mirror of https://github.com/ppy/osu
356 lines
14 KiB
C#
356 lines
14 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.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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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.Graphics.UserInterface;
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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 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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public override bool Ranked => false;
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// The relative distance to the edge of the playfield before objects' positions should start to "turn around" and curve towards the middle.
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// The closer the hit objects draw to the border, the sharper the turn
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private const float playfield_edge_ratio = 0.375f;
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private static readonly float border_distance_x = OsuPlayfield.BASE_SIZE.X * playfield_edge_ratio;
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private static readonly float border_distance_y = OsuPlayfield.BASE_SIZE.Y * playfield_edge_ratio;
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private static readonly Vector2 playfield_middle = Vector2.Divide(OsuPlayfield.BASE_SIZE, 2);
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private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
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[SettingSource("Seed", "Use a custom seed instead of a random one", SettingControlType = typeof(OsuModRandomSettingsControl))]
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public Bindable<int?> Seed { get; } = new Bindable<int?>
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{
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Default = null,
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Value = null
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};
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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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var rng = new Random((int)Seed.Value);
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var prevObjectInfo = new RandomObjectInfo
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{
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PositionOriginal = hitObjects[0].Position,
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EndPositionOriginal = hitObjects[0].EndPosition,
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PositionRandomised = hitObjects[0].Position,
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EndPositionRandomised = hitObjects[0].EndPosition
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};
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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 currentObjectInfo = new RandomObjectInfo(hitObject);
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if (i == 0)
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prevObjectInfo = currentObjectInfo;
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// rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams
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if (i % 3 == 0)
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rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
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var distanceToPrev = Vector2.Distance(prevObjectInfo.EndPositionOriginal, currentObjectInfo.PositionOriginal);
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switch (hitObject)
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{
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case HitCircle circle:
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applyRandomisation(
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rateOfChangeMultiplier,
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prevObjectInfo,
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distanceToPrev,
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ref currentObjectInfo
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);
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circle.Position = currentObjectInfo.PositionRandomised;
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currentObjectInfo.EndPositionRandomised = currentObjectInfo.PositionRandomised;
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break;
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case Slider slider:
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currentObjectInfo.EndPositionOriginal = slider.EndPosition;
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currentObjectInfo.EndPositionOriginal = slider.TailCircle.Position;
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applyRandomisation(
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rateOfChangeMultiplier,
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prevObjectInfo,
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distanceToPrev,
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ref currentObjectInfo
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);
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slider.Position = currentObjectInfo.PositionRandomised;
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currentObjectInfo.EndPositionRandomised = slider.TailCircle.Position;
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moveSliderIntoPlayfield(ref slider, ref currentObjectInfo);
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var sliderShift = Vector2.Subtract(slider.Position, currentObjectInfo.PositionOriginal);
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foreach (var tick in slider.NestedHitObjects.OfType<SliderTick>())
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tick.Position = Vector2.Add(tick.Position, sliderShift);
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break;
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}
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prevObjectInfo = currentObjectInfo;
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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 prevObjectInfo, float distanceToPrev, ref RandomObjectInfo currentObjectInfo)
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{
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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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var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / playfield_diagonal;
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currentObjectInfo.AngleRad = (float)randomAngleRad + prevObjectInfo.AngleRad;
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if (currentObjectInfo.AngleRad < 0)
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currentObjectInfo.AngleRad += 2 * (float)Math.PI;
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var posRelativeToPrev = new Vector2(
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distanceToPrev * (float)Math.Cos(currentObjectInfo.AngleRad),
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distanceToPrev * (float)Math.Sin(currentObjectInfo.AngleRad)
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);
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posRelativeToPrev = getRotatedVector(prevObjectInfo.EndPositionRandomised, posRelativeToPrev);
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currentObjectInfo.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
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var position = Vector2.Add(prevObjectInfo.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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currentObjectInfo.PositionRandomised = position;
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}
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private void moveSliderIntoPlayfield(ref Slider slider, ref RandomObjectInfo currentObjectInfo)
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{
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foreach (var controlPoint in slider.Path.ControlPoints)
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{
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// Position of controlPoint relative to slider.Position
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var pos = controlPoint.Position.Value;
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var playfieldSize = OsuPlayfield.BASE_SIZE;
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if (pos.X + slider.Position.X < 0)
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slider.Position = new Vector2(-pos.X, slider.Position.Y);
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else if (pos.X + slider.Position.X > playfieldSize.X)
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slider.Position = new Vector2(playfieldSize.X - pos.X, slider.Position.Y);
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if (pos.Y + slider.Position.Y < 0)
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slider.Position = new Vector2(slider.Position.X, -pos.Y);
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else if (pos.Y + slider.Position.Y > playfieldSize.Y)
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slider.Position = new Vector2(slider.Position.X, playfieldSize.Y - pos.Y);
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}
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currentObjectInfo.EndPositionRandomised = slider.TailCircle.Position;
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}
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/// <summary>
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/// Determines the position of the current hit object relative to the previous one.
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/// </summary>
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/// <returns>The position of the current hit object relative to the previous one</returns>
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private Vector2 getRotatedVector(Vector2 prevPosChanged, Vector2 posRelativeToPrev)
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{
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var relativeRotationDistance = 0f;
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if (prevPosChanged.X < playfield_middle.X)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_x - prevPosChanged.X) / border_distance_x,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevPosChanged.X - (OsuPlayfield.BASE_SIZE.X - border_distance_x)) / border_distance_x,
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relativeRotationDistance
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);
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}
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if (prevPosChanged.Y < playfield_middle.Y)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_y - prevPosChanged.Y) / border_distance_y,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevPosChanged.Y - (OsuPlayfield.BASE_SIZE.Y - border_distance_y)) / border_distance_y,
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relativeRotationDistance
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);
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}
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return rotateVectorTowardsVector(posRelativeToPrev, playfield_middle - prevPosChanged, relativeRotationDistance / 2);
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}
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/// <summary>
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/// Rotates vector "initial" towards vector "destinantion"
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/// </summary>
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/// <param name="initial">Vector to rotate to "destination"</param>
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/// <param name="destination">Vector "initial" should be rotated to</param>
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/// <param name="relativeDistance">The angle the vector should be rotated relative to the difference between the angles of the the two vectors.</param>
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/// <returns>Resulting vector</returns>
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private Vector2 rotateVectorTowardsVector(Vector2 initial, Vector2 destination, float relativeDistance)
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{
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var initialAngleRad = Math.Atan2(initial.Y, initial.X);
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var destAngleRad = Math.Atan2(destination.Y, destination.X);
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var diff = destAngleRad - initialAngleRad;
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while (diff < -Math.PI)
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{
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diff += 2 * Math.PI;
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}
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while (diff > Math.PI)
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{
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diff -= 2 * Math.PI;
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}
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var finalAngleRad = initialAngleRad + relativeDistance * diff;
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return new Vector2(
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initial.Length * (float)Math.Cos(finalAngleRad),
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initial.Length * (float)Math.Sin(finalAngleRad)
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);
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}
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private struct RandomObjectInfo
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{
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internal float AngleRad { get; set; }
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internal Vector2 PositionOriginal { get; set; }
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internal Vector2 PositionRandomised { get; set; }
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internal Vector2 EndPositionOriginal { get; set; }
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internal 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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public class OsuModRandomSettingsControl : SettingsItem<int?>
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{
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protected override Drawable CreateControl() => new SeedControl
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{
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RelativeSizeAxes = Axes.X,
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Margin = new MarginPadding { Top = 5 }
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};
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private sealed class SeedControl : CompositeDrawable, IHasCurrentValue<int?>
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{
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private readonly BindableWithCurrent<int?> current = new BindableWithCurrent<int?>();
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public Bindable<int?> Current
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{
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get => current;
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set
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{
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current.Current = value;
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seedNumberBox.Text = value.Value.ToString();
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}
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}
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private readonly OsuNumberBox seedNumberBox;
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public SeedControl()
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{
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AutoSizeAxes = Axes.Y;
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InternalChildren = new[]
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{
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new GridContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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ColumnDimensions = new[]
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{
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new Dimension(),
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new Dimension(GridSizeMode.Absolute, 2),
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new Dimension(GridSizeMode.Relative, 0.25f)
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},
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RowDimensions = new[]
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{
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new Dimension(GridSizeMode.AutoSize)
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},
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Content = new[]
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{
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new Drawable[]
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{
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seedNumberBox = new OsuNumberBox
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{
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RelativeSizeAxes = Axes.X,
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CommitOnFocusLost = true
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}
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}
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}
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}
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};
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seedNumberBox.Current.BindValueChanged(e =>
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{
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int? value = null;
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if (int.TryParse(e.NewValue, out var intVal))
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value = intVal;
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current.Value = value;
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});
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}
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protected override void Update()
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{
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if (current.Value == null)
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seedNumberBox.Text = current.Current.Value.ToString();
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}
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}
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}
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}
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}
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