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osu-alltrick's Issues

Automatically fetch the player's username with OsuMemoryDataProvider.BanchoUser

This way only scores under your username can be imported.
Once the API key is set, rather than requiring the username to be set right afterwards osuAT should get the player's username from OsuMemoryDataProvider while their game is open save it.
This only works while the player's osu! is open, so that requirement may need to be added to the readme.

Restructure skill calculation system with inheritance in mind

There are have been instances where two skills end up having very similar calculation variables (ex. Tapping Stamina and Flow Aim for Strain-based Stream Length and all aim skill for Aim Difficulty).

Preferably there should be no need to rewrite the whole calculation set all over again. One of the ways to achieve that would be to have those similar methods either:
A: Inherited
or B: Used in a similar fashion to the Shared Methods class.

Documentation should also reflect this.

osu file format v9 cannot be imported due to the "BeatmapID:" field not existing.

Maybe there should be an additional box that asks for that id.

Prompt Output:
[runtime] 2022-11-24 04:28:58 [error]: An unhandled error has occurred. [runtime] 2022-11-24 04:28:58 [error]: System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values. (Parameter 'index') [runtime] 2022-11-24 04:28:58 [error]: at System.Linq.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument) [runtime] 2022-11-24 04:28:58 [error]: at System.Linq.Enumerable.ElementAt[TSource](IEnumerable`1 source, Int32 index) [runtime] 2022-11-24 04:28:58 [error]: at osuAT.Game.ApiScoreProcessor.GetMapFolder(OsuBeatmap osuMap) in C:\Users\alexh\Documents\osu!alltrick\osuAT\osuAT.Game\ApiScoreProcessor.cs:line 111 [runtime] 2022-11-24 04:28:58 [error]: at osuAT.Game.ApiScoreProcessor.ConvertToScore(OsuPlay osuScore, OsuApiBeatmap osuMap) in C:\Users\alexh\Documents\osu!alltrick\osuAT\osuAT.Game\ApiScoreProcessor.cs:line 131 [runtime] 2022-11-24 04:28:58 [error]: at osuAT.Game.ApiScoreProcessor.SaveToStorageIfValid(OsuPlay osuScore, BeatmapReturner mapRet) in C:\Users\alexh\Documents\osu!alltrick\osuAT\osuAT.Game\ApiScoreProcessor.cs:line 181 [runtime] 2022-11-24 04:28:58 [error]: at osuAT.Game.ImportButton.MapIDBox.processMap(String mapID) in C:\Users\alexh\Documents\osu!alltrick\osuAT\osuAT.Game\Screens\ImportButton.cs:line 289 [runtime] 2022-11-24 04:28:58 [error]: at osuAT.Game.ImportButton.MapIDBox.<load>b__5_0(TextBox box, Boolean target) in C:\Users\alexh\Documents\osu!alltrick\osuAT\osuAT.Game\Screens\ImportButton.cs:line 238 [runtime] 2022-11-24 04:28:58 [error]: at osu.Framework.Graphics.UserInterface.TextBox.OnKeyDown(KeyDownEvent e) [runtime] 2022-11-24 04:28:58 [error]: at System.Linq.Enumerable.TryGetFirst[TSource](IEnumerable`1 source, Func`2 predicate, Boolean& found) [runtime] 2022-11-24 04:28:58 [error]: at osu.Framework.Input.ButtonEventManager`1.PropagateButtonEvent(IEnumerable`1 drawables, UIEvent e) [runtime] 2022-11-24 04:28:58 [error]: at osu.Framework.Input.ButtonEventManager`1.handleButtonDown(InputState state) [runtime] 2022-11-24 04:28:58 [error]: at osu.Framework.Input.InputManager.HandleKeyboardKeyStateChange(ButtonStateChangeEvent`1 keyboardKeyStateChange) [runtime] 2022-11-24 04:28:58 [error]: at osu.Framework.Input.UserInputManager.HandleInputStateChange(InputStateChangeEvent inputStateChange) [runtime] 2022-11-24 04:28:58 [error]: at osu.Framework.Input.StateChanges.ButtonInput`1.Apply(InputState state, IInputStateChangeHandler handler) [runtime] 2022-11-24 04:28:58 [error]: at osu.Framework.Input.InputManager.Update() [runtime] 2022-11-24 04:28:58 [error]: at osu.Framework.Input.PassThroughInputManager.Update() [runtime] 2022-11-24 04:28:58 [error]: at osu.Framework.Graphics.Drawable.UpdateSubTree() [runtime] 2022-11-24 04:28:58 [error]: at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() [runtime] 2022-11-24 04:28:58 [error]: at osu.Framework.Platform.GameHost.UpdateFrame() [runtime] 2022-11-24 04:28:58 [error]: at osu.Framework.Threading.GameThread.processFrame()

App crashes when score with Touch Device is imported

import any score with the td mod to reproduce

   at osuAT.Game.Types.ModStore.ConvertToOsuMod(ModInfo mod) in C:\Users\alexh\Documents\osu!alltrick\osuAT\osuAT.Game\Types\ModStore.cs:line 74
   at osuAT.Game.Types.BeatmapContents..ctor(String osufile, RulesetInfo ruleset, List`1 mods) in C:\Users\alexh\Documents\osu!alltrick\osuAT\osuAT.Game\Types\BeatmapContents.cs:line 68
   at osuAT.Game.Types.Beatmap.LoadMapContents(RulesetInfo ruleset, List`1 mods) in C:\Users\alexh\Documents\osu!alltrick\osuAT\osuAT.Game\Types\Beatmap.cs:line 83
   at osuAT.Game.Types.Score.Register(Boolean calcPP, Boolean setDate, Int32 index, Boolean setGUID, Boolean loadBeatmapContents) in C:\Users\alexh\Documents\osu!alltrick\osuAT\osuAT.Game\Types\Score.cs:line 154
   at osuAT.Game.ApiScoreProcessor.SaveToStorageIfValid(OsuPlay osuScore, BeatmapReturner mapRet) in C:\Users\alexh\Documents\osu!alltrick\osuAT\osuAT.Game\ApiScoreProcessor.cs:line 191
   at osuAT.Game.ImportButton.MapIDBox.processMap(String mapID) in C:\Users\alexh\Documents\osu!alltrick\osuAT\osuAT.Game\Screens\ImportButton.cs:line 291
   at osuAT.Game.ImportButton.MapIDBox.<load>b__5_0(TextBox box, Boolean target) in C:\Users\alexh\Documents\osu!alltrick\osuAT\osuAT.Game\Screens\ImportButton.cs:line 239
   at osu.Framework.Graphics.UserInterface.TextBox.Commit()
   at osu.Framework.Graphics.UserInterface.TextBox.OnKeyDown(KeyDownEvent e)
   at osu.Framework.Input.ButtonEventManager`1.<>c__DisplayClass14_0.<PropagateButtonEvent>b__0(Drawable target)
   at System.Linq.Enumerable.TryGetFirst[TSource](IEnumerable`1 source, Func`2 predicate, Boolean& found)
   at System.Linq.Enumerable.FirstOrDefault[TSource](IEnumerable`1 source, Func`2 predicate)
   at osu.Framework.Input.ButtonEventManager`1.PropagateButtonEvent(IEnumerable`1 drawables, UIEvent e)
   at osu.Framework.Input.KeyEventManager.HandleButtonDown(InputState state, List`1 targets)
   at osu.Framework.Input.ButtonEventManager`1.handleButtonDown(InputState state)
   at osu.Framework.Input.ButtonEventManager`1.HandleButtonStateChange(InputState state, ButtonStateChangeKind kind)
   at osu.Framework.Input.InputManager.HandleKeyboardKeyStateChange(ButtonStateChangeEvent`1 keyboardKeyStateChange)
   at osu.Framework.Input.UserInputManager.HandleInputStateChange(InputStateChangeEvent inputStateChange)
   at osu.Framework.Input.StateChanges.ButtonInput`1.Apply(InputState state, IInputStateChangeHandler handler)
   at osu.Framework.Input.InputManager.Update()
   at osu.Framework.Input.PassThroughInputManager.Update()
   at osu.Framework.Graphics.Drawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Platform.GameHost.UpdateFrame()
   at osu.Framework.Threading.GameThread.processFrame()
--- End of stack trace from previous location ---
   at osu.Framework.Platform.GameHost.<>c__DisplayClass133_0.<abortExecutionFromException>b__0()
   at osu.Framework.Threading.ScheduledDelegate.RunTaskInternal()
   at osu.Framework.Threading.Scheduler.Update()
   at osu.Framework.Threading.GameThread.processFrame()
   at osu.Framework.Threading.GameThread.RunSingleFrame()
   at osu.Framework.Platform.ThreadRunner.RunMainLoop()
   at osu.Framework.Platform.GameHost.windowUpdate()
   at osu.Framework.Platform.SDL2DesktopWindow.Run()
   at osu.Framework.Platform.GameHost.Run(Game game)
   at osuAT.Desktop.Program.Main() in C:\Users\alexh\Documents\osu!alltrick\osuAT\osuAT.Desktop\Program.cs:line 37
 ----------- ERROR MESSAGE: 
 ----------- Could not find a lazer-mod equivalent.

Add value easing to all skills.

By "Value Easing" I mean getting a value from one point to another while some decay is fighting back to prevent it from getting there. That way, the only way for a value to reach a certain worth is if there is a constant repeat of the value it's trying to get to and it slowly increases more than it's being brought down.

I haven't gotten around to making a method for it yet, but once it's created it will be applied to every skill. It should function very similarly to the way decay is used in many calcs.

Aim pp seems to be broken

As stated on title, aim pp seems to be very broken, with values jumping to the thousands (!). Screenshot attached below.

image

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