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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModAimAssist.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.
using System;
using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.UI;
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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
{
internal class OsuModAimAssist : Mod, IApplicableToDrawableHitObjects, IUpdatableByPlayfield
{
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public override string Name => "Aim Assist";
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public override string Acronym => "AA";
public override IconUsage Icon => FontAwesome.Solid.MousePointer;
public override ModType Type => ModType.Fun;
public override string Description => "No need to chase the circle, the circle chases you";
public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay) };
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private readonly List<DrawableOsuHitObject> movingObjects = new List<DrawableOsuHitObject>();
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private DrawableSpinner activeSpinner;
private double spinnerAngle; // in radians
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public void Update(Playfield playfield)
{
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var cursorPos = playfield.Cursor.ActiveCursor.DrawPosition;
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var currentTime = playfield.Clock.CurrentTime;
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// Avoid relocating judgment displays and hide follow points
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playfield.DisplayJudgements.Value = false;
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(playfield as OsuPlayfield)?.ConnectionLayer.Hide();
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// If object too old, remove from movingObjects list, otherwise move to new destination
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movingObjects.RemoveAll(d =>
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{
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var h = d.HitObject;
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var endTime = (h as IHasEndTime)?.EndTime ?? h.StartTime;
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// Object no longer required to be moved -> remove from list
if (currentTime > endTime)
return true;
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switch (d)
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{
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case DrawableHitCircle circle:
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// 10ms earlier on the note to reduce chance of missing when clicking early / cursor moves fast
circle.MoveTo(cursorPos, Math.Max(0, endTime - currentTime - 10));
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return false;
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case DrawableSlider slider:
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// Move slider to cursor
if (currentTime < h.StartTime)
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{
slider.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10));
}
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// Move slider so that sliderball stays on the cursor
else
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{
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slider.HeadCircle.Hide(); // temporary solution to supress HeadCircle's explosion, flash, ... at wrong location
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slider.MoveTo(cursorPos - slider.Ball.DrawPosition);
}
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return false;
case DrawableSpinner spinner:
// Move spinner to cursor
if (currentTime < h.StartTime)
{
spinner.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10));
return false;
}
else
{
spinnerAngle = 0;
activeSpinner = spinner;
return true;
}
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default:
return true;
}
});
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if (activeSpinner != null)
{
if (currentTime > (activeSpinner.HitObject as IHasEndTime)?.EndTime)
{
activeSpinner = null;
spinnerAngle = 0;
}
else
{
const float additional_degrees = 4;
const int dist_from_cursor = 30;
spinnerAngle += additional_degrees * Math.PI / 180;
// Visual progress
activeSpinner.MoveTo(new Vector2((float)(dist_from_cursor * Math.Cos(spinnerAngle) + cursorPos.X), (float)(dist_from_cursor * Math.Sin(spinnerAngle) + cursorPos.Y)));
// Logical progress
activeSpinner.Disc.RotationAbsolute += additional_degrees;
}
}
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}
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
foreach (var drawable in drawables)
drawable.ApplyCustomUpdateState += drawableOnApplyCustomUpdateState;
}
private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
{
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if (drawable is DrawableOsuHitObject hitobject)
movingObjects.Add(hitobject);
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}
}
/*
* TODOs
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* - fix sliders reappearing at original position after their EndTime (see https://puu.sh/E7zT4/111cf9cdc8.gif)
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* - find nicer way to handle slider headcircle explosion, flash, ...
* - add Aim Assist as incompatible mod for Autoplay (?)
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*
*/
}