mirror of
https://github.com/ppy/osu
synced 2024-12-27 01:12:45 +00:00
307 lines
12 KiB
C#
307 lines
12 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.Graphics.Primitives;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Osu.Beatmaps;
|
|
using osu.Game.Rulesets.Osu.Objects;
|
|
using osu.Game.Rulesets.Osu.UI;
|
|
using osu.Game.Rulesets.Osu.Utils;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Mods
|
|
{
|
|
/// <summary>
|
|
/// Mod that randomises the positions of the <see cref="HitObject"/>s
|
|
/// </summary>
|
|
public class OsuModRandom : ModRandom, IApplicableToBeatmap
|
|
{
|
|
public override string Description => "It never gets boring!";
|
|
|
|
private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
|
|
|
|
/// <summary>
|
|
/// Number of previous hitobjects to be shifted together when another object is being moved.
|
|
/// </summary>
|
|
private const int preceding_hitobjects_to_shift = 10;
|
|
|
|
private Random rng;
|
|
|
|
public void ApplyToBeatmap(IBeatmap beatmap)
|
|
{
|
|
if (!(beatmap is OsuBeatmap osuBeatmap))
|
|
return;
|
|
|
|
var hitObjects = osuBeatmap.HitObjects;
|
|
|
|
Seed.Value ??= RNG.Next();
|
|
|
|
rng = new Random((int)Seed.Value);
|
|
|
|
RandomObjectInfo previous = null;
|
|
|
|
float rateOfChangeMultiplier = 0;
|
|
|
|
for (int i = 0; i < hitObjects.Count; i++)
|
|
{
|
|
var hitObject = hitObjects[i];
|
|
|
|
var current = new RandomObjectInfo(hitObject);
|
|
|
|
// rateOfChangeMultiplier only changes every 5 iterations in a combo
|
|
// to prevent shaky-line-shaped streams
|
|
if (hitObject.IndexInCurrentCombo % 5 == 0)
|
|
rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
|
|
|
|
if (hitObject is Spinner)
|
|
{
|
|
previous = null;
|
|
continue;
|
|
}
|
|
|
|
applyRandomisation(rateOfChangeMultiplier, previous, current);
|
|
|
|
// Move hit objects back into the playfield if they are outside of it
|
|
Vector2 shift = Vector2.Zero;
|
|
|
|
switch (hitObject)
|
|
{
|
|
case HitCircle circle:
|
|
shift = clampHitCircleToPlayfield(circle, current);
|
|
break;
|
|
|
|
case Slider slider:
|
|
shift = clampSliderToPlayfield(slider, current);
|
|
break;
|
|
}
|
|
|
|
if (shift != Vector2.Zero)
|
|
{
|
|
var toBeShifted = new List<OsuHitObject>();
|
|
|
|
for (int j = i - 1; j >= i - preceding_hitobjects_to_shift && j >= 0; j--)
|
|
{
|
|
// only shift hit circles
|
|
if (!(hitObjects[j] is HitCircle)) break;
|
|
|
|
toBeShifted.Add(hitObjects[j]);
|
|
}
|
|
|
|
if (toBeShifted.Count > 0)
|
|
applyDecreasingShift(toBeShifted, shift);
|
|
}
|
|
|
|
previous = current;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the final position of the hit object
|
|
/// </summary>
|
|
/// <returns>Final position of the hit object</returns>
|
|
private void applyRandomisation(float rateOfChangeMultiplier, RandomObjectInfo previous, RandomObjectInfo current)
|
|
{
|
|
if (previous == null)
|
|
{
|
|
var playfieldSize = OsuPlayfield.BASE_SIZE;
|
|
|
|
current.AngleRad = (float)(rng.NextDouble() * 2 * Math.PI - Math.PI);
|
|
current.PositionRandomised = new Vector2((float)rng.NextDouble() * playfieldSize.X, (float)rng.NextDouble() * playfieldSize.Y);
|
|
|
|
return;
|
|
}
|
|
|
|
float distanceToPrev = Vector2.Distance(previous.EndPositionOriginal, current.PositionOriginal);
|
|
|
|
// The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object)
|
|
// is proportional to the distance between the last and the current hit object
|
|
// to allow jumps and prevent too sharp turns during streams.
|
|
|
|
// Allow maximum jump angle when jump distance is more than half of playfield diagonal length
|
|
double randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * Math.Min(1f, distanceToPrev / (playfield_diagonal * 0.5f));
|
|
|
|
current.AngleRad = (float)randomAngleRad + previous.AngleRad;
|
|
if (current.AngleRad < 0)
|
|
current.AngleRad += 2 * (float)Math.PI;
|
|
|
|
var posRelativeToPrev = new Vector2(
|
|
distanceToPrev * (float)Math.Cos(current.AngleRad),
|
|
distanceToPrev * (float)Math.Sin(current.AngleRad)
|
|
);
|
|
|
|
posRelativeToPrev = OsuHitObjectGenerationUtils.RotateAwayFromEdge(previous.EndPositionRandomised, posRelativeToPrev);
|
|
|
|
current.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
|
|
|
|
current.PositionRandomised = previous.EndPositionRandomised + posRelativeToPrev;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Move the randomised position of a hit circle so that it fits inside the playfield.
|
|
/// </summary>
|
|
/// <returns>The deviation from the original randomised position in order to fit within the playfield.</returns>
|
|
private Vector2 clampHitCircleToPlayfield(HitCircle circle, RandomObjectInfo objectInfo)
|
|
{
|
|
var previousPosition = objectInfo.PositionRandomised;
|
|
objectInfo.EndPositionRandomised = objectInfo.PositionRandomised = clampToPlayfieldWithPadding(
|
|
objectInfo.PositionRandomised,
|
|
(float)circle.Radius
|
|
);
|
|
|
|
circle.Position = objectInfo.PositionRandomised;
|
|
|
|
return objectInfo.PositionRandomised - previousPosition;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
|
|
/// </summary>
|
|
/// <returns>The deviation from the original randomised position in order to fit within the playfield.</returns>
|
|
private Vector2 clampSliderToPlayfield(Slider slider, RandomObjectInfo objectInfo)
|
|
{
|
|
var possibleMovementBounds = calculatePossibleMovementBounds(slider);
|
|
|
|
var previousPosition = objectInfo.PositionRandomised;
|
|
|
|
// Clamp slider position to the placement area
|
|
// If the slider is larger than the playfield, force it to stay at the original position
|
|
float newX = possibleMovementBounds.Width < 0
|
|
? objectInfo.PositionOriginal.X
|
|
: Math.Clamp(previousPosition.X, possibleMovementBounds.Left, possibleMovementBounds.Right);
|
|
|
|
float newY = possibleMovementBounds.Height < 0
|
|
? objectInfo.PositionOriginal.Y
|
|
: Math.Clamp(previousPosition.Y, possibleMovementBounds.Top, possibleMovementBounds.Bottom);
|
|
|
|
slider.Position = objectInfo.PositionRandomised = new Vector2(newX, newY);
|
|
objectInfo.EndPositionRandomised = slider.EndPosition;
|
|
|
|
shiftNestedObjects(slider, objectInfo.PositionRandomised - objectInfo.PositionOriginal);
|
|
|
|
return objectInfo.PositionRandomised - previousPosition;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Decreasingly shift a list of <see cref="OsuHitObject"/>s by a specified amount.
|
|
/// The first item in the list is shifted by the largest amount, while the last item is shifted by the smallest amount.
|
|
/// </summary>
|
|
/// <param name="hitObjects">The list of hit objects to be shifted.</param>
|
|
/// <param name="shift">The amount to be shifted.</param>
|
|
private void applyDecreasingShift(IList<OsuHitObject> hitObjects, Vector2 shift)
|
|
{
|
|
for (int i = 0; i < hitObjects.Count; i++)
|
|
{
|
|
var hitObject = hitObjects[i];
|
|
// The first object is shifted by a vector slightly smaller than shift
|
|
// The last object is shifted by a vector slightly larger than zero
|
|
Vector2 position = hitObject.Position + shift * ((hitObjects.Count - i) / (float)(hitObjects.Count + 1));
|
|
|
|
hitObject.Position = clampToPlayfieldWithPadding(position, (float)hitObject.Radius);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates a <see cref="RectangleF"/> which contains all of the possible movements of the slider (in relative X/Y coordinates)
|
|
/// such that the entire slider is inside the playfield.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If the slider is larger than the playfield, the returned <see cref="RectangleF"/> may have negative width/height.
|
|
/// </remarks>
|
|
private RectangleF calculatePossibleMovementBounds(Slider slider)
|
|
{
|
|
var pathPositions = new List<Vector2>();
|
|
slider.Path.GetPathToProgress(pathPositions, 0, 1);
|
|
|
|
float minX = float.PositiveInfinity;
|
|
float maxX = float.NegativeInfinity;
|
|
|
|
float minY = float.PositiveInfinity;
|
|
float maxY = float.NegativeInfinity;
|
|
|
|
// Compute the bounding box of the slider.
|
|
foreach (var pos in pathPositions)
|
|
{
|
|
minX = MathF.Min(minX, pos.X);
|
|
maxX = MathF.Max(maxX, pos.X);
|
|
|
|
minY = MathF.Min(minY, pos.Y);
|
|
maxY = MathF.Max(maxY, pos.Y);
|
|
}
|
|
|
|
// Take the circle radius into account.
|
|
float radius = (float)slider.Radius;
|
|
|
|
minX -= radius;
|
|
minY -= radius;
|
|
|
|
maxX += radius;
|
|
maxY += radius;
|
|
|
|
// Given the bounding box of the slider (via min/max X/Y),
|
|
// the amount that the slider can move to the left is minX (with the sign flipped, since positive X is to the right),
|
|
// and the amount that it can move to the right is WIDTH - maxX.
|
|
// Same calculation applies for the Y axis.
|
|
float left = -minX;
|
|
float right = OsuPlayfield.BASE_SIZE.X - maxX;
|
|
float top = -minY;
|
|
float bottom = OsuPlayfield.BASE_SIZE.Y - maxY;
|
|
|
|
return new RectangleF(left, top, right - left, bottom - top);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Shifts all nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s by the specified shift.
|
|
/// </summary>
|
|
/// <param name="slider"><see cref="Slider"/> whose nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted</param>
|
|
/// <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>
|
|
private void shiftNestedObjects(Slider slider, Vector2 shift)
|
|
{
|
|
foreach (var hitObject in slider.NestedHitObjects.Where(o => o is SliderTick || o is SliderRepeat))
|
|
{
|
|
if (!(hitObject is OsuHitObject osuHitObject))
|
|
continue;
|
|
|
|
osuHitObject.Position += shift;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clamp a position to playfield, keeping a specified distance from the edges.
|
|
/// </summary>
|
|
/// <param name="position">The position to be clamped.</param>
|
|
/// <param name="padding">The minimum distance allowed from playfield edges.</param>
|
|
/// <returns>The clamped position.</returns>
|
|
private Vector2 clampToPlayfieldWithPadding(Vector2 position, float padding)
|
|
{
|
|
return new Vector2(
|
|
Math.Clamp(position.X, padding, OsuPlayfield.BASE_SIZE.X - padding),
|
|
Math.Clamp(position.Y, padding, OsuPlayfield.BASE_SIZE.Y - padding)
|
|
);
|
|
}
|
|
|
|
private class RandomObjectInfo
|
|
{
|
|
public float AngleRad { get; set; }
|
|
|
|
public Vector2 PositionOriginal { get; }
|
|
public Vector2 PositionRandomised { get; set; }
|
|
|
|
public Vector2 EndPositionOriginal { get; }
|
|
public Vector2 EndPositionRandomised { get; set; }
|
|
|
|
public RandomObjectInfo(OsuHitObject hitObject)
|
|
{
|
|
PositionRandomised = PositionOriginal = hitObject.Position;
|
|
EndPositionRandomised = EndPositionOriginal = hitObject.EndPosition;
|
|
AngleRad = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|