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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 osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays.Settings;
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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;
using osu.Game.Rulesets.Osu.UI;
using osuTK;
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 bool Ranked => false;
// The distances from the hit objects to the borders of the playfield they start to "turn around" and curve towards the middle.
// The closer the hit objects draw to the border, the sharper the turn
private const byte border_distance_x = 192;
private const byte border_distance_y = 144;
[SettingSource("Seed", "Use a custom seed instead of a random one", SettingControlType = typeof(OsuModRandomSettingsControl))]
public Bindable<int?> Seed { get; } = new Bindable<int?>
{
Default = null,
Value = null
};
public void ApplyToBeatmap(IBeatmap beatmap)
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{
if (!(beatmap is OsuBeatmap osuBeatmap))
return;
Seed.Value ??= RNG.Next();
var rng = new Random((int)Seed.Value);
var prevObjectInfo = new HitObjectInfo
{
AngleRad = 0,
PosUnchanged = osuBeatmap.HitObjects[0].Position,
PosChanged = osuBeatmap.HitObjects[0].Position
};
// rateOfChangeMultiplier changes every i iterations to prevent shaky-line-shaped streams
byte i = 3;
float rateOfChangeMultiplier = 0;
foreach (var currentHitObject in osuBeatmap.HitObjects)
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{
var currentObjectInfo = new HitObjectInfo
{
AngleRad = 0,
PosUnchanged = currentHitObject.EndPosition,
PosChanged = Vector2.Zero
};
if (i >= 3)
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{
i = 0;
rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
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}
if (currentHitObject is HitCircle circle)
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{
var distanceToPrev = Vector2.Distance(currentObjectInfo.PosUnchanged, prevObjectInfo.PosUnchanged);
getObjectInfo(
rateOfChangeMultiplier,
prevObjectInfo,
distanceToPrev,
ref currentObjectInfo
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);
circle.Position = currentObjectInfo.PosChanged;
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}
// TODO: Implement slider position randomisation
prevObjectInfo = currentObjectInfo;
i++;
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}
}
/// <summary>
/// Returns the final position of the hit object
/// </summary>
/// <returns>Final position of the hit object</returns>
private void getObjectInfo(
float rateOfChangeMultiplier,
HitObjectInfo prevObjectInfo,
float distanceToPrev,
ref HitObjectInfo currentObjectInfo)
{
// 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.
var maxDistance = OsuPlayfield.BASE_SIZE.LengthFast;
var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / maxDistance;
currentObjectInfo.AngleRad = (float)randomAngleRad + prevObjectInfo.AngleRad;
if (currentObjectInfo.AngleRad < 0)
currentObjectInfo.AngleRad += 2 * (float)Math.PI;
var posRelativeToPrev = new Vector2(
distanceToPrev * (float)Math.Cos(currentObjectInfo.AngleRad),
distanceToPrev * (float)Math.Sin(currentObjectInfo.AngleRad)
);
posRelativeToPrev = getRotatedVector(prevObjectInfo.PosChanged, posRelativeToPrev);
currentObjectInfo.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
var position = Vector2.Add(prevObjectInfo.PosChanged, posRelativeToPrev);
// Move hit objects back into the playfield if they are outside of it,
// which would sometimes happen during big jumps otherwise.
if (position.X < 0)
position.X = 0;
else if (position.X > OsuPlayfield.BASE_SIZE.X)
position.X = OsuPlayfield.BASE_SIZE.X;
if (position.Y < 0)
position.Y = 0;
else if (position.Y > OsuPlayfield.BASE_SIZE.Y)
position.Y = OsuPlayfield.BASE_SIZE.Y;
currentObjectInfo.PosChanged = position;
}
/// <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;
var playfieldMiddle = Vector2.Divide(OsuPlayfield.BASE_SIZE, 2);
if (prevPosChanged.X < playfieldMiddle.X)
{
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
);
}
if (prevPosChanged.Y < playfieldMiddle.Y)
{
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
);
}
return rotateVectorTowardsVector(
posRelativeToPrev,
Vector2.Subtract(playfieldMiddle, prevPosChanged),
relativeRotationDistance / 2
);
}
/// <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;
while (diff < -Math.PI)
{
diff += 2 * Math.PI;
}
while (diff > Math.PI)
{
diff -= 2 * Math.PI;
}
var finalAngleRad = initialAngleRad + relativeDistance * diff;
return new Vector2(
initial.Length * (float)Math.Cos(finalAngleRad),
initial.Length * (float)Math.Sin(finalAngleRad)
);
}
private struct HitObjectInfo
{
internal float AngleRad { get; set; }
internal Vector2 PosUnchanged { get; set; }
internal Vector2 PosChanged { get; set; }
}
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}
public class OsuModRandomSettingsControl : SettingsItem<int?>
{
protected override Drawable CreateControl() => new SeedControl
{
RelativeSizeAxes = Axes.X,
Margin = new MarginPadding { Top = 5 }
};
private sealed class SeedControl : CompositeDrawable, IHasCurrentValue<int?>
{
private readonly BindableWithCurrent<int?> current = new BindableWithCurrent<int?>();
public Bindable<int?> Current
{
get => current;
set
{
current.Current = value;
seedNumberBox.Text = value.Value.ToString();
}
}
private readonly OsuNumberBox seedNumberBox;
public SeedControl()
{
AutoSizeAxes = Axes.Y;
InternalChildren = new[]
{
new GridContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
ColumnDimensions = new[]
{
new Dimension(),
new Dimension(GridSizeMode.Absolute, 2),
new Dimension(GridSizeMode.Relative, 0.25f)
},
RowDimensions = new[]
{
new Dimension(GridSizeMode.AutoSize)
},
Content = new[]
{
new Drawable[]
{
seedNumberBox = new OsuNumberBox
{
RelativeSizeAxes = Axes.X,
CommitOnFocusLost = true
}
}
}
}
};
seedNumberBox.Current.BindValueChanged(e =>
{
int? value = null;
if (int.TryParse(e.NewValue, out var intVal))
value = intVal;
current.Value = value;
});
}
protected override void Update()
{
if (current.Value == null)
seedNumberBox.Text = current.Current.Value.ToString();
}
}
}
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}