osu/osu.Game.Rulesets.Catch/Beatmaps/CatchBeatmapProcessor.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.
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using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Catch.MathUtils;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Catch.Beatmaps
{
public class CatchBeatmapProcessor : BeatmapProcessor
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{
public const int RNG_SEED = 1337;
public CatchBeatmapProcessor(IBeatmap beatmap)
: base(beatmap)
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{
}
public override void PostProcess()
{
base.PostProcess();
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ApplyPositionOffsets(Beatmap);
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int index = 0;
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foreach (var obj in Beatmap.HitObjects.OfType<CatchHitObject>())
{
obj.IndexInBeatmap = index;
foreach (var nested in obj.NestedHitObjects.OfType<CatchHitObject>())
nested.IndexInBeatmap = index;
if (obj.LastInCombo && obj.NestedHitObjects.LastOrDefault() is IHasComboInformation lastNested)
lastNested.LastInCombo = true;
index++;
}
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}
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public static void ApplyPositionOffsets(IBeatmap beatmap, params Mod[] mods)
{
var rng = new FastRandom(RNG_SEED);
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bool shouldApplyHardRockOffset = mods.Any(m => m is ModHardRock);
float? lastPosition = null;
double lastStartTime = 0;
foreach (var obj in beatmap.HitObjects.OfType<CatchHitObject>())
{
obj.XOffset = 0;
switch (obj)
{
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case Fruit fruit:
if (shouldApplyHardRockOffset)
applyHardRockOffset(fruit, ref lastPosition, ref lastStartTime, rng);
break;
case BananaShower bananaShower:
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foreach (var banana in bananaShower.NestedHitObjects.OfType<Banana>())
{
banana.XOffset = (float)(rng.NextDouble() * CatchPlayfield.WIDTH);
rng.Next(); // osu!stable retrieved a random banana type
rng.Next(); // osu!stable retrieved a random banana rotation
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rng.Next(); // osu!stable retrieved a random banana colour
}
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break;
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case JuiceStream juiceStream:
// Todo: BUG!! Stable used the last control point as the final position of the path, but it should use the computed path instead.
lastPosition = juiceStream.X + juiceStream.Path.ControlPoints[^1].Position.Value.X;
// Todo: BUG!! Stable attempted to use the end time of the stream, but referenced it too early in execution and used the start time instead.
lastStartTime = juiceStream.StartTime;
foreach (var nested in juiceStream.NestedHitObjects)
{
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var catchObject = (CatchHitObject)nested;
catchObject.XOffset = 0;
if (catchObject is TinyDroplet)
catchObject.XOffset = Math.Clamp(rng.Next(-20, 20), -catchObject.X, CatchPlayfield.WIDTH - catchObject.X);
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else if (catchObject is Droplet)
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rng.Next(); // osu!stable retrieved a random droplet rotation
}
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break;
}
}
initialiseHyperDash(beatmap);
}
private static void applyHardRockOffset(CatchHitObject hitObject, ref float? lastPosition, ref double lastStartTime, FastRandom rng)
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{
float offsetPosition = hitObject.X;
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double startTime = hitObject.StartTime;
if (lastPosition == null)
{
lastPosition = offsetPosition;
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lastStartTime = startTime;
return;
}
float positionDiff = offsetPosition - lastPosition.Value;
// Todo: BUG!! Stable calculated time deltas as ints, which affects randomisation. This should be changed to a double.
int timeDiff = (int)(startTime - lastStartTime);
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if (timeDiff > 1000)
{
lastPosition = offsetPosition;
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lastStartTime = startTime;
return;
}
if (positionDiff == 0)
{
applyRandomOffset(ref offsetPosition, timeDiff / 4d, rng);
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hitObject.XOffset = offsetPosition - hitObject.X;
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return;
}
// ReSharper disable once PossibleLossOfFraction
if (Math.Abs(positionDiff) < timeDiff / 3)
applyOffset(ref offsetPosition, positionDiff);
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hitObject.XOffset = offsetPosition - hitObject.X;
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lastPosition = offsetPosition;
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lastStartTime = startTime;
}
/// <summary>
/// Applies a random offset in a random direction to a position, ensuring that the final position remains within the boundary of the playfield.
/// </summary>
/// <param name="position">The position which the offset should be applied to.</param>
/// <param name="maxOffset">The maximum offset, cannot exceed 20px.</param>
/// <param name="rng">The random number generator.</param>
private static void applyRandomOffset(ref float position, double maxOffset, FastRandom rng)
{
bool right = rng.NextBool();
float rand = Math.Min(20, (float)rng.Next(0, Math.Max(0, maxOffset)));
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if (right)
{
// Clamp to the right bound
if (position + rand <= CatchPlayfield.WIDTH)
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position += rand;
else
position -= rand;
}
else
{
// Clamp to the left bound
if (position - rand >= 0)
position -= rand;
else
position += rand;
}
}
/// <summary>
/// Applies an offset to a position, ensuring that the final position remains within the boundary of the playfield.
/// </summary>
/// <param name="position">The position which the offset should be applied to.</param>
/// <param name="amount">The amount to offset by.</param>
private static void applyOffset(ref float position, float amount)
{
if (amount > 0)
{
// Clamp to the right bound
if (position + amount < 1)
position += amount;
}
else
{
// Clamp to the left bound
if (position + amount > 0)
position += amount;
}
}
private static void initialiseHyperDash(IBeatmap beatmap)
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{
List<CatchHitObject> objectWithDroplets = new List<CatchHitObject>();
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foreach (var currentObject in beatmap.HitObjects)
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{
if (currentObject is Fruit fruitObject)
objectWithDroplets.Add(fruitObject);
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if (currentObject is JuiceStream)
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{
foreach (var currentJuiceElement in currentObject.NestedHitObjects)
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{
if (!(currentJuiceElement is TinyDroplet))
objectWithDroplets.Add((CatchHitObject)currentJuiceElement);
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}
}
}
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objectWithDroplets.Sort((h1, h2) => h1.StartTime.CompareTo(h2.StartTime));
double halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.BeatmapInfo.BaseDifficulty) / 2;
int lastDirection = 0;
double lastExcess = halfCatcherWidth;
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for (int i = 0; i < objectWithDroplets.Count - 1; i++)
{
CatchHitObject currentObject = objectWithDroplets[i];
CatchHitObject nextObject = objectWithDroplets[i + 1];
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// Reset variables in-case values have changed (e.g. after applying HR)
currentObject.HyperDashTarget = null;
currentObject.DistanceToHyperDash = 0;
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int thisDirection = nextObject.X > currentObject.X ? 1 : -1;
double timeToNext = nextObject.StartTime - currentObject.StartTime - 1000f / 60f / 4; // 1/4th of a frame of grace time, taken from osu-stable
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double distanceToNext = Math.Abs(nextObject.X - currentObject.X) - (lastDirection == thisDirection ? lastExcess : halfCatcherWidth);
float distanceToHyper = (float)(timeToNext * Catcher.BASE_SPEED - distanceToNext);
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if (distanceToHyper < 0)
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{
currentObject.HyperDashTarget = nextObject;
lastExcess = halfCatcherWidth;
}
else
{
currentObject.DistanceToHyperDash = distanceToHyper;
lastExcess = Math.Clamp(distanceToHyper, 0, halfCatcherWidth);
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}
lastDirection = thisDirection;
}
}
}
}