osu/osu.Game.Rulesets.Osu/Mods/OsuModTarget.cs

507 lines
19 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Utils;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Timing;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Overlays.Settings;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Osu.Utils;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModTarget : ModWithVisibilityAdjustment, IApplicableToDrawableRuleset<OsuHitObject>,
IApplicableToHealthProcessor, IApplicableToDifficulty, IApplicableFailOverride,
IHasSeed, IHidesApproachCircles
{
public override string Name => "Target";
public override string Acronym => "TP";
public override ModType Type => ModType.Conversion;
public override IconUsage? Icon => OsuIcon.ModTarget;
public override string Description => @"Practice keeping up with the beat of the song.";
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles) };
[SettingSource("Seed", "Use a custom seed instead of a random one", SettingControlType = typeof(SettingsNumberBox))]
public Bindable<int?> Seed { get; } = new Bindable<int?>
{
Default = null,
Value = null
};
#region Constants
/// <summary>
/// Jump distance for circles in the last combo
/// </summary>
private const float max_base_distance = 333f;
/// <summary>
/// The maximum allowed jump distance after multipliers are applied
/// </summary>
private const float distance_cap = 380f;
/// <summary>
/// The extent of rotation towards playfield centre when a circle is near the edge
/// </summary>
private const float edge_rotation_multiplier = 0.75f;
/// <summary>
/// Number of recent circles to check for overlap
/// </summary>
private const int overlap_check_count = 5;
/// <summary>
/// Duration of the undimming animation
/// </summary>
private const double undim_duration = 96;
/// <summary>
/// Acceptable difference for timing comparisons
/// </summary>
private const double timing_precision = 1;
#endregion
#region Private Fields
private ControlPointInfo controlPointInfo;
private List<OsuHitObject> originalHitObjects;
private Random rng;
#endregion
#region Sudden Death (IApplicableFailOverride)
public bool PerformFail() => true;
public bool RestartOnFail => false;
public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
{
// Sudden death
healthProcessor.FailConditions += (_, result)
=> result.Type.AffectsCombo()
&& !result.IsHit;
}
#endregion
#region Reduce AR (IApplicableToDifficulty)
public void ReadFromDifficulty(IBeatmapDifficultyInfo difficulty)
{
}
public void ApplyToDifficulty(BeatmapDifficulty difficulty)
{
// Decrease AR to increase preempt time
difficulty.ApproachRate *= 0.5f;
}
#endregion
#region Circle Transforms (ModWithVisibilityAdjustment)
protected override void ApplyIncreasedVisibilityState(DrawableHitObject drawable, ArmedState state)
{
}
protected override void ApplyNormalVisibilityState(DrawableHitObject drawable, ArmedState state)
{
if (!(drawable is DrawableHitCircle circle)) return;
double startTime = circle.HitObject.StartTime;
double preempt = circle.HitObject.TimePreempt;
using (circle.BeginAbsoluteSequence(startTime - preempt))
{
// initial state
circle.ScaleTo(0.5f)
.FadeColour(OsuColour.Gray(0.5f));
// scale to final size
circle.ScaleTo(1f, preempt);
// Remove approach circles
circle.ApproachCircle.Hide();
}
using (circle.BeginAbsoluteSequence(startTime - controlPointInfo.TimingPointAt(startTime).BeatLength - undim_duration))
circle.FadeColour(Color4.White, undim_duration);
}
#endregion
#region Beatmap Generation (IApplicableToBeatmap)
public override void ApplyToBeatmap(IBeatmap beatmap)
{
Seed.Value ??= RNG.Next();
rng = new Random(Seed.Value.Value);
var osuBeatmap = (OsuBeatmap)beatmap;
if (osuBeatmap.HitObjects.Count == 0) return;
controlPointInfo = osuBeatmap.ControlPointInfo;
originalHitObjects = osuBeatmap.HitObjects.OrderBy(x => x.StartTime).ToList();
var hitObjects = generateBeats(osuBeatmap)
.Select(beat =>
{
var newCircle = new HitCircle();
newCircle.ApplyDefaults(controlPointInfo, osuBeatmap.Difficulty);
newCircle.StartTime = beat;
return (OsuHitObject)newCircle;
}).ToList();
addHitSamples(hitObjects);
fixComboInfo(hitObjects);
randomizeCirclePos(hitObjects);
osuBeatmap.HitObjects = hitObjects;
base.ApplyToBeatmap(beatmap);
}
private IEnumerable<double> generateBeats(IBeatmap beatmap)
{
double startTime = originalHitObjects.First().StartTime;
double endTime = originalHitObjects.Last().GetEndTime();
var beats = beatmap.ControlPointInfo.TimingPoints
// Ignore timing points after endTime
.Where(timingPoint => !definitelyBigger(timingPoint.Time, endTime))
// Generate the beats
.SelectMany(timingPoint => getBeatsForTimingPoint(timingPoint, endTime))
// Remove beats before startTime
.Where(beat => almostBigger(beat, startTime))
// Remove beats during breaks
.Where(beat => !isInsideBreakPeriod(beatmap.Breaks, beat))
.ToList();
// Remove beats that are too close to the next one (e.g. due to timing point changes)
for (int i = beats.Count - 2; i >= 0; i--)
{
double beat = beats[i];
if (!definitelyBigger(beats[i + 1] - beat, beatmap.ControlPointInfo.TimingPointAt(beat).BeatLength / 2))
beats.RemoveAt(i);
}
return beats;
}
private void addHitSamples(IEnumerable<OsuHitObject> hitObjects)
{
foreach (var obj in hitObjects)
{
var samples = getSamplesAtTime(originalHitObjects, obj.StartTime);
// If samples aren't available at the exact start time of the object,
// use samples (without additions) in the closest original hit object instead
obj.Samples = samples ?? getClosestHitObject(originalHitObjects, obj.StartTime).Samples.Where(s => !HitSampleInfo.AllAdditions.Contains(s.Name)).ToList();
}
}
private void fixComboInfo(List<OsuHitObject> hitObjects)
{
// Copy combo indices from an original object at the same time or from the closest preceding object
// (Objects lying between two combos are assumed to belong to the preceding combo)
hitObjects.ForEach(newObj =>
{
var closestOrigObj = originalHitObjects.FindLast(y => almostBigger(newObj.StartTime, y.StartTime));
// It shouldn't be possible for closestOrigObj to be null
// But if it is, obj should be in the first combo
newObj.ComboIndex = closestOrigObj?.ComboIndex ?? 0;
});
// The copied combo indices may not be continuous if the original map starts and ends a combo in between beats
// e.g. A stream with each object starting a new combo
// So combo indices need to be reprocessed to ensure continuity
// Other kinds of combo info are also added in the process
var combos = hitObjects.GroupBy(x => x.ComboIndex).ToList();
for (int i = 0; i < combos.Count; i++)
{
var group = combos[i].ToList();
group.First().NewCombo = true;
group.Last().LastInCombo = true;
for (int j = 0; j < group.Count; j++)
{
var x = group[j];
x.ComboIndex = i;
x.IndexInCurrentCombo = j;
}
}
}
private void randomizeCirclePos(IReadOnlyList<OsuHitObject> hitObjects)
{
if (hitObjects.Count == 0) return;
float nextSingle(float max = 1f) => (float)(rng.NextDouble() * max);
const float two_pi = MathF.PI * 2;
float direction = two_pi * nextSingle();
int maxComboIndex = hitObjects.Last().ComboIndex;
for (int i = 0; i < hitObjects.Count; i++)
{
var obj = hitObjects[i];
var lastPos = i == 0
? Vector2.Divide(OsuPlayfield.BASE_SIZE, 2)
: hitObjects[i - 1].Position;
float distance = maxComboIndex == 0
? (float)obj.Radius
: mapRange(obj.ComboIndex, 0, maxComboIndex, (float)obj.Radius, max_base_distance);
if (obj.NewCombo) distance *= 1.5f;
if (obj.Kiai) distance *= 1.2f;
distance = Math.Min(distance_cap, distance);
// Attempt to place the circle at a place that does not overlap with previous ones
int tryCount = 0;
// for checking overlap
var precedingObjects = hitObjects.SkipLast(hitObjects.Count - i).TakeLast(overlap_check_count).ToList();
do
{
if (tryCount > 0) direction = two_pi * nextSingle();
var relativePos = new Vector2(
distance * MathF.Cos(direction),
distance * MathF.Sin(direction)
);
// Rotate the new circle away from playfield border
relativePos = OsuHitObjectGenerationUtils.RotateAwayFromEdge(lastPos, relativePos, edge_rotation_multiplier);
direction = MathF.Atan2(relativePos.Y, relativePos.X);
var newPosition = Vector2.Add(lastPos, relativePos);
obj.Position = newPosition;
clampToPlayfield(obj);
tryCount++;
if (tryCount % 10 == 0) distance *= 0.9f;
} while (distance >= obj.Radius * 2 && checkForOverlap(precedingObjects, obj));
if (obj.LastInCombo)
direction = two_pi * nextSingle();
else
direction += distance / distance_cap * (nextSingle() * two_pi - MathF.PI);
}
}
#endregion
#region Metronome (IApplicableToDrawableRuleset)
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
drawableRuleset.Overlays.Add(new Metronome(drawableRuleset.Beatmap.HitObjects.First().StartTime));
}
#endregion
#region Helper Subroutines
/// <summary>
/// Check if a given time is inside a <see cref="BreakPeriod"/>.
/// </summary>
/// <remarks>
/// The given time is also considered to be inside a break if it is earlier than the
/// start time of the first original hit object after the break.
/// </remarks>
/// <param name="breaks">The breaks of the beatmap.</param>
/// <param name="time">The time to be checked.</param>=
private bool isInsideBreakPeriod(IEnumerable<BreakPeriod> breaks, double time)
{
return breaks.Any(breakPeriod =>
{
var firstObjAfterBreak = originalHitObjects.First(obj => almostBigger(obj.StartTime, breakPeriod.EndTime));
return almostBigger(time, breakPeriod.StartTime)
&& definitelyBigger(firstObjAfterBreak.StartTime, time);
});
}
private IEnumerable<double> getBeatsForTimingPoint(TimingControlPoint timingPoint, double mapEndTime)
{
var beats = new List<double>();
int i = 0;
double currentTime = timingPoint.Time;
while (!definitelyBigger(currentTime, mapEndTime) && controlPointInfo.TimingPointAt(currentTime) == timingPoint)
{
beats.Add(Math.Floor(currentTime));
i++;
currentTime = timingPoint.Time + i * timingPoint.BeatLength;
}
return beats;
}
private OsuHitObject getClosestHitObject(List<OsuHitObject> hitObjects, double time)
{
int precedingIndex = hitObjects.FindLastIndex(h => h.StartTime < time);
if (precedingIndex == hitObjects.Count - 1) return hitObjects[precedingIndex];
// return the closest preceding/succeeding hit object, whoever is closer in time
return hitObjects[precedingIndex + 1].StartTime - time < time - hitObjects[precedingIndex].StartTime
? hitObjects[precedingIndex + 1]
: hitObjects[precedingIndex];
}
/// <summary>
/// Get samples (if any) for a specific point in time.
/// </summary>
/// <remarks>
/// Samples will be returned if a hit circle or a slider node exists at that point of time.
/// </remarks>
/// <param name="hitObjects">The list of hit objects in a beatmap, ordered by StartTime</param>
/// <param name="time">The point in time to get samples for</param>
/// <returns>Hit samples</returns>
private IList<HitSampleInfo> getSamplesAtTime(IEnumerable<OsuHitObject> hitObjects, double time)
{
// Get a hit object that
// either has StartTime equal to the target time
// or has a repeat node at the target time
var sampleObj = hitObjects.FirstOrDefault(hitObject =>
{
if (almostEquals(time, hitObject.StartTime))
return true;
if (!(hitObject is IHasRepeats s))
return false;
// If time is outside the duration of the IHasRepeats,
// then this hitObject isn't the one we want
if (!almostBigger(time, hitObject.StartTime)
|| !almostBigger(s.EndTime, time))
return false;
return nodeIndexFromTime(s, time - hitObject.StartTime) != -1;
});
if (sampleObj == null) return null;
IList<HitSampleInfo> samples;
if (sampleObj is IHasRepeats slider)
samples = slider.NodeSamples[nodeIndexFromTime(slider, time - sampleObj.StartTime)];
else
samples = sampleObj.Samples;
return samples;
}
/// <summary>
/// Get the repeat node at a point in time.
/// </summary>
/// <param name="curve">The slider.</param>
/// <param name="timeSinceStart">The time since the start time of the slider.</param>
/// <returns>Index of the node. -1 if there isn't a node at the specific time.</returns>
private int nodeIndexFromTime(IHasRepeats curve, double timeSinceStart)
{
double spanDuration = curve.Duration / curve.SpanCount();
double nodeIndex = timeSinceStart / spanDuration;
if (almostEquals(nodeIndex, Math.Round(nodeIndex)))
return (int)Math.Round(nodeIndex);
return -1;
}
private bool checkForOverlap(IEnumerable<OsuHitObject> objectsToCheck, OsuHitObject target)
{
return objectsToCheck.Any(h => Vector2.Distance(h.Position, target.Position) < target.Radius * 2);
}
/// <summary>
/// Move the hit object into playfield, taking its radius into account.
/// </summary>
/// <param name="obj">The hit object to be clamped.</param>
private void clampToPlayfield(OsuHitObject obj)
{
var position = obj.Position;
float radius = (float)obj.Radius;
if (position.Y < radius)
position.Y = radius;
else if (position.Y > OsuPlayfield.BASE_SIZE.Y - radius)
position.Y = OsuPlayfield.BASE_SIZE.Y - radius;
if (position.X < radius)
position.X = radius;
else if (position.X > OsuPlayfield.BASE_SIZE.X - radius)
position.X = OsuPlayfield.BASE_SIZE.X - radius;
obj.Position = position;
}
/// <summary>
/// Re-maps a number from one range to another.
/// </summary>
/// <param name="value">The number to be re-mapped.</param>
/// <param name="fromLow">Beginning of the original range.</param>
/// <param name="fromHigh">End of the original range.</param>
/// <param name="toLow">Beginning of the new range.</param>
/// <param name="toHigh">End of the new range.</param>
/// <returns>The re-mapped number.</returns>
private static float mapRange(float value, float fromLow, float fromHigh, float toLow, float toHigh)
{
return (value - fromLow) * (toHigh - toLow) / (fromHigh - fromLow) + toLow;
}
private static bool almostBigger(double value1, double value2)
{
return Precision.AlmostBigger(value1, value2, timing_precision);
}
private static bool definitelyBigger(double value1, double value2)
{
return Precision.DefinitelyBigger(value1, value2, timing_precision);
}
private static bool almostEquals(double value1, double value2)
{
return Precision.AlmostEquals(value1, value2, timing_precision);
}
#endregion
}
}