mirror of
https://github.com/ppy/osu
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307 lines
12 KiB
C#
307 lines
12 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.Primitives;
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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 hitobjects to be shifted together when another object is being moved.
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/// </summary>
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private const int preceding_hitobjects_to_shift = 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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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.IndexInCurrentCombo % 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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// Move hit objects back into the playfield if they are outside of it
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Vector2 shift = Vector2.Zero;
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switch (hitObject)
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{
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case HitCircle circle:
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shift = clampHitCircleToPlayfield(circle, current);
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break;
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case Slider slider:
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shift = clampSliderToPlayfield(slider, current);
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break;
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}
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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 - preceding_hitobjects_to_shift && 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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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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current.PositionRandomised = previous.EndPositionRandomised + posRelativeToPrev;
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}
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/// <summary>
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/// Move the randomised position of a hit circle so that it fits inside the playfield.
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/// </summary>
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/// <returns>The deviation from the original randomised position in order to fit within the playfield.</returns>
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private Vector2 clampHitCircleToPlayfield(HitCircle circle, RandomObjectInfo objectInfo)
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{
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var previousPosition = objectInfo.PositionRandomised;
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objectInfo.EndPositionRandomised = objectInfo.PositionRandomised = clampToPlayfieldWithPadding(
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objectInfo.PositionRandomised,
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(float)circle.Radius
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);
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circle.Position = objectInfo.PositionRandomised;
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return objectInfo.PositionRandomised - previousPosition;
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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 deviation from the original randomised position in order to fit within the playfield.</returns>
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private Vector2 clampSliderToPlayfield(Slider slider, RandomObjectInfo objectInfo)
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{
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var possibleMovementBounds = calculatePossibleMovementBounds(slider);
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var previousPosition = objectInfo.PositionRandomised;
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// Clamp slider position to the placement area
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// If the slider is larger than the playfield, force it to stay at the original position
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var newX = possibleMovementBounds.Width < 0
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? objectInfo.PositionOriginal.X
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: Math.Clamp(previousPosition.X, possibleMovementBounds.Left, possibleMovementBounds.Right);
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var newY = possibleMovementBounds.Height < 0
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? objectInfo.PositionOriginal.Y
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: Math.Clamp(previousPosition.Y, possibleMovementBounds.Top, possibleMovementBounds.Bottom);
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slider.Position = objectInfo.PositionRandomised = new Vector2(newX, newY);
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objectInfo.EndPositionRandomised = slider.EndPosition;
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shiftNestedObjects(slider, objectInfo.PositionRandomised - objectInfo.PositionOriginal);
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return objectInfo.PositionRandomised - previousPosition;
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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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var hitObject = hitObjects[i];
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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 = hitObject.Position + shift * ((hitObjects.Count - i) / (float)(hitObjects.Count + 1));
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hitObject.Position = clampToPlayfieldWithPadding(position, (float)hitObject.Radius);
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}
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}
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/// <summary>
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/// Calculates a <see cref="RectangleF"/> which contains all of the possible movements of the slider (in relative X/Y coordinates)
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/// such that the entire slider is inside the playfield.
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/// </summary>
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/// <remarks>
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/// If the slider is larger than the playfield, the returned <see cref="RectangleF"/> may have negative width/height.
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/// </remarks>
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private RectangleF calculatePossibleMovementBounds(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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float minX = float.PositiveInfinity;
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float maxX = float.NegativeInfinity;
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float minY = float.PositiveInfinity;
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float maxY = float.NegativeInfinity;
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// Compute the bounding box of the slider.
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foreach (var pos in pathPositions)
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{
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minX = MathF.Min(minX, pos.X);
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maxX = MathF.Max(maxX, pos.X);
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minY = MathF.Min(minY, pos.Y);
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maxY = MathF.Max(maxY, pos.Y);
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}
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// Take the circle radius into account.
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var radius = (float)slider.Radius;
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minX -= radius;
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minY -= radius;
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maxX += radius;
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maxY += radius;
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// Given the bounding box of the slider (via min/max X/Y),
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// the amount that the slider can move to the left is minX (with the sign flipped, since positive X is to the right),
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// and the amount that it can move to the right is WIDTH - maxX.
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// Same calculation applies for the Y axis.
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float left = -minX;
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float right = OsuPlayfield.BASE_SIZE.X - maxX;
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float top = -minY;
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float bottom = OsuPlayfield.BASE_SIZE.Y - maxY;
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return new RectangleF(left, top, right - left, bottom - top);
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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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/// <summary>
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/// Clamp a position to playfield, keeping a specified distance from the edges.
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/// </summary>
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/// <param name="position">The position to be clamped.</param>
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/// <param name="padding">The minimum distance allowed from playfield edges.</param>
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/// <returns>The clamped position.</returns>
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private Vector2 clampToPlayfieldWithPadding(Vector2 position, float padding)
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{
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return new Vector2(
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Math.Clamp(position.X, padding, OsuPlayfield.BASE_SIZE.X - padding),
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Math.Clamp(position.Y, padding, OsuPlayfield.BASE_SIZE.Y - padding)
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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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