osu/osu.Game.Rulesets.Osu/Mods/OsuModAimAssist.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.Osu.UI;
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using osuTK;
using System.Linq;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Mods
{
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internal class OsuModAimAssist : Mod, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
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{
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public override string Name => "Aim Assist";
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public override string Acronym => "AA";
public override IconUsage? Icon => FontAwesome.Solid.MousePointer;
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public override ModType Type => ModType.Fun;
public override string Description => "No need to chase the circle, the circle chases you";
public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay) };
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private const float spin_radius = 30;
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private Vector2? prevCursorPos;
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private OsuInputManager inputManager;
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
// Grab the input manager for future use
inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
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// Hide judgment displays and follow points
drawableRuleset.Playfield.DisplayJudgements.Value = false;
(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
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}
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public void Update(Playfield playfield)
{
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var cursorPos = playfield.Cursor.ActiveCursor.DrawPosition;
double currentTime = playfield.Clock.CurrentTime;
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// Move all currently alive object to new destination
foreach (var drawable in playfield.HitObjectContainer.AliveObjects.OfType<DrawableOsuHitObject>())
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{
var h = drawable.HitObject;
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switch (drawable)
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{
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case DrawableHitCircle circle:
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// 10ms earlier on the note to reduce chance of missing when clicking early / cursor moves fast
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circle.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10));
// FIXME: some circles cause flash at original(?) position when clicked too early
break;
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case DrawableSlider slider:
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// Move slider to cursor
if (currentTime < h.StartTime)
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{
slider.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10));
}
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// Move slider so that sliderball stays on the cursor
else
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{
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slider.HeadCircle.Hide(); // hide flash, triangles, ... so they don't move with slider
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slider.MoveTo(cursorPos - slider.Ball.DrawPosition);
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// FIXME: some sliders re-appearing at their original position for a single frame when they're done
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}
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break;
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case DrawableSpinner spinner:
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// Move spinner _next_ to cursor
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if (currentTime < h.StartTime)
{
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spinner.MoveTo(cursorPos + new Vector2(0, -spin_radius), Math.Max(0, h.StartTime - currentTime - 10));
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}
else
{
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// Move spinner visually
Vector2 delta = spin_radius * (spinner.Position - prevCursorPos ?? cursorPos).Normalized();
const float angle = 3 * MathF.PI / 180; // radians per update, arbitrary value
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// Rotation matrix
var targetPos = new Vector2(
delta.X * MathF.Cos(angle) - delta.Y * MathF.Sin(angle) + cursorPos.X,
delta.X * MathF.Sin(angle) + delta.Y * MathF.Cos(angle) + cursorPos.Y
);
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spinner.MoveTo(targetPos);
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// Move spinner logically
if (inputManager?.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton) ?? false)
{
// Arbitrary value, might lead to some inconsistencies depending on clock rate, replay, ...
spinner.RotationTracker.AddRotation(2 * MathF.PI);
}
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}
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break;
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}
}
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prevCursorPos = cursorPos;
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}
}
}