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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.Linq ;
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using osu.Framework.Graphics ;
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using osu.Framework.Utils ;
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using osu.Game.Beatmaps ;
using osu.Game.Rulesets.Mods ;
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using osu.Game.Rulesets.Objects ;
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using osu.Game.Rulesets.Osu.Beatmaps ;
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using osu.Game.Rulesets.Osu.Objects ;
using osu.Game.Rulesets.Osu.UI ;
using osuTK ;
namespace osu.Game.Rulesets.Osu.Mods
{
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/// <summary>
/// Mod that randomises the positions of the <see cref="HitObject"/>s
/// </summary>
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public class OsuModRandom : ModRandom , IApplicableToBeatmap
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{
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public override string Description = > "It never gets boring!" ;
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public override bool Ranked = > false ;
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private const float slider_path_checking_rate = 10 ;
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// The relative distance to the edge of the playfield before objects' positions should start to "turn around" and curve towards the middle.
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// The closer the hit objects draw to the border, the sharper the turn
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private const float playfield_edge_ratio = 0.375f ;
private static readonly float border_distance_x = OsuPlayfield . BASE_SIZE . X * playfield_edge_ratio ;
private static readonly float border_distance_y = OsuPlayfield . BASE_SIZE . Y * playfield_edge_ratio ;
private static readonly Vector2 playfield_middle = Vector2 . Divide ( OsuPlayfield . BASE_SIZE , 2 ) ;
private static readonly float playfield_diagonal = OsuPlayfield . BASE_SIZE . LengthFast ;
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private Random rng ;
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public void ApplyToBeatmap ( IBeatmap beatmap )
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{
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if ( ! ( beatmap is OsuBeatmap osuBeatmap ) )
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return ;
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var hitObjects = osuBeatmap . HitObjects ;
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Seed . Value ? ? = RNG . Next ( ) ;
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rng = new Random ( ( int ) Seed . Value ) ;
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RandomObjectInfo previous = null ;
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float rateOfChangeMultiplier = 0 ;
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for ( int i = 0 ; i < hitObjects . Count ; i + + )
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{
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var hitObject = hitObjects [ i ] ;
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var current = new RandomObjectInfo ( hitObject ) ;
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// rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams
if ( i % 3 = = 0 )
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rateOfChangeMultiplier = ( float ) rng . NextDouble ( ) * 2 - 1 ;
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if ( hitObject is Spinner )
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{
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previous = null ;
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continue ;
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}
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applyRandomisation ( rateOfChangeMultiplier , previous , current ) ;
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hitObject . Position = current . PositionRandomised ;
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// update end position as it may have changed as a result of the position update.
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current . EndPositionRandomised = current . PositionRandomised ;
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if ( hitObject is Slider slider )
moveSliderIntoPlayfield ( slider , current ) ;
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previous = current ;
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}
}
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/// <summary>
/// Returns the final position of the hit object
/// </summary>
/// <returns>Final position of the hit object</returns>
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private void applyRandomisation ( float rateOfChangeMultiplier , RandomObjectInfo previous , RandomObjectInfo current )
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{
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if ( previous = = null )
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{
var playfieldSize = OsuPlayfield . BASE_SIZE ;
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current . AngleRad = ( float ) ( rng . NextDouble ( ) * 2 * Math . PI - Math . PI ) ;
current . PositionRandomised = new Vector2 ( ( float ) rng . NextDouble ( ) * playfieldSize . X , ( float ) rng . NextDouble ( ) * playfieldSize . Y ) ;
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return ;
}
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float distanceToPrev = Vector2 . Distance ( previous . EndPositionOriginal , current . PositionOriginal ) ;
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// The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object)
// is proportional to the distance between the last and the current hit object
// to allow jumps and prevent too sharp turns during streams.
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var randomAngleRad = rateOfChangeMultiplier * 2 * Math . PI * distanceToPrev / playfield_diagonal ;
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current . AngleRad = ( float ) randomAngleRad + previous . AngleRad ;
if ( current . AngleRad < 0 )
current . AngleRad + = 2 * ( float ) Math . PI ;
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var posRelativeToPrev = new Vector2 (
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distanceToPrev * ( float ) Math . Cos ( current . AngleRad ) ,
distanceToPrev * ( float ) Math . Sin ( current . AngleRad )
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) ;
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posRelativeToPrev = getRotatedVector ( previous . EndPositionRandomised , posRelativeToPrev ) ;
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current . AngleRad = ( float ) Math . Atan2 ( posRelativeToPrev . Y , posRelativeToPrev . X ) ;
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var position = Vector2 . Add ( previous . EndPositionRandomised , posRelativeToPrev ) ;
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// Move hit objects back into the playfield if they are outside of it,
// which would sometimes happen during big jumps otherwise.
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position . X = MathHelper . Clamp ( position . X , 0 , OsuPlayfield . BASE_SIZE . X ) ;
position . Y = MathHelper . Clamp ( position . Y , 0 , OsuPlayfield . BASE_SIZE . Y ) ;
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current . PositionRandomised = position ;
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}
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/// <summary>
/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
/// </summary>
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private void moveSliderIntoPlayfield ( Slider slider , RandomObjectInfo currentObjectInfo )
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{
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var minMargin = getMinSliderMargin ( slider ) ;
slider . Position = new Vector2 (
Math . Clamp ( slider . Position . X , minMargin . Left , OsuPlayfield . BASE_SIZE . X - minMargin . Right ) ,
Math . Clamp ( slider . Position . Y , minMargin . Top , OsuPlayfield . BASE_SIZE . Y - minMargin . Bottom )
) ;
currentObjectInfo . PositionRandomised = slider . Position ;
currentObjectInfo . EndPositionRandomised = slider . EndPosition ;
shiftNestedObjects ( slider , Vector2 . Subtract ( currentObjectInfo . PositionRandomised , currentObjectInfo . PositionOriginal ) ) ;
}
/// <summary>
/// Calculates the min. distances from the <see cref="Slider"/>'s position to the playfield border for the slider to be fully inside of the playfield.
/// </summary>
private MarginPadding getMinSliderMargin ( Slider slider )
{
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var minMargin = new MarginPadding ( ) ;
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Vector2 pos ;
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for ( double j = 0 ; j < = 1 ; j + = 1 / ( slider_path_checking_rate / 1000 * ( slider . EndTime - slider . StartTime ) ) )
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{
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pos = slider . Path . PositionAt ( j ) ;
updateMargin ( ) ;
}
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var repeat = ( SliderRepeat ) slider . NestedHitObjects . FirstOrDefault ( o = > o is SliderRepeat ) ;
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if ( repeat ! = null )
{
pos = repeat . Position - slider . Position ;
updateMargin ( ) ;
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}
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pos = slider . Path . PositionAt ( 1 ) ;
updateMargin ( ) ;
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return minMargin ;
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void updateMargin ( )
{
minMargin . Left = Math . Max ( minMargin . Left , - pos . X ) ;
minMargin . Right = Math . Max ( minMargin . Right , pos . X ) ;
minMargin . Top = Math . Max ( minMargin . Top , - pos . Y ) ;
minMargin . Bottom = Math . Max ( minMargin . Bottom , pos . Y ) ;
}
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}
/// <summary>
/// Shifts all nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s by the specified shift.
/// </summary>
/// <param name="slider"><see cref="Slider"/> whose nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted</param>
/// <param name="shift">The <see cref="Vector2"/> the <see cref="Slider"/>'s nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted by</param>
private void shiftNestedObjects ( Slider slider , Vector2 shift )
{
foreach ( var hitObject in slider . NestedHitObjects . Where ( o = > o is SliderTick | | o is SliderRepeat ) )
{
if ( ! ( hitObject is OsuHitObject osuHitObject ) )
continue ;
osuHitObject . Position = Vector2 . Add ( osuHitObject . Position , shift ) ;
}
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}
/// <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 ;
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if ( prevPosChanged . X < playfield_middle . X )
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{
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
) ;
}
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if ( prevPosChanged . Y < playfield_middle . Y )
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{
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
) ;
}
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return rotateVectorTowardsVector ( posRelativeToPrev , playfield_middle - prevPosChanged , relativeRotationDistance / 2 ) ;
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}
/// <summary>
/// Rotates vector "initial" towards vector "destinantion"
/// </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 ;
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while ( diff < - Math . PI ) diff + = 2 * Math . PI ;
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while ( diff > Math . PI ) diff - = 2 * Math . PI ;
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var finalAngleRad = initialAngleRad + relativeDistance * diff ;
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return new Vector2 (
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initial . Length * ( float ) Math . Cos ( finalAngleRad ) ,
initial . Length * ( float ) Math . Sin ( finalAngleRad )
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) ;
}
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private class RandomObjectInfo
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{
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public float AngleRad { get ; set ; }
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public Vector2 PositionOriginal { get ; }
public Vector2 PositionRandomised { get ; set ; }
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public Vector2 EndPositionOriginal { get ; }
public Vector2 EndPositionRandomised { get ; set ; }
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public RandomObjectInfo ( OsuHitObject hitObject )
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{
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PositionRandomised = PositionOriginal = hitObject . Position ;
EndPositionRandomised = EndPositionOriginal = hitObject . EndPosition ;
AngleRad = 0 ;
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}
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}
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}
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}