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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.Bindables;
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using osu.Framework.Graphics.Sprites;
using osu.Framework.Utils;
using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.UI;
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using osuTK;
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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;
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public override string Description => "No need to chase the circle the circle chases you!";
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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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private IFrameStableClock gameplayClock;
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[SettingSource("Assist strength", "How much this mod will assist you.", 0)]
public BindableFloat AssistStrength { get; } = new BindableFloat(0.5f)
{
Precision = 0.05f,
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MinValue = 0.05f,
MaxValue = 1.0f,
};
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
gameplayClock = drawableRuleset.FrameStableClock;
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// Hide judgment displays and follow points as they won't make any sense.
// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
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drawableRuleset.Playfield.DisplayJudgements.Value = false;
(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
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}
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public void Update(Playfield playfield)
{
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var cursorPos = playfield.Cursor.ActiveCursor.DrawPosition;
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foreach (var drawable in playfield.HitObjectContainer.AliveObjects)
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{
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switch (drawable)
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{
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case DrawableHitCircle circle:
easeTo(circle, cursorPos);
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break;
case DrawableSlider slider:
if (!slider.HeadCircle.Result.HasResult)
easeTo(slider, cursorPos);
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else
easeTo(slider, cursorPos - slider.Ball.DrawPosition);
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break;
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}
}
}
private void easeTo(DrawableHitObject hitObject, Vector2 destination)
{
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double dampLength = Interpolation.Lerp(3000, 40, AssistStrength.Value);
float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, gameplayClock.ElapsedFrameTime);
float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, gameplayClock.ElapsedFrameTime);
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hitObject.Position = new Vector2(x, y);
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}
}
}