mirror of
https://github.com/ppy/osu
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258 lines
10 KiB
C#
258 lines
10 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 System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Osu.Utils;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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/// <summary>
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/// Mod that randomises the positions of the <see cref="HitObject"/>s
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/// </summary>
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public class OsuModRandom : ModRandom, IApplicableToBeatmap
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{
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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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/// <summary>
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/// Number of previous hit circles to be shifted together when a slider needs to be moved.
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/// </summary>
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private const int shift_object_count = 10;
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private Random rng;
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public void ApplyToBeatmap(IBeatmap beatmap)
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{
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if (!(beatmap is OsuBeatmap osuBeatmap))
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return;
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var hitObjects = osuBeatmap.HitObjects;
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Seed.Value ??= RNG.Next();
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rng = new Random((int)Seed.Value);
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RandomObjectInfo previous = null;
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float rateOfChangeMultiplier = 0;
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int cntSinceNewCombo = 0;
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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.NewCombo)
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cntSinceNewCombo = 0;
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else
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cntSinceNewCombo++;
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if (cntSinceNewCombo % 5 == 0)
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rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
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if (hitObject is Spinner)
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{
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previous = null;
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continue;
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}
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applyRandomisation(rateOfChangeMultiplier, previous, current);
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hitObject.Position = current.PositionRandomised;
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// update end position as it may have changed as a result of the position update.
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current.EndPositionRandomised = current.PositionRandomised;
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if (hitObject is Slider slider)
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{
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Vector2 shift = moveSliderIntoPlayfield(slider, current);
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if (shift != Vector2.Zero)
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{
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var toBeShifted = new List<OsuHitObject>();
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for (int j = i - 1; j >= i - shift_object_count && j >= 0; j--)
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{
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// only shift hit circles
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if (!(hitObjects[j] is HitCircle)) break;
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toBeShifted.Add(hitObjects[j]);
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}
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if (toBeShifted.Count > 0)
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applyDecreasingShift(toBeShifted, shift);
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}
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}
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previous = current;
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}
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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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{
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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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var 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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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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);
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posRelativeToPrev = OsuHitObjectGenerationUtils.RotateAwayFromEdge(previous.EndPositionRandomised, posRelativeToPrev);
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current.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
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var position = previous.EndPositionRandomised + posRelativeToPrev;
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// Move hit objects back into the playfield if they are outside of it,
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// which would sometimes happen during big jumps otherwise.
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position.X = MathHelper.Clamp(position.X, 0, OsuPlayfield.BASE_SIZE.X);
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position.Y = MathHelper.Clamp(position.Y, 0, OsuPlayfield.BASE_SIZE.Y);
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current.PositionRandomised = position;
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}
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/// <summary>
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/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
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/// </summary>
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/// <returns>The <see cref="Vector2"/> that this slider has been shifted by.</returns>
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private Vector2 moveSliderIntoPlayfield(Slider slider, RandomObjectInfo currentObjectInfo)
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{
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var minMargin = getMinSliderMargin(slider);
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var prevPosition = slider.Position;
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slider.Position = new Vector2(
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Math.Clamp(slider.Position.X, minMargin.Left, OsuPlayfield.BASE_SIZE.X - minMargin.Right),
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Math.Clamp(slider.Position.Y, minMargin.Top, OsuPlayfield.BASE_SIZE.Y - minMargin.Bottom)
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);
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currentObjectInfo.PositionRandomised = slider.Position;
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currentObjectInfo.EndPositionRandomised = slider.EndPosition;
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shiftNestedObjects(slider, currentObjectInfo.PositionRandomised - currentObjectInfo.PositionOriginal);
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return slider.Position - prevPosition;
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}
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/// <summary>
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/// Decreasingly shift a list of <see cref="OsuHitObject"/>s by a specified amount.
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/// The first item in the list is shifted by the largest amount, while the last item is shifted by the smallest amount.
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/// </summary>
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/// <param name="hitObjects">The list of hit objects to be shifted.</param>
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/// <param name="shift">The amount to be shifted.</param>
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private void applyDecreasingShift(IList<OsuHitObject> hitObjects, Vector2 shift)
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{
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for (int i = 0; i < hitObjects.Count; i++)
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{
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// The first object is shifted by a vector slightly smaller than shift
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// The last object is shifted by a vector slightly larger than zero
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Vector2 position = hitObjects[i].Position + shift * ((hitObjects.Count - i) / (float)(hitObjects.Count + 1));
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position.X = MathHelper.Clamp(position.X, 0, OsuPlayfield.BASE_SIZE.X);
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position.Y = MathHelper.Clamp(position.Y, 0, OsuPlayfield.BASE_SIZE.Y);
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hitObjects[i].Position = position;
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}
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}
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/// <summary>
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/// Calculates the min. distances from the <see cref="Slider"/>'s position to the playfield border for the slider to be fully inside of the playfield.
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/// </summary>
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private MarginPadding getMinSliderMargin(Slider slider)
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{
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var pathPositions = new List<Vector2>();
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slider.Path.GetPathToProgress(pathPositions, 0, 1);
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var minMargin = new MarginPadding();
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foreach (var pos in pathPositions)
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{
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minMargin.Left = Math.Max(minMargin.Left, -pos.X);
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minMargin.Right = Math.Max(minMargin.Right, pos.X);
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minMargin.Top = Math.Max(minMargin.Top, -pos.Y);
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minMargin.Bottom = Math.Max(minMargin.Bottom, pos.Y);
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}
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minMargin.Left = Math.Min(minMargin.Left, OsuPlayfield.BASE_SIZE.X - minMargin.Right);
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minMargin.Top = Math.Min(minMargin.Top, OsuPlayfield.BASE_SIZE.Y - minMargin.Bottom);
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return minMargin;
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}
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/// <summary>
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/// Shifts all nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s by the specified shift.
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/// </summary>
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/// <param name="slider"><see cref="Slider"/> whose nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted</param>
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/// <param name="shift">The <see cref="Vector2"/> the <see cref="Slider"/>'s nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted by</param>
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private void shiftNestedObjects(Slider slider, Vector2 shift)
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{
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foreach (var hitObject in slider.NestedHitObjects.Where(o => o is SliderTick || o is SliderRepeat))
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{
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if (!(hitObject is OsuHitObject osuHitObject))
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continue;
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osuHitObject.Position += shift;
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}
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}
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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 Vector2 PositionOriginal { get; }
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public Vector2 PositionRandomised { get; set; }
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public Vector2 EndPositionOriginal { get; }
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public Vector2 EndPositionRandomised { get; set; }
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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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}
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