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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModTarget.cs

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// 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.
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using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Utils;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
{
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public class OsuModTarget : ModWithVisibilityAdjustment, IApplicableToDrawableRuleset<OsuHitObject>,
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IApplicableToHealthProcessor, IApplicableToDifficulty, IApplicableFailOverride, IHasSeed
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{
public override string Name => "Target";
public override string Acronym => "TP";
public override ModType Type => ModType.Conversion;
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public override IconUsage? Icon => OsuIcon.ModTarget;
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public override string Description => @"Practice keeping up with the beat of the song.";
public override double ScoreMultiplier => 1;
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[SettingSource("Seed", "Use a custom seed instead of a random one", SettingControlType = typeof(SeedSettingsControl))]
public Bindable<int?> Seed { get; } = new Bindable<int?>
{
Default = null,
Value = null
};
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public bool PerformFail() => true;
public bool RestartOnFail => false;
public bool DisplayResultsOnFail => true;
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public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
{
// Sudden death
healthProcessor.FailConditions += (_, result)
=> result.Type.AffectsCombo()
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&& !result.IsHit;
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}
// Maximum distance to jump
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private const float max_distance = 250f;
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public override void ApplyToBeatmap(IBeatmap beatmap)
{
Seed.Value ??= RNG.Next();
var rng = new Random(Seed.Value.GetValueOrDefault());
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float nextSingle(float max = 1f) => (float)(rng.NextDouble() * max);
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var osuBeatmap = (OsuBeatmap)beatmap;
var origHitObjects = osuBeatmap.HitObjects.OrderBy(x => x.StartTime).ToList();
// Only place circles between startTime and endTime
var startTime = origHitObjects.First().StartTime;
var endObj = origHitObjects.Last();
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var endTime = endObj switch
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{
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Slider slider => slider.EndTime,
Spinner spinner => spinner.EndTime,
_ => endObj.StartTime
};
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// Generate the beats
var beats = osuBeatmap.ControlPointInfo.TimingPoints
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.Where(x => Precision.AlmostBigger(endTime, x.Time))
.SelectMany(tp =>
{
var tpBeats = new List<double>();
var currentTime = tp.Time;
while (Precision.AlmostBigger(endTime, currentTime) && osuBeatmap.ControlPointInfo.TimingPointAt(currentTime) == tp)
{
tpBeats.Add(currentTime);
currentTime += tp.BeatLength;
}
return tpBeats;
})
// Remove beats that are before startTime
.Where(x => Precision.AlmostBigger(x, startTime))
// Remove beats during breaks
.Where(x => !osuBeatmap.Breaks.Any(b =>
Precision.AlmostBigger(x, b.StartTime)
&& Precision.AlmostBigger(origHitObjects.First(y => Precision.AlmostBigger(y.StartTime, b.EndTime)).StartTime, x)
))
.ToList();
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// Generate a hit circle for each beat
var hitObjects = beats
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// Remove beats that are too close to the next one (e.g. due to timing point changes)
.Where((x, idx) =>
{
if (idx == beats.Count - 1) return true;
return !Precision.AlmostBigger(osuBeatmap.ControlPointInfo.TimingPointAt(x).BeatLength / 2, beats[idx + 1] - x);
})
.Select(x =>
{
var newCircle = new HitCircle();
newCircle.ApplyDefaults(osuBeatmap.ControlPointInfo, osuBeatmap.BeatmapInfo.BaseDifficulty);
newCircle.StartTime = x;
return (OsuHitObject)newCircle;
}).ToList();
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// Add hit samples to the circles
for (int i = 0; i < hitObjects.Count; i++)
{
var x = hitObjects[i];
var samples = getSamplesAtTime(origHitObjects, x.StartTime);
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if (samples == null)
{
if (i > 0)
x.Samples = hitObjects[i - 1].Samples;
}
else
{
x.Samples = samples;
}
}
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// Process combo numbers
// First follow the combo indices in the original beatmap
hitObjects.ForEach(x =>
{
var origObj = origHitObjects.FindLast(y => Precision.AlmostBigger(x.StartTime, y.StartTime));
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x.ComboIndex = origObj?.ComboIndex ?? 0;
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});
// Then reprocess them to ensure continuity in the combo indices and add indices in current combo
var combos = hitObjects.GroupBy(x => x.ComboIndex).ToList();
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for (int i = 0; i < combos.Count; i++)
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{
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var group = combos[i].ToList();
group.First().NewCombo = true;
group.Last().LastInCombo = true;
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for (int j = 0; j < group.Count; j++)
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{
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var x = group[j];
x.ComboIndex = i;
x.IndexInCurrentCombo = j;
}
}
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// Position all hit circles
var direction = MathHelper.TwoPi * nextSingle();
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for (int i = 0; i < hitObjects.Count; i++)
{
var x = hitObjects[i];
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if (i == 0)
{
x.Position = new Vector2(nextSingle(OsuPlayfield.BASE_SIZE.X), nextSingle(OsuPlayfield.BASE_SIZE.Y));
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}
else
{
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var distance = Math.Min(max_distance, 40f * (float)Math.Pow(1.05, x.ComboIndex));
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var relativePos = new Vector2(
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distance * (float)Math.Cos(direction),
distance * (float)Math.Sin(direction)
);
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relativePos = getRotatedVector(hitObjects[i - 1].Position, relativePos);
direction = (float)Math.Atan2(relativePos.Y, relativePos.X);
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var newPosition = Vector2.Add(hitObjects[i - 1].Position, relativePos);
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if (newPosition.Y < 0)
newPosition.Y = 0;
else if (newPosition.Y > OsuPlayfield.BASE_SIZE.Y)
newPosition.Y = OsuPlayfield.BASE_SIZE.Y;
if (newPosition.X < 0)
newPosition.X = 0;
else if (newPosition.X > OsuPlayfield.BASE_SIZE.X)
newPosition.X = OsuPlayfield.BASE_SIZE.X;
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x.Position = newPosition;
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if (x.LastInCombo)
direction = MathHelper.TwoPi * nextSingle();
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else
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direction += distance / max_distance * (nextSingle() * MathHelper.TwoPi - MathHelper.Pi);
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}
}
osuBeatmap.HitObjects = hitObjects;
base.ApplyToBeatmap(beatmap);
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}
/// <summary>
/// Get samples (if any) for a specific point in time.
/// </summary>
/// <remarks>
/// Samples will be returned if a hit circle or a slider node exists at that point of time.
/// </remarks>
/// <param name="hitObjects">The list of hit objects in a beatmap, ordered by StartTime</param>
/// <param name="time">The point in time to get samples for</param>
/// <returns>Hit samples</returns>
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private IList<HitSampleInfo> getSamplesAtTime(IEnumerable<OsuHitObject> hitObjects, double time)
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{
var sampleObj = hitObjects.FirstOrDefault(x =>
{
if (Precision.AlmostEquals(time, x.StartTime)) return true;
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if (!(x is Slider s))
return false;
if (!Precision.AlmostBigger(time, s.StartTime)
|| !Precision.AlmostBigger(s.EndTime, time))
return false;
return Precision.AlmostEquals((time - s.StartTime) % s.SpanDuration, 0);
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});
if (sampleObj == null) return null;
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IList<HitSampleInfo> samples;
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if (sampleObj is Slider slider)
{
samples = slider.NodeSamples[(int)Math.Round((time - slider.StartTime) % slider.SpanDuration)];
}
else
{
samples = sampleObj.Samples;
}
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return samples;
}
protected override void ApplyIncreasedVisibilityState(DrawableHitObject drawable, ArmedState state)
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{
}
protected override void ApplyNormalVisibilityState(DrawableHitObject drawable, ArmedState state)
{
if (drawable is DrawableSpinner)
return;
var h = (OsuHitObject)drawable.HitObject;
// apply grow and fade effect
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if (!(drawable is DrawableHitCircle circle)) return;
using (drawable.BeginAbsoluteSequence(h.StartTime - h.TimePreempt))
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{
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// todo: this doesn't feel quite right yet
drawable.ScaleTo(0.4f)
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.Then().ScaleTo(1.6f, h.TimePreempt * 2);
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drawable.FadeTo(0.5f)
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.Then().Delay(h.TimeFadeIn).FadeTo(1f);
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// remove approach circles
circle.ApproachCircle.Hide();
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}
}
public void ReadFromDifficulty(BeatmapDifficulty difficulty)
{
}
public void ApplyToDifficulty(BeatmapDifficulty difficulty)
{
// Decrease AR to increase preempt time
difficulty.ApproachRate *= 0.5f;
}
// The distances from the hit objects to the borders of the playfield they start to "turn around" and curve towards the middle.
// The closer the hit objects draw to the border, the sharper the turn
private const byte border_distance_x = 192;
private const byte border_distance_y = 144;
/// <summary>
/// Determines the position of the current hit object relative to the previous one.
/// </summary>
/// <returns>The position of the current hit object relative to the previous one</returns>
private Vector2 getRotatedVector(Vector2 prevPosChanged, Vector2 posRelativeToPrev)
{
var relativeRotationDistance = 0f;
var playfieldMiddle = Vector2.Divide(OsuPlayfield.BASE_SIZE, 2);
if (prevPosChanged.X < playfieldMiddle.X)
{
relativeRotationDistance = Math.Max(
(border_distance_x - prevPosChanged.X) / border_distance_x,
relativeRotationDistance
);
}
else
{
relativeRotationDistance = Math.Max(
(prevPosChanged.X - (OsuPlayfield.BASE_SIZE.X - border_distance_x)) / border_distance_x,
relativeRotationDistance
);
}
if (prevPosChanged.Y < playfieldMiddle.Y)
{
relativeRotationDistance = Math.Max(
(border_distance_y - prevPosChanged.Y) / border_distance_y,
relativeRotationDistance
);
}
else
{
relativeRotationDistance = Math.Max(
(prevPosChanged.Y - (OsuPlayfield.BASE_SIZE.Y - border_distance_y)) / border_distance_y,
relativeRotationDistance
);
}
return rotateVectorTowardsVector(
posRelativeToPrev,
Vector2.Subtract(playfieldMiddle, prevPosChanged),
relativeRotationDistance / 2
);
}
/// <summary>
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/// Rotates vector "initial" towards vector "destination"
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/// </summary>
/// <param name="initial">Vector to rotate to "destination"</param>
/// <param name="destination">Vector "initial" should be rotated to</param>
/// <param name="relativeDistance">The angle the vector should be rotated relative to the difference between the angles of the the two vectors.</param>
/// <returns>Resulting vector</returns>
private Vector2 rotateVectorTowardsVector(Vector2 initial, Vector2 destination, float relativeDistance)
{
var initialAngleRad = Math.Atan2(initial.Y, initial.X);
var destAngleRad = Math.Atan2(destination.Y, destination.X);
var diff = destAngleRad - initialAngleRad;
while (diff < -Math.PI)
{
diff += 2 * Math.PI;
}
while (diff > Math.PI)
{
diff -= 2 * Math.PI;
}
var finalAngleRad = initialAngleRad + relativeDistance * diff;
return new Vector2(
initial.Length * (float)Math.Cos(finalAngleRad),
initial.Length * (float)Math.Sin(finalAngleRad)
);
}
// Background metronome
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
drawableRuleset.Overlays.Add(new TargetBeatContainer());
}
public class TargetBeatContainer : BeatSyncedContainer
{
private PausableSkinnableSound sample;
public TargetBeatContainer()
{
Divisor = 1;
}
[BackgroundDependencyLoader]
private void load()
{
InternalChildren = new Drawable[]
{
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sample = new PausableSkinnableSound(new SampleInfo("spinnerbonus")) // todo: use another sample?
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};
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
if (!IsBeatSyncedWithTrack) return;
sample?.Play();
}
}
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}
}