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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModWiggle.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 osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Localisation;
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using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
namespace osu.Game.Rulesets.Osu.Mods
{
internal class OsuModWiggle : ModWithVisibilityAdjustment
{
public override string Name => "Wiggle";
public override string Acronym => "WG";
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public override IconUsage? Icon => FontAwesome.Solid.Certificate;
public override ModType Type => ModType.Fun;
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public override LocalisableString Description => "They just won't stay still...";
public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModTransform), typeof(OsuModMagnetised), typeof(OsuModRepel) };
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private const int wiggle_duration = 100; // (ms) Higher = fewer wiggles
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[SettingSource("Strength", "Multiplier applied to the wiggling strength.")]
public BindableDouble Strength { get; } = new BindableDouble(1)
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{
MinValue = 0.1f,
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MaxValue = 2f,
Precision = 0.1f
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};
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => drawableOnApplyCustomUpdateState(hitObject, state);
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => drawableOnApplyCustomUpdateState(hitObject, state);
private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
{
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var osuObject = (OsuHitObject)drawable.HitObject;
Vector2 origin = drawable.Position;
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// Wiggle the repeat points and the tail with the slider instead of independently.
// Also fixes an issue with repeat points being positioned incorrectly.
if (osuObject is SliderRepeat || osuObject is SliderTailCircle)
return;
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Random objRand = new Random((int)osuObject.StartTime);
// Wiggle all objects during TimePreempt
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int amountWiggles = (int)osuObject.TimePreempt / wiggle_duration;
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void wiggle()
{
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float nextAngle = (float)(objRand.NextDouble() * 2 * Math.PI);
float nextDist = (float)(objRand.NextDouble() * Strength.Value * 7);
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drawable.MoveTo(new Vector2((float)(nextDist * Math.Cos(nextAngle) + origin.X), (float)(nextDist * Math.Sin(nextAngle) + origin.Y)), wiggle_duration);
}
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for (int i = 0; i < amountWiggles; i++)
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{
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using (drawable.BeginAbsoluteSequence(osuObject.StartTime - osuObject.TimePreempt + i * wiggle_duration))
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wiggle();
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}
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// Keep wiggling sliders and spinners for their duration
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if (!(osuObject is IHasDuration endTime))
return;
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amountWiggles = (int)(endTime.Duration / wiggle_duration);
for (int i = 0; i < amountWiggles; i++)
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{
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using (drawable.BeginAbsoluteSequence(osuObject.StartTime + i * wiggle_duration))
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wiggle();
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}
}
}
}