mirror of
https://github.com/ppy/osu
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161 lines
7.1 KiB
C#
161 lines
7.1 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.Bindables;
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using osu.Framework.Localisation;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Overlays.Settings;
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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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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 LocalisableString Description => "It never gets boring!";
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public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModTargetPractice)).ToArray();
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[SettingSource("Angle sharpness", "How sharp angles should be", SettingControlType = typeof(SettingsSlider<float>))]
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public BindableFloat AngleSharpness { get; } = new BindableFloat(7)
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{
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MinValue = 1,
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MaxValue = 10,
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Precision = 0.1f
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};
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private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
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private Random random = null!;
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public void ApplyToBeatmap(IBeatmap beatmap)
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{
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if (beatmap is not OsuBeatmap osuBeatmap)
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return;
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Seed.Value ??= RNG.Next();
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random = new Random((int)Seed.Value);
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var positionInfos = OsuHitObjectGenerationUtils.GeneratePositionInfos(osuBeatmap.HitObjects);
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// Offsets the angles of all hit objects in a "section" by the same amount.
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float sectionOffset = 0;
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// Whether the angles are positive or negative (clockwise or counter-clockwise flow).
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bool flowDirection = false;
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for (int i = 0; i < positionInfos.Count; i++)
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{
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if (shouldStartNewSection(osuBeatmap, positionInfos, i))
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{
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sectionOffset = getRandomOffset(0.0008f);
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flowDirection = !flowDirection;
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}
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if (i == 0)
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{
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positionInfos[i].DistanceFromPrevious = (float)(random.NextDouble() * OsuPlayfield.BASE_SIZE.Y / 2);
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positionInfos[i].RelativeAngle = (float)(random.NextDouble() * 2 * Math.PI - Math.PI);
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}
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else
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{
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// Offsets only the angle of the current hit object if a flow change occurs.
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float flowChangeOffset = 0;
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// Offsets only the angle of the current hit object.
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float oneTimeOffset = getRandomOffset(0.002f);
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if (shouldApplyFlowChange(positionInfos, i))
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{
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flowChangeOffset = getRandomOffset(0.002f);
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flowDirection = !flowDirection;
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}
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float totalOffset =
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// sectionOffset and oneTimeOffset should mainly affect patterns with large spacing.
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(sectionOffset + oneTimeOffset) * positionInfos[i].DistanceFromPrevious +
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// flowChangeOffset should mainly affect streams.
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flowChangeOffset * (playfield_diagonal - positionInfos[i].DistanceFromPrevious);
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positionInfos[i].RelativeAngle = getRelativeTargetAngle(positionInfos[i].DistanceFromPrevious, totalOffset, flowDirection);
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}
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}
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osuBeatmap.HitObjects = OsuHitObjectGenerationUtils.RepositionHitObjects(positionInfos);
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}
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private float getRandomOffset(float stdDev)
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{
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// Range: [0.5, 2]
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// Higher angle sharpness -> lower multiplier
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float customMultiplier = (1.5f * AngleSharpness.MaxValue - AngleSharpness.Value) / (1.5f * AngleSharpness.MaxValue - AngleSharpness.Default);
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return OsuHitObjectGenerationUtils.RandomGaussian(random, 0, stdDev * customMultiplier);
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}
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/// <param name="targetDistance">The target distance between the previous and the current <see cref="OsuHitObject"/>.</param>
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/// <param name="offset">The angle (in rad) by which the target angle should be offset.</param>
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/// <param name="flowDirection">Whether the relative angle should be positive or negative.</param>
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private float getRelativeTargetAngle(float targetDistance, float offset, bool flowDirection)
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{
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// Range: [0.1, 1]
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float angleSharpness = AngleSharpness.Value / AngleSharpness.MaxValue;
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// Range: [0, 0.9]
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float angleWideness = 1 - angleSharpness;
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// Range: [-60, 30]
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float customOffsetX = angleSharpness * 100 - 70;
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// Range: [-0.075, 0.15]
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float customOffsetY = angleWideness * 0.25f - 0.075f;
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targetDistance += customOffsetX;
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float angle = (float)(2.16 / (1 + 200 * Math.Exp(0.036 * (targetDistance - 310 + customOffsetX))) + 0.5);
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angle += offset + customOffsetY;
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float relativeAngle = (float)Math.PI - angle;
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return flowDirection ? -relativeAngle : relativeAngle;
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}
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/// <returns>Whether a new section should be started at the current <see cref="OsuHitObject"/>.</returns>
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private bool shouldStartNewSection(OsuBeatmap beatmap, IReadOnlyList<OsuHitObjectGenerationUtils.ObjectPositionInfo> positionInfos, int i)
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{
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if (i == 0)
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return true;
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// Exclude new-combo-spam and 1-2-combos.
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bool previousObjectStartedCombo = positionInfos[Math.Max(0, i - 2)].HitObject.IndexInCurrentCombo > 1 &&
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positionInfos[i - 1].HitObject.NewCombo;
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bool previousObjectWasOnDownbeat = OsuHitObjectGenerationUtils.IsHitObjectOnBeat(beatmap, positionInfos[i - 1].HitObject, true);
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bool previousObjectWasOnBeat = OsuHitObjectGenerationUtils.IsHitObjectOnBeat(beatmap, positionInfos[i - 1].HitObject);
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return (previousObjectStartedCombo && random.NextDouble() < 0.6f) ||
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previousObjectWasOnDownbeat ||
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(previousObjectWasOnBeat && random.NextDouble() < 0.4f);
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}
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/// <returns>Whether a flow change should be applied at the current <see cref="OsuHitObject"/>.</returns>
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private bool shouldApplyFlowChange(IReadOnlyList<OsuHitObjectGenerationUtils.ObjectPositionInfo> positionInfos, int i)
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{
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// Exclude new-combo-spam and 1-2-combos.
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bool previousObjectStartedCombo = positionInfos[Math.Max(0, i - 2)].HitObject.IndexInCurrentCombo > 1 &&
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positionInfos[i - 1].HitObject.NewCombo;
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return previousObjectStartedCombo && random.NextDouble() < 0.6f;
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}
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}
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}
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