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osu-lazer/osu.Game.Rulesets.Osu/Objects/OsuHitObject.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.
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#nullable disable
using System;
using System.Linq;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects
{
public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasPosition
{
/// <summary>
/// The radius of hit objects (ie. the radius of a <see cref="HitCircle"/>).
/// </summary>
public const float OBJECT_RADIUS = 64;
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/// <summary>
/// Scoring distance with a speed-adjusted beat length of 1 second (ie. the speed slider balls move through their track).
/// </summary>
internal const float BASE_SCORING_DISTANCE = 100;
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/// <summary>
/// Minimum preempt time at AR=10.
/// </summary>
public const double PREEMPT_MIN = 450;
public double TimePreempt = 600;
public double TimeFadeIn = 400;
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private HitObjectProperty<Vector2> position;
public Bindable<Vector2> PositionBindable => position.Bindable;
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public virtual Vector2 Position
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{
get => position.Value;
set => position.Value = value;
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}
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public float X => Position.X;
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;
public Bindable<int> StackHeightBindable => stackHeight.Bindable;
public int StackHeight
{
get => stackHeight.Value;
set => stackHeight.Value = value;
}
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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);
public Bindable<float> ScaleBindable => scale.Bindable;
public float Scale
{
get => scale.Value;
set => scale.Value = value;
}
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public virtual bool NewCombo { get; set; }
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private HitObjectProperty<int> comboOffset;
public Bindable<int> ComboOffsetBindable => comboOffset.Bindable;
public int ComboOffset
{
get => comboOffset.Value;
set => comboOffset.Value = value;
}
private HitObjectProperty<int> indexInCurrentCombo;
public Bindable<int> IndexInCurrentComboBindable => indexInCurrentCombo.Bindable;
public virtual int IndexInCurrentCombo
{
get => indexInCurrentCombo.Value;
set => indexInCurrentCombo.Value = value;
}
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private HitObjectProperty<int> comboIndex;
public Bindable<int> ComboIndexBindable => comboIndex.Bindable;
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public virtual int ComboIndex
{
get => comboIndex.Value;
set => comboIndex.Value = value;
}
private HitObjectProperty<int> comboIndexWithOffsets;
public Bindable<int> ComboIndexWithOffsetsBindable => comboIndexWithOffsets.Bindable;
public int ComboIndexWithOffsets
{
get => comboIndexWithOffsets.Value;
set => comboIndexWithOffsets.Value = value;
}
private HitObjectProperty<bool> lastInCombo;
public Bindable<bool> LastInComboBindable => lastInCombo.Bindable;
public bool LastInCombo
{
get => lastInCombo.Value;
set => lastInCombo.Value = value;
}
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protected OsuHitObject()
{
StackHeightBindable.BindValueChanged(height =>
{
foreach (var nested in NestedHitObjects.OfType<OsuHitObject>())
nested.StackHeight = height.NewValue;
});
}
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
{
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.
// 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.
// Note that this doesn't exactly match the AR>10 visuals as they're classically known, but it feels good.
// This adjustment is necessary for AR>10, otherwise TimePreempt can become smaller leading to hitcircles not fully fading in.
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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protected override HitWindows CreateHitWindows() => new OsuHitWindows();
}
}