// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Linq; using osu.Framework.Bindables; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Osu.Scoring; using osu.Game.Rulesets.Scoring; using osuTK; namespace osu.Game.Rulesets.Osu.Objects { public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasPosition { /// /// The radius of hit objects (ie. the radius of a ). /// public const float OBJECT_RADIUS = 64; /// /// Scoring distance with a speed-adjusted beat length of 1 second (ie. the speed slider balls move through their track). /// internal const float BASE_SCORING_DISTANCE = 100; /// /// Minimum preempt time at AR=10. /// public const double PREEMPT_MIN = 450; public double TimePreempt = 600; public double TimeFadeIn = 400; private HitObjectProperty position; public Bindable PositionBindable => position.Bindable; public virtual Vector2 Position { get => position.Value; set => position.Value = value; } public float X => Position.X; public float Y => Position.Y; public Vector2 StackedPosition => Position + StackOffset; public virtual Vector2 EndPosition => Position; public Vector2 StackedEndPosition => EndPosition + StackOffset; private HitObjectProperty stackHeightProperty; public Bindable StackHeightBindable => stackHeightProperty.Bindable; public int StackHeight { get => StackHeightBindable.Value; set => StackHeightBindable.Value = value; } public virtual Vector2 StackOffset => new Vector2(StackHeight * Scale * -6.4f); public double Radius => OBJECT_RADIUS * Scale; private HitObjectProperty scaleProperty; public Bindable ScaleBindable => scaleProperty.Bindable; public float Scale { get => ScaleBindable.Value; set => ScaleBindable.Value = value; } public virtual bool NewCombo { get; set; } private HitObjectProperty comboOffsetProperty; public Bindable ComboOffsetBindable => comboOffsetProperty.Bindable; public int ComboOffset { get => ComboOffsetBindable.Value; set => ComboOffsetBindable.Value = value; } private HitObjectProperty indexInCurrentComboProperty; public Bindable IndexInCurrentComboBindable => indexInCurrentComboProperty.Bindable; public virtual int IndexInCurrentCombo { get => IndexInCurrentComboBindable.Value; set => IndexInCurrentComboBindable.Value = value; } private HitObjectProperty comboIndexProperty; public Bindable ComboIndexBindable => comboIndexProperty.Bindable; public virtual int ComboIndex { get => ComboIndexBindable.Value; set => ComboIndexBindable.Value = value; } private HitObjectProperty comboIndexWithOffsetsProperty; public Bindable ComboIndexWithOffsetsBindable => comboIndexWithOffsetsProperty.Bindable; public int ComboIndexWithOffsets { get => ComboIndexWithOffsetsBindable.Value; set => ComboIndexWithOffsetsBindable.Value = value; } private HitObjectProperty lastInComboProperty; public Bindable LastInComboBindable => lastInComboProperty.Bindable; public bool LastInCombo { get => LastInComboBindable.Value; set => LastInComboBindable.Value = value; } protected OsuHitObject() { StackHeightBindable.BindValueChanged(height => { foreach (var nested in NestedHitObjects.OfType()) nested.StackHeight = height.NewValue; }); } protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty) { base.ApplyDefaultsToSelf(controlPointInfo, difficulty); TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, PREEMPT_MIN); // Preempt time can go below 450ms. Normally, this is achieved via the DT mod which uniformly speeds up all animations game wide regardless of AR. // This uniform speedup is hard to match 1:1, however we can at least make AR>10 (via mods) feel good by extending the upper linear function above. // Note that this doesn't exactly match the AR>10 visuals as they're classically known, but it feels good. // This adjustment is necessary for AR>10, otherwise TimePreempt can become smaller leading to hitcircles not fully fading in. TimeFadeIn = 400 * Math.Min(1, TimePreempt / PREEMPT_MIN); Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2; } protected override HitWindows CreateHitWindows() => new OsuHitWindows(); } }