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https://github.com/ppy/osu
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Add complete randomisation for first hit object and hit objects after spinners
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@ -58,35 +58,32 @@ namespace osu.Game.Rulesets.Osu.Mods
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var rng = new Random((int)Seed.Value);
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var prevObjectInfo = new RandomObjectInfo
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{
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PositionOriginal = hitObjects[0].Position,
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EndPositionOriginal = hitObjects[0].EndPosition,
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PositionRandomised = hitObjects[0].Position,
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EndPositionRandomised = hitObjects[0].EndPosition
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};
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RandomObjectInfo? prevObjectInfo = null;
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float rateOfChangeMultiplier = 0;
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for (int i = 0; i < hitObjects.Count; i++)
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{
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var distanceToPrev = 0f;
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var hitObject = hitObjects[i];
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var currentObjectInfo = new RandomObjectInfo(hitObject);
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if (i == 0)
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prevObjectInfo = currentObjectInfo;
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if (i > 0 && hitObjects[i - 1] is Spinner)
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prevObjectInfo = null;
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else if (prevObjectInfo != null)
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distanceToPrev = Vector2.Distance(((RandomObjectInfo)prevObjectInfo).EndPositionOriginal, currentObjectInfo.PositionOriginal);
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// rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams
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if (i % 3 == 0)
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rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
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var distanceToPrev = Vector2.Distance(prevObjectInfo.EndPositionOriginal, currentObjectInfo.PositionOriginal);
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if (hitObject is Spinner)
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continue;
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applyRandomisation(
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rng,
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rateOfChangeMultiplier,
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prevObjectInfo,
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distanceToPrev,
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@ -119,8 +116,20 @@ namespace osu.Game.Rulesets.Osu.Mods
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/// Returns the final position of the hit object
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/// </summary>
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/// <returns>Final position of the hit object</returns>
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private void applyRandomisation(float rateOfChangeMultiplier, RandomObjectInfo prevObjectInfo, float distanceToPrev, ref RandomObjectInfo currentObjectInfo)
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private void applyRandomisation(Random rng, float rateOfChangeMultiplier, RandomObjectInfo? prevObjectInfoNullable, float distanceToPrev, ref RandomObjectInfo currentObjectInfo)
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{
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if (prevObjectInfoNullable == null)
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{
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var playfieldSize = OsuPlayfield.BASE_SIZE;
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currentObjectInfo.AngleRad = (float)(rng.NextDouble() * 2 * Math.PI - Math.PI);
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currentObjectInfo.PositionRandomised = new Vector2((float)rng.NextDouble() * playfieldSize.X, (float)rng.NextDouble() * playfieldSize.Y);
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return;
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}
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var prevObjectInfo = (RandomObjectInfo)prevObjectInfoNullable;
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// The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object)
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// is proportional to the distance between the last and the current hit object
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// to allow jumps and prevent too sharp turns during streams.
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