mirror of https://github.com/ppy/osu
Separate randomisation and object positioning logic
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@ -25,6 +25,7 @@ public class OsuModRandom : ModRandom, IApplicableToBeatmap
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public override string Description => "It never gets boring!";
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private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
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private static readonly Vector2 playfield_centre = OsuPlayfield.BASE_SIZE / 2;
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/// <summary>
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/// Number of previous hitobjects to be shifted together when another object is being moved.
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@ -44,20 +45,15 @@ public void ApplyToBeatmap(IBeatmap beatmap)
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rng = new Random((int)Seed.Value);
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RandomObjectInfo previous = null;
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var randomObjects = randomiseObjects(hitObjects);
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float rateOfChangeMultiplier = 0;
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RandomObjectInfo previous = null;
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for (int i = 0; i < hitObjects.Count; i++)
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{
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var hitObject = hitObjects[i];
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var current = new RandomObjectInfo(hitObject);
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// rateOfChangeMultiplier only changes every 5 iterations in a combo
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// to prevent shaky-line-shaped streams
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if (hitObject.IndexInCurrentCombo % 5 == 0)
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rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
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var current = randomObjects[i];
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if (hitObject is Spinner)
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{
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@ -65,7 +61,7 @@ public void ApplyToBeatmap(IBeatmap beatmap)
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continue;
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}
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applyRandomisation(rateOfChangeMultiplier, previous, current);
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applyRandomisation(getAbsoluteAngle(hitObjects, i - 1), previous, current);
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// Move hit objects back into the playfield if they are outside of it
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Vector2 shift = Vector2.Zero;
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@ -101,45 +97,72 @@ public void ApplyToBeatmap(IBeatmap beatmap)
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}
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}
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private List<RandomObjectInfo> randomiseObjects(IEnumerable<OsuHitObject> hitObjects)
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{
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var randomObjects = new List<RandomObjectInfo>();
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RandomObjectInfo previous = null;
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float rateOfChangeMultiplier = 0;
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foreach (OsuHitObject hitObject in hitObjects)
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{
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var current = new RandomObjectInfo(hitObject);
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randomObjects.Add(current);
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// rateOfChangeMultiplier only changes every 5 iterations in a combo
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// to prevent shaky-line-shaped streams
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if (hitObject.IndexInCurrentCombo % 5 == 0)
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rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
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if (previous == null)
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{
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current.Distance = (float)(rng.NextDouble() * OsuPlayfield.BASE_SIZE.X / 2);
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current.RelativeAngle = (float)(rng.NextDouble() * 2 * Math.PI - Math.PI);
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}
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else
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{
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current.Distance = Vector2.Distance(previous.EndPositionOriginal, current.PositionOriginal);
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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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// Allow maximum jump angle when jump distance is more than half of playfield diagonal length
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current.RelativeAngle = rateOfChangeMultiplier * 2 * (float)Math.PI * Math.Min(1f, current.Distance / (playfield_diagonal * 0.5f));
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}
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previous = current;
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}
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return randomObjects;
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}
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private float getAbsoluteAngle(IReadOnlyList<OsuHitObject> hitObjects, int hitObjectIndex)
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{
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if (hitObjectIndex < 0) return 0;
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Vector2 previousPosition = hitObjectIndex == 0 ? playfield_centre : hitObjects[hitObjectIndex - 1].EndPosition;
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Vector2 relativePosition = hitObjects[hitObjectIndex].Position - previousPosition;
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return (float)Math.Atan2(relativePosition.Y, relativePosition.X);
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}
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/// <summary>
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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 previous, RandomObjectInfo current)
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private void applyRandomisation(float previousAbsoluteAngle, RandomObjectInfo previous, RandomObjectInfo current)
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{
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if (previous == null)
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{
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var playfieldSize = OsuPlayfield.BASE_SIZE;
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current.AngleRad = (float)(rng.NextDouble() * 2 * Math.PI - Math.PI);
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current.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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float distanceToPrev = Vector2.Distance(previous.EndPositionOriginal, current.PositionOriginal);
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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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// Allow maximum jump angle when jump distance is more than half of playfield diagonal length
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double randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * Math.Min(1f, distanceToPrev / (playfield_diagonal * 0.5f));
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current.AngleRad = (float)randomAngleRad + previous.AngleRad;
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if (current.AngleRad < 0)
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current.AngleRad += 2 * (float)Math.PI;
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float absoluteAngle = previousAbsoluteAngle + current.RelativeAngle;
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var posRelativeToPrev = new Vector2(
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distanceToPrev * (float)Math.Cos(current.AngleRad),
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distanceToPrev * (float)Math.Sin(current.AngleRad)
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current.Distance * (float)Math.Cos(absoluteAngle),
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current.Distance * (float)Math.Sin(absoluteAngle)
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);
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posRelativeToPrev = OsuHitObjectGenerationUtils.RotateAwayFromEdge(previous.EndPositionRandomised, posRelativeToPrev);
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Vector2 lastEndPosition = previous?.EndPositionRandomised ?? playfield_centre;
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current.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
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posRelativeToPrev = OsuHitObjectGenerationUtils.RotateAwayFromEdge(lastEndPosition, posRelativeToPrev);
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current.PositionRandomised = previous.EndPositionRandomised + posRelativeToPrev;
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current.PositionRandomised = lastEndPosition + posRelativeToPrev;
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}
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/// <summary>
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@ -287,7 +310,8 @@ private Vector2 clampToPlayfieldWithPadding(Vector2 position, float padding)
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private class RandomObjectInfo
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{
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public float AngleRad { get; set; }
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public float RelativeAngle { get; set; }
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public float Distance { get; set; }
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public Vector2 PositionOriginal { get; }
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public Vector2 PositionRandomised { get; set; }
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@ -299,7 +323,6 @@ public RandomObjectInfo(OsuHitObject hitObject)
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{
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PositionRandomised = PositionOriginal = hitObject.Position;
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EndPositionRandomised = EndPositionOriginal = hitObject.EndPosition;
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AngleRad = 0;
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}
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}
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}
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