mirror of https://github.com/ppy/osu
222 lines
7.6 KiB
C#
222 lines
7.6 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using Newtonsoft.Json;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Legacy;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Objects
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{
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public abstract class CatchHitObject : HitObject, IHasPosition, IHasComboInformation
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{
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public const float OBJECT_RADIUS = 64;
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private HitObjectProperty<float> originalX;
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public Bindable<float> OriginalXBindable => originalX.Bindable;
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/// <summary>
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/// The horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>.
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/// </summary>
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/// <remarks>
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/// Only setter is exposed.
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/// Use <see cref="OriginalX"/> or <see cref="EffectiveX"/> to get the horizontal position.
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/// </remarks>
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[JsonIgnore]
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public float X
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{
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set => originalX.Value = value;
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}
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private HitObjectProperty<float> xOffset;
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public Bindable<float> XOffsetBindable => xOffset.Bindable;
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/// <summary>
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/// A random offset applied to the horizontal position, set by the beatmap processing.
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/// </summary>
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public float XOffset
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{
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get => xOffset.Value;
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set => xOffset.Value = value;
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}
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/// <summary>
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/// The horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>.
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/// </summary>
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/// <remarks>
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/// This value is the original <see cref="X"/> value specified in the beatmap, not affected by the beatmap processing.
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/// Use <see cref="EffectiveX"/> for a gameplay.
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/// </remarks>
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public float OriginalX
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{
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get => originalX.Value;
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set => originalX.Value = value;
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}
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/// <summary>
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/// The effective horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>.
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/// </summary>
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/// <remarks>
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/// This value is the original <see cref="X"/> value plus the offset applied by the beatmap processing.
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/// Use <see cref="OriginalX"/> if a value not affected by the offset is desired.
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/// </remarks>
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public float EffectiveX => Math.Clamp(OriginalX + XOffset, 0, CatchPlayfield.WIDTH);
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public double TimePreempt { get; set; } = 1000;
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private HitObjectProperty<int> indexInBeatmap;
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public Bindable<int> IndexInBeatmapBindable => indexInBeatmap.Bindable;
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public int IndexInBeatmap
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{
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get => indexInBeatmap.Value;
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set => indexInBeatmap.Value = value;
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}
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public virtual bool NewCombo { get; set; }
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public int ComboOffset { get; set; }
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private HitObjectProperty<int> indexInCurrentCombo;
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public Bindable<int> IndexInCurrentComboBindable => indexInCurrentCombo.Bindable;
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public int IndexInCurrentCombo
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{
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get => indexInCurrentCombo.Value;
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set => indexInCurrentCombo.Value = value;
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}
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private HitObjectProperty<int> comboIndex;
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public Bindable<int> ComboIndexBindable => comboIndex.Bindable;
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public int ComboIndex
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{
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get => comboIndex.Value;
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set => comboIndex.Value = value;
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}
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private HitObjectProperty<int> comboIndexWithOffsets;
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public Bindable<int> ComboIndexWithOffsetsBindable => comboIndexWithOffsets.Bindable;
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public int ComboIndexWithOffsets
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{
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get => comboIndexWithOffsets.Value;
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set => comboIndexWithOffsets.Value = value;
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}
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private HitObjectProperty<bool> lastInCombo;
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public Bindable<bool> LastInComboBindable => lastInCombo.Bindable;
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/// <summary>
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/// The next fruit starts a new combo. Used for explodey.
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/// </summary>
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public virtual bool LastInCombo
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{
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get => lastInCombo.Value;
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set => lastInCombo.Value = value;
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}
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private HitObjectProperty<float> scale = new HitObjectProperty<float>(1);
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public Bindable<float> ScaleBindable => scale.Bindable;
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public float Scale
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{
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get => scale.Value;
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set => scale.Value = value;
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}
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/// <summary>
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/// The seed value used for visual randomness such as fruit rotation.
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/// The value is <see cref="HitObject.StartTime"/> truncated to an integer.
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/// </summary>
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public int RandomSeed => (int)StartTime;
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, PREEMPT_MAX, PREEMPT_MID, PREEMPT_MIN);
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Scale = LegacyRulesetExtensions.CalculateScaleFromCircleSize(difficulty.CircleSize);
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}
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public void UpdateComboInformation(IHasComboInformation? lastObj)
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{
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// Note that this implementation is shared with the osu! ruleset's implementation.
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// If a change is made here, OsuHitObject.cs should also be updated.
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ComboIndex = lastObj?.ComboIndex ?? 0;
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ComboIndexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
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IndexInCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
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if (this is BananaShower)
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{
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// For the purpose of combo colours, spinners never start a new combo even if they are flagged as doing so.
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return;
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}
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// At decode time, the first hitobject in the beatmap and the first hitobject after a banana shower are both enforced to be a new combo,
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// but this isn't directly enforced by the editor so the extra checks against the last hitobject are duplicated here.
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if (NewCombo || lastObj == null || lastObj is BananaShower)
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{
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IndexInCurrentCombo = 0;
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ComboIndex++;
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ComboIndexWithOffsets += ComboOffset + 1;
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if (lastObj != null)
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lastObj.LastInCombo = true;
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}
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}
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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#region Hit object conversion
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// The half of the height of the osu! playfield.
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public const float DEFAULT_LEGACY_CONVERT_Y = 192;
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/// <summary>
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/// Minimum preempt time at AR=10.
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/// </summary>
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public const double PREEMPT_MIN = 450;
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/// <summary>
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/// Median preempt time at AR=5.
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/// </summary>
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public const double PREEMPT_MID = 1200;
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/// <summary>
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/// Maximum preempt time at AR=0.
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/// </summary>
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public const double PREEMPT_MAX = 1800;
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/// <summary>
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/// The Y position of the hit object is not used in the normal osu!catch gameplay.
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/// It is preserved to maximize the backward compatibility with the legacy editor, in which the mappers use the Y position to organize the patterns.
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/// </summary>
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public float LegacyConvertedY { get; set; } = DEFAULT_LEGACY_CONVERT_Y;
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float IHasXPosition.X => OriginalX;
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float IHasYPosition.Y => LegacyConvertedY;
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Vector2 IHasPosition.Position => new Vector2(OriginalX, LegacyConvertedY);
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#endregion
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}
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}
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