2019-01-24 16:43:03 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2018-04-13 17:19:50 +08:00
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2020-12-09 23:26:35 +08:00
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using System;
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2019-10-21 15:15:41 +08:00
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using System.Linq;
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2019-02-21 18:04:31 +08:00
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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2019-09-06 14:24:00 +08:00
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects
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{
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public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasPosition
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{
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/// <summary>
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/// The radius of hit objects (ie. the radius of a <see cref="HitCircle"/>).
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/// </summary>
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public const float OBJECT_RADIUS = 64;
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/// <summary>
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/// Scoring distance with a speed-adjusted beat length of 1 second (ie. the speed slider balls move through their track).
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/// </summary>
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internal const float BASE_SCORING_DISTANCE = 100;
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/// <summary>
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/// Minimum preempt time at AR=10.
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/// </summary>
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public const double PREEMPT_MIN = 450;
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public double TimePreempt = 600;
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public double TimeFadeIn = 400;
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private HitObjectProperty<Vector2> position;
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public Bindable<Vector2> PositionBindable => position.Bindable;
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public virtual Vector2 Position
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{
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get => position.Value;
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set => position.Value = value;
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}
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public float X => Position.X;
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public float Y => Position.Y;
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public Vector2 StackedPosition => Position + StackOffset;
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public virtual Vector2 EndPosition => Position;
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public Vector2 StackedEndPosition => EndPosition + StackOffset;
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private HitObjectProperty<int> stackHeight;
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public Bindable<int> StackHeightBindable => stackHeight.Bindable;
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public int StackHeight
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{
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get => stackHeight.Value;
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set => stackHeight.Value = value;
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}
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public virtual Vector2 StackOffset => new Vector2(StackHeight * Scale * -6.4f);
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public double Radius => OBJECT_RADIUS * Scale;
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private HitObjectProperty<float> scale = new HitObjectProperty<float>(1);
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public Bindable<float> ScaleBindable => scale.Bindable;
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public float Scale
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{
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get => scale.Value;
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set => scale.Value = value;
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}
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public virtual bool NewCombo { get; set; }
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private HitObjectProperty<int> comboOffset;
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public Bindable<int> ComboOffsetBindable => comboOffset.Bindable;
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public int ComboOffset
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{
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get => comboOffset.Value;
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set => comboOffset.Value = value;
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}
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private HitObjectProperty<int> indexInCurrentCombo;
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public Bindable<int> IndexInCurrentComboBindable => indexInCurrentCombo.Bindable;
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public virtual int IndexInCurrentCombo
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{
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get => indexInCurrentCombo.Value;
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set => indexInCurrentCombo.Value = value;
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}
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private HitObjectProperty<int> comboIndex;
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public Bindable<int> ComboIndexBindable => comboIndex.Bindable;
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public virtual int ComboIndex
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{
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get => comboIndex.Value;
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set => comboIndex.Value = value;
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}
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private HitObjectProperty<int> comboIndexWithOffsets;
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public Bindable<int> ComboIndexWithOffsetsBindable => comboIndexWithOffsets.Bindable;
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public int ComboIndexWithOffsets
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{
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get => comboIndexWithOffsets.Value;
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set => comboIndexWithOffsets.Value = value;
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}
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private HitObjectProperty<bool> lastInCombo;
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public Bindable<bool> LastInComboBindable => lastInCombo.Bindable;
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public bool LastInCombo
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{
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get => lastInCombo.Value;
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set => lastInCombo.Value = value;
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}
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protected OsuHitObject()
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{
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StackHeightBindable.BindValueChanged(height =>
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{
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foreach (var nested in NestedHitObjects.OfType<OsuHitObject>())
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nested.StackHeight = height.NewValue;
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});
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}
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, PREEMPT_MIN);
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// Preempt time can go below 450ms. Normally, this is achieved via the DT mod which uniformly speeds up all animations game wide regardless of AR.
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// This uniform speedup is hard to match 1:1, however we can at least make AR>10 (via mods) feel good by extending the upper linear function above.
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// Note that this doesn't exactly match the AR>10 visuals as they're classically known, but it feels good.
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// This adjustment is necessary for AR>10, otherwise TimePreempt can become smaller leading to hitcircles not fully fading in.
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TimeFadeIn = 400 * Math.Min(1, TimePreempt / PREEMPT_MIN);
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Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
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}
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protected override HitWindows CreateHitWindows() => new OsuHitWindows();
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}
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}
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