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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModRandom.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 System.Linq;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
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;
using osu.Game.Rulesets.Osu.Utils;
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namespace osu.Game.Rulesets.Osu.Mods
{
/// <summary>
/// Mod that randomises the positions of the <see cref="HitObject"/>s
/// </summary>
public class OsuModRandom : ModRandom, IApplicableToBeatmap
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{
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public override string Description => "It never gets boring!";
public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModTarget)).ToArray();
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private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
private Random? rng;
public void ApplyToBeatmap(IBeatmap beatmap)
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{
if (beatmap is not OsuBeatmap osuBeatmap)
return;
Seed.Value ??= RNG.Next();
rng = new Random((int)Seed.Value);
var positionInfos = OsuHitObjectGenerationUtils.GeneratePositionInfos(osuBeatmap.HitObjects);
// Offsets the angles of all hit objects in a "section" by the same amount.
float sectionOffset = 0;
// Whether the angles are positive or negative (clockwise or counter-clockwise flow).
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bool flowDirection = false;
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for (int i = 0; i < positionInfos.Count; i++)
{
if (shouldStartNewSection(osuBeatmap, positionInfos, i, 0.6f, 0.4f))
{
sectionOffset = OsuHitObjectGenerationUtils.RandomGaussian(rng, 0, 0.0008f);
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flowDirection = !flowDirection;
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}
if (i == 0)
{
positionInfos[i].DistanceFromPrevious = (float)(rng.NextDouble() * OsuPlayfield.BASE_SIZE.Y / 2);
positionInfos[i].RelativeAngle = (float)(rng.NextDouble() * 2 * Math.PI - Math.PI);
}
else
{
// Offsets only the angle of the current hit object if a flow change occurs.
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float flowChangeOffset = 0;
// Offsets only the angle of the current hit object.
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float oneTimeOffset = OsuHitObjectGenerationUtils.RandomGaussian(rng, 0, 0.002f);
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if (shouldApplyFlowChange(positionInfos, i, 0.6f))
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{
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flowChangeOffset = OsuHitObjectGenerationUtils.RandomGaussian(rng, 0, 0.002f);
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flowDirection = !flowDirection;
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}
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float totalOffset =
// sectionOffset and oneTimeOffset should mainly affect patterns with large spacing.
(sectionOffset + oneTimeOffset) * positionInfos[i].DistanceFromPrevious +
// flowChangeOffset should mainly affect streams.
flowChangeOffset * (playfield_diagonal - positionInfos[i].DistanceFromPrevious);
positionInfos[i].RelativeAngle = getRelativeTargetAngle(positionInfos[i].DistanceFromPrevious, totalOffset, flowDirection);
}
}
osuBeatmap.HitObjects = OsuHitObjectGenerationUtils.RepositionHitObjects(positionInfos);
}
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/// <param name="targetDistance">The target distance between the previous and the current <see cref="OsuHitObject"/>.</param>
/// <param name="offset">The angle (in rad) by which the target angle should be offset.</param>
/// <param name="flowDirection">Whether the relative angle should be positive or negative.</param>
private static float getRelativeTargetAngle(float targetDistance, float offset, bool flowDirection)
{
float angle = (float)(2.16 / (1 + 200 * Math.Exp(0.036 * (targetDistance - 310))) + 0.5 + offset);
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float relativeAngle = (float)Math.PI - angle;
return flowDirection ? -relativeAngle : relativeAngle;
}
/// <summary>
/// A new section should be started...<br/>
/// ...at the beginning of the <see cref="OsuBeatmap"/>.<br/>
/// ...on every combo start with a probability of <paramref name="newComboProbability"/> (excluding new-combo-spam and 1-2-combos).<br/>
/// ...on every downbeat.<br/>
/// ...on every beat with a probability of <paramref name="beatProbability"/>.<br/>
/// </summary>
/// <returns>Whether a new section should be started at the current <see cref="OsuHitObject"/>.</returns>
private bool shouldStartNewSection(
OsuBeatmap beatmap,
IReadOnlyList<OsuHitObjectGenerationUtils.ObjectPositionInfo> positionInfos,
int i,
float newComboProbability,
float beatProbability
) =>
i == 0 ||
(positionInfos[Math.Max(0, i - 2)].HitObject.IndexInCurrentCombo > 1 && positionInfos[i - 1].HitObject.NewCombo && rng?.NextDouble() < newComboProbability) ||
OsuHitObjectGenerationUtils.IsHitObjectOnBeat(beatmap, positionInfos[i - 1].HitObject, true) ||
(OsuHitObjectGenerationUtils.IsHitObjectOnBeat(beatmap, positionInfos[i - 1].HitObject) && rng?.NextDouble() < beatProbability);
/// <summary>
/// A flow change should occur on every combo start with a probability of <paramref name="probability"/> (excluding new-combo-spam and 1-2-combos).
/// </summary>
/// <returns>Whether a flow change should be applied at the current <see cref="OsuHitObject"/>.</returns>
private bool shouldApplyFlowChange(IReadOnlyList<OsuHitObjectGenerationUtils.ObjectPositionInfo> positionInfos, int i, float probability) =>
positionInfos[Math.Max(0, i - 2)].HitObject.IndexInCurrentCombo > 1 &&
positionInfos[i - 1].HitObject.NewCombo &&
rng?.NextDouble() < probability;
}
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}