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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModRepel.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;
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using System.Diagnostics;
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using osu.Framework.Bindables;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Osu.Utils;
using osu.Game.Rulesets.UI;
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using osuTK;
namespace osu.Game.Rulesets.Osu.Mods
{
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internal class OsuModRepel : Mod, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
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{
public override string Name => "Repel";
public override string Acronym => "RP";
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public override ModType Type => ModType.Fun;
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public override string Description => "Hit objects run away!";
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public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModMagnetised) };
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private IFrameStableClock? gameplayClock;
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[SettingSource("Repulsion strength", "How strong the repulsion is.", 0)]
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public BindableFloat RepulsionStrength { get; } = new BindableFloat(0.5f)
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{
Precision = 0.05f,
MinValue = 0.05f,
MaxValue = 1.0f,
};
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
gameplayClock = drawableRuleset.FrameStableClock;
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// Hide judgment displays and follow points as they won't make any sense.
// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
drawableRuleset.Playfield.DisplayJudgements.Value = false;
(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
}
public void Update(Playfield playfield)
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{
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var cursorPos = playfield.Cursor.ActiveCursor.DrawPosition;
foreach (var drawable in playfield.HitObjectContainer.AliveObjects)
{
var destination = Vector2.Clamp(2 * drawable.Position - cursorPos, Vector2.Zero, OsuPlayfield.BASE_SIZE);
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if (drawable.HitObject is Slider thisSlider)
{
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var possibleMovementBounds = OsuHitObjectGenerationUtils.CalculatePossibleMovementBounds(thisSlider);
destination = Vector2.Clamp(
destination,
new Vector2(possibleMovementBounds.Left, possibleMovementBounds.Top),
new Vector2(possibleMovementBounds.Right, possibleMovementBounds.Bottom)
);
}
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switch (drawable)
{
case DrawableHitCircle circle:
easeTo(circle, destination, cursorPos);
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break;
case DrawableSlider slider:
if (!slider.HeadCircle.Result.HasResult)
easeTo(slider, destination, cursorPos);
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else
easeTo(slider, destination - slider.Ball.DrawPosition, cursorPos);
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break;
}
}
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}
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private void easeTo(DrawableHitObject hitObject, Vector2 destination, Vector2 cursorPos)
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{
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Debug.Assert(gameplayClock != null);
double dampLength = Vector2.Distance(hitObject.Position, cursorPos) / (0.04 * RepulsionStrength.Value + 0.04);
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float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, gameplayClock.ElapsedFrameTime);
float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, gameplayClock.ElapsedFrameTime);
hitObject.Position = new Vector2(x, y);
}
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}
}