) m_bZBuffer = on; else if( sBit == "zbuffer" ) m_bZBuffer = on;
else if( sBit == "cosecant" ) m_bCosecant = on; else if( sBit == "cosecant" ) m_bCosecant = on;
else if( sBit == "visualdelay" ) m_fVisualDelay = level; else if( sBit == "visualdelay" ) m_fVisualDelay = level;
else if( disabledWindows.Compare(sBit, matches)) {
for (auto& match : matches) {
static std::map<RString, TimingWindow> name_to_window = {
{"w1", TW_W1},
{"w2", TW_W2},
{"w3", TW_W3},
{"w4", TW_W4},
{"w5", TW_W5},
};
if (name_to_window.find(match) != name_to_window.end()) {
m_twDisabledWindows.insert(name_to_window[match]);
}
}
}
// deprecated mods/left in for compatibility // deprecated mods/left in for compatibility
else if( sBit == "converge" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] ) else if( sBit == "converge" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] )
// end of the list // end of the list
@@ -1395,6 +1427,7 @@ bool PlayerOptions::operator==( const PlayerOptions &other ) const
return false; return false;
} }
COMPARE(m_fVisualDelay); COMPARE(m_fVisualDelay);
COMPARE(m_twDisabledWindows); // != is defined correctly for ordered sets.
for( int i = 0; i < PlayerOptions::NUM_ACCELS; ++i ) for( int i = 0; i < PlayerOptions::NUM_ACCELS; ++i )
COMPARE(m_fAccels[i]); COMPARE(m_fAccels[i]);
for( int i = 0; i < PlayerOptions::NUM_EFFECTS; ++i ) for( int i = 0; i < PlayerOptions::NUM_EFFECTS; ++i )
@@ -1461,6 +1494,7 @@ PlayerOptions& PlayerOptions::operator=(PlayerOptions const& other)
CPY(m_bZBuffer); CPY(m_bZBuffer);
CPY(m_bCosecant); CPY(m_bCosecant);
CPY(m_fVisualDelay); CPY(m_fVisualDelay);
CPY(m_twDisabledWindows);
CPY_SPEED(fDark); CPY_SPEED(fDark);
CPY_SPEED(fBlind); CPY_SPEED(fBlind);
CPY_SPEED(fCover); CPY_SPEED(fCover);
@@ -1693,6 +1727,7 @@ RString PlayerOptions::GetSavedPrefsString() const
SAVE( m_bMuteOnError ); SAVE( m_bMuteOnError );
SAVE( m_sNoteSkin ); SAVE( m_sNoteSkin );
SAVE( m_fVisualDelay ); SAVE( m_fVisualDelay );
SAVE( m_twDisabledWindows );
#undef SAVE #undef SAVE
return po_prefs.GetString(); return po_prefs.GetString();
} }
@@ -1741,6 +1776,7 @@ void PlayerOptions::ResetPrefs( ResetPrefsType type )
// Don't clear this. // Don't clear this.
// CPY( m_sNoteSkin ); // CPY( m_sNoteSkin );
CPY(m_fVisualDelay); CPY(m_fVisualDelay);
CPY(m_twDisabledWindows);
#undef CPY #undef CPY
} }
@@ -1991,6 +2027,44 @@ public:
FLOAT_NO_SPEED_INTERFACE(VisualDelay, VisualDelay, true); FLOAT_NO_SPEED_INTERFACE(VisualDelay, VisualDelay, true);
static int DisableTimingWindow(T* p, lua_State* L)
{
int original_top= lua_gettop(L);
if (original_top >= 1 && !lua_isnil(L, 1))
{
// Insert the specified TNS into the disabled windows set.
p->m_twDisabledWindows.insert(Enum::Check<TimingWindow>(L, 1));
}
// Construct a new table indicating all of the disabled windows.
lua_newtable( L );
for (TimingWindow window : p->m_twDisabledWindows)
{
Enum::Push(L, window);
}
OPTIONAL_RETURN_SELF(original_top);
return 1;
}
static int ResetDisabledTimingWindows(T* p, lua_State* L)
{
int original_top= lua_gettop(L);
p->m_twDisabledWindows.clear();
OPTIONAL_RETURN_SELF(original_top);
return 1;
}
static int GetDisabledTimingWindows(T* p, lua_State* L)
{
int original_top= lua_gettop(L);
lua_newtable( L );
for (TimingWindow window : p->m_twDisabledWindows)
{
Enum::Push(L, window);
}
OPTIONAL_RETURN_SELF(original_top);
return 1;
}
// NoteSkins // NoteSkins
static int NoteSkin(T* p, lua_State* L) static int NoteSkin(T* p, lua_State* L)
{ {
@@ -2509,12 +2583,15 @@ public:
ADD_MULTICOL_METHOD(Bumpy); ADD_MULTICOL_METHOD(Bumpy);
ADD_MULTICOL_METHOD(Reverse); ADD_MULTICOL_METHOD(Reverse);
ADD_METHOD(NoteSkin); ADD_METHOD(NoteSkin);
ADD_METHOD(FailSetting); ADD_METHOD(FailSetting);
ADD_METHOD(MinTNSToHideNotes); ADD_METHOD(MinTNSToHideNotes);
ADD_METHOD(VisualDelay); ADD_METHOD(VisualDelay);
ADD_METHOD(DisableTimingWindow);
ADD_METHOD(ResetDisabledTimingWindows);
ADD_METHOD(GetDisabledTimingWindows);
// Speed // Speed
ADD_METHOD( CMod ); ADD_METHOD( CMod );
ADD_METHOD( XMod ); ADD_METHOD( XMod );
+8
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@@ -9,6 +9,8 @@ struct lua_State;
#define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYLEN(arr); ++Z ) arr[Z]=1.0f; } #define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYLEN(arr); ++Z ) arr[Z]=1.0f; }
#include <set>
#include "GameConstantsAndTypes.h" #include "GameConstantsAndTypes.h"
#include "PlayerNumber.h" #include "PlayerNumber.h"
#include "PrefsManager.h" #include "PrefsManager.h"
@@ -398,6 +400,12 @@ public:
/** @brief The Visual Delay additionally applied on a per-player basis in ms. */ /** @brief The Visual Delay additionally applied on a per-player basis in ms. */
float m_fVisualDelay; float m_fVisualDelay;
/** @brief The TimingWindow that can be disabled. Valid values are only W1-W5.
* Other values are ignore.
* We use a set instead of unordered_set because we want the ordering so that
* the generated player options string is consistent. */
std::set<TimingWindow> m_twDisabledWindows;
void NextAccel(); void NextAccel();
void NextEffect(); void NextEffect();
void NextAppearance(); void NextAppearance();