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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModSpunOut.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;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Localisation;
using osu.Framework.Utils;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModSpunOut : Mod, IApplicableToDrawableHitObject
{
public override string Name => "Spun Out";
public override string Acronym => "SO";
public override IconUsage? Icon => OsuIcon.ModSpunOut;
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public override ModType Type => ModType.Automation;
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public override LocalisableString Description => @"Spinners will be automatically completed.";
public override double ScoreMultiplier => 0.9;
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public override Type[] IncompatibleMods => new[] { typeof(ModAutoplay), typeof(OsuModAutopilot), typeof(OsuModTargetPractice) };
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public override bool Ranked => UsesDefaultConfiguration;
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public void ApplyToDrawableHitObject(DrawableHitObject hitObject)
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{
if (hitObject is DrawableSpinner spinner)
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{
spinner.HandleUserInput = false;
spinner.OnUpdate += onSpinnerUpdate;
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}
}
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private void onSpinnerUpdate(Drawable drawable)
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{
var spinner = (DrawableSpinner)drawable;
spinner.RotationTracker.Tracking = true;
// early-return if we were paused to avoid division-by-zero in the subsequent calculations.
if (Precision.AlmostEquals(spinner.Clock.Rate, 0))
return;
// because the spinner is under the gameplay clock, it is affected by rate adjustments on the track;
// for that reason using ElapsedFrameTime directly leads to fewer SPM with Half Time and more SPM with Double Time.
// for spinners we want the real (wall clock) elapsed time; to achieve that, unapply the clock rate locally here.
double rateIndependentElapsedTime = spinner.Clock.ElapsedFrameTime / spinner.Clock.Rate;
// multiply the SPM by 1.01 to ensure that the spinner is completed. if the calculation is left exact,
// some spinners may not complete due to very minor decimal loss during calculation
float rotationSpeed = (float)(1.01 * spinner.HitObject.SpinsRequired / spinner.HitObject.Duration);
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spinner.RotationTracker.AddRotation(float.RadiansToDegrees((float)rateIndependentElapsedTime * rotationSpeed * MathF.PI * 2.0f));
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}
}
}