diff --git a/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs b/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs index abc7db0a82..4c856ef4a0 100644 --- a/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs +++ b/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs @@ -148,18 +148,19 @@ private void applyRandomisation(float rateOfChangeMultiplier, RandomObjectInfo p /// The that this slider has been shifted by. private Vector2 moveSliderIntoPlayfield(Slider slider, RandomObjectInfo currentObjectInfo) { - var boundingBox = getSliderBoundingBox(slider); + var area = getSliderPlacementArea(slider); var prevPosition = slider.Position; + // Clamp slider position to the placement area // If the slider is larger than the playfield, force it to stay at the original position - var newX = boundingBox.Width < 0 + var newX = area.Width < 0 ? currentObjectInfo.PositionOriginal.X - : Math.Clamp(slider.Position.X, boundingBox.Left, boundingBox.Right); + : Math.Clamp(slider.Position.X, area.Left, area.Right); - var newY = boundingBox.Height < 0 + var newY = area.Height < 0 ? currentObjectInfo.PositionOriginal.Y - : Math.Clamp(slider.Position.Y, boundingBox.Top, boundingBox.Bottom); + : Math.Clamp(slider.Position.Y, area.Top, area.Bottom); slider.Position = new Vector2(newX, newY); @@ -191,15 +192,21 @@ private void applyDecreasingShift(IList hitObjects, Vector2 shift) } /// - /// Calculates the bounding box of a 's position for the slider to be fully inside of the playfield. + /// Calculates a that includes all possible positions of the slider such that + /// the entire slider is inside the playfield. /// - private RectangleF getSliderBoundingBox(Slider slider) + /// + /// If the slider is larger than the playfield, the returned may have negative width/height. + /// + private RectangleF getSliderPlacementArea(Slider slider) { var pathPositions = new List(); slider.Path.GetPathToProgress(pathPositions, 0, 1); + // Initially, assume that the slider can be placed anywhere in the playfield var box = new RectangleF(Vector2.Zero, OsuPlayfield.BASE_SIZE); + // Then narrow down the area with each path position foreach (var pos in pathPositions) { // Reduce Width and Height accordingly after increasing X and Y @@ -216,6 +223,7 @@ private RectangleF getSliderBoundingBox(Slider slider) box.Height = Math.Min(box.Height, OsuPlayfield.BASE_SIZE.Y - pos.Y - box.Y); } + // Reduce the area by slider radius, so that the slider fits inside the playfield completely var radius = (float)slider.Radius; box.X += radius;