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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModAimAssist.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.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.Osu.UI;
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using osuTK;
using System.Linq;
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using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Configuration;
using osu.Framework.Bindables;
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namespace osu.Game.Rulesets.Osu.Mods
{
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internal class OsuModAimAssist : Mod, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
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{
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public override string Name => "Aim Assist";
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public override string Acronym => "AA";
public override IconUsage? Icon => FontAwesome.Solid.MousePointer;
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public override ModType Type => ModType.Fun;
public override string Description => "No need to chase the circle, the circle chases you";
public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay) };
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[SettingSource("Assist strength", "Change the distance notes should travel towards you.", 0)]
public BindableFloat AssistStrength { get; } = new BindableFloat(0.3f)
{
Precision = 0.05f,
MinValue = 0.0f,
MaxValue = 1.0f,
};
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
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// Hide judgment displays and follow points
drawableRuleset.Playfield.DisplayJudgements.Value = false;
(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
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}
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public void Update(Playfield playfield)
{
Vector2 cursorPos = playfield.Cursor.ActiveCursor.DrawPosition;
double currentTime = playfield.Clock.CurrentTime;
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foreach (var drawable in playfield.HitObjectContainer.AliveObjects.OfType<DrawableOsuHitObject>())
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{
var h = drawable.HitObject;
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if (currentTime < h.StartTime && (drawable is DrawableHitCircle || drawable is DrawableSlider))
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{
double timeMoving = currentTime - (h.StartTime - h.TimePreempt);
float percentDoneMoving = (float)(timeMoving / h.TimePreempt);
float percentDistLeft = Math.Clamp(AssistStrength.Value - percentDoneMoving + 0.1f, 0, 1);
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Vector2 targetPos = drawable.Position + percentDistLeft * (cursorPos - drawable.Position);
drawable.MoveTo(targetPos, h.StartTime - currentTime);
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}
}
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}
}
}