Track held misses
This adds a `HeldMiss` attribute to judgment messages and a GetHeld() method to TapNoteResult.
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@@ -993,6 +993,72 @@ void Player::Update( float fDeltaTime )
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}
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}
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// Track held misses
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//
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// In order to track held misses we have to check whether a note was
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// held any time during the judgment window before it is judged a miss.
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// Note: at this point we don't actually know yet whether a note will
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// be a miss or a hit, so we have to track for all notes whether they
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// were held at some point before getting judged.
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{
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float largestWindow = 0.0f;
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largestWindow = max(largestWindow, GetWindowSeconds(TW_W1));
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largestWindow = max(largestWindow, GetWindowSeconds(TW_W2));
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largestWindow = max(largestWindow, GetWindowSeconds(TW_W3));
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largestWindow = max(largestWindow, GetWindowSeconds(TW_W4));
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largestWindow = max(largestWindow, GetWindowSeconds(TW_W5));
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// We have to check the unjudged notes that are within the
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// timing window. Let's find the cutoff point! (lastCheckRow)
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const float rate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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const SongPosition songPosition = m_pPlayerState->m_Position;
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const float musicPosition = songPosition.m_fMusicSeconds + (songPosition.m_LastBeatUpdate.Ago() * rate);
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// We have to add 1 here, because GetBeatFromElapsedTime() can round down.
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const int lastCheckRow = BeatToNoteRow(m_Timing->GetBeatFromElapsedTime(musicPosition + (largestWindow * rate)) + 1);
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// The button being held only counts for the first unjudged
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// note on a track (== column/arrow direction), so we have to
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// keep track for which tracks we have already seen an unjudged
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// note.
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vector<bool> seenTracks(m_NoteData.GetNumTracks(), false);
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for(auto iter = *m_pIterNeedsTapJudging; !iter.IsAtEnd() && iter.Row() <= lastCheckRow; ++iter)
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{
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TapNote &tn = *iter;
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const int row = iter.Row();
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const int track = iter.Track();
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// Skip over warp and fake segments
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if (!m_Timing->IsJudgableAtRow(row))
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continue;
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// Held misses only apply to tap notes
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if (tn.type != TapNoteType_Tap && tn.type != TapNoteType_HoldHead)
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continue;
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const float notePosition = m_Timing->GetElapsedTimeFromBeat(NoteRowToBeat(row));
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const float offset = fabsf((notePosition - musicPosition) / rate);
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// Skip if we are outside of the largest timing window
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if (offset > largestWindow)
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continue;
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// Skip the note if there is an earlier note on the same track that still awaits judgement
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if (seenTracks[track])
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continue;
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seenTracks[track] = true;
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if (!tn.result.bHeld)
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{
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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vector<GameInput> input;
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GAMESTATE->GetCurrentStyle(pn)->StyleInputToGameInput(track, pn, input);
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tn.result.bHeld = INPUTMAPPER->IsBeingPressed(input, m_pPlayerState->m_mp);
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}
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}
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}
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// update HoldNotes logic
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{
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@@ -3120,6 +3186,9 @@ void Player::SetJudgment( int iRow, int iTrack, const TapNote &tn, TapNoteScore
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msg.SetParam( "Early", fTapNoteOffset < 0.0f );
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msg.SetParam( "TapNoteOffset", tn.result.fTapNoteOffset );
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if ( tns == TNS_Miss )
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msg.SetParam( "HeldMiss", tn.result.bHeld );
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Lua* L= LUA->Get();
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lua_createtable( L, 0, m_NoteData.GetNumTracks() ); // TapNotes this row
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lua_createtable( L, 0, m_NoteData.GetNumTracks() ); // HoldHeads of tracks held at this row.
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