Add complete randomisation for first hit object and hit objects after spinners

This commit is contained in:
Pasi4K5 2021-05-24 15:13:31 +02:00
parent 53b5341bb9
commit 098d8c2131

View File

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