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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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2021-06-22 16:33:32 +08:00
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using Newtonsoft.Json;
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2019-09-26 15:55:08 +08:00
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using osu.Framework.Bindables;
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2018-04-13 17:19:50 +08:00
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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.Catch.UI;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Objects
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{
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public abstract class CatchHitObject : HitObject, IHasPosition, IHasComboInformation
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{
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public const float OBJECT_RADIUS = 64;
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public readonly Bindable<float> OriginalXBindable = new Bindable<float>();
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/// <summary>
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/// The horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>.
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/// </summary>
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/// <remarks>
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/// Only setter is exposed.
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/// Use <see cref="OriginalX"/> or <see cref="EffectiveX"/> to get the horizontal position.
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/// </remarks>
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[JsonIgnore]
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public float X
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{
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set => OriginalXBindable.Value = value;
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}
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public readonly Bindable<float> XOffsetBindable = new Bindable<float>();
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/// <summary>
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/// A random offset applied to the horizontal position, set by the beatmap processing.
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/// </summary>
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public float XOffset
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{
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get => XOffsetBindable.Value;
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set => XOffsetBindable.Value = value;
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}
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/// <summary>
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/// The horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>.
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/// </summary>
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/// <remarks>
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/// This value is the original <see cref="X"/> value specified in the beatmap, not affected by the beatmap processing.
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/// Use <see cref="EffectiveX"/> for a gameplay.
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/// </remarks>
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public float OriginalX
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{
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get => OriginalXBindable.Value;
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set => OriginalXBindable.Value = value;
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}
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/// <summary>
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/// The effective horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>.
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/// </summary>
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/// <remarks>
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/// This value is the original <see cref="X"/> value plus the offset applied by the beatmap processing.
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/// Use <see cref="OriginalX"/> if a value not affected by the offset is desired.
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/// </remarks>
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public float EffectiveX => OriginalX + XOffset;
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public double TimePreempt { get; set; } = 1000;
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public readonly Bindable<int> IndexInBeatmapBindable = new Bindable<int>();
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public int IndexInBeatmap
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{
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get => IndexInBeatmapBindable.Value;
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set => IndexInBeatmapBindable.Value = value;
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}
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public virtual bool NewCombo { get; set; }
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public int ComboOffset { get; set; }
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public Bindable<int> IndexInCurrentComboBindable { get; } = new Bindable<int>();
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public int IndexInCurrentCombo
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{
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get => IndexInCurrentComboBindable.Value;
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set => IndexInCurrentComboBindable.Value = value;
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}
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public Bindable<int> ComboIndexBindable { get; } = new Bindable<int>();
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public int ComboIndex
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{
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get => ComboIndexBindable.Value;
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set => ComboIndexBindable.Value = value;
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}
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public Bindable<bool> LastInComboBindable { get; } = new Bindable<bool>();
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/// <summary>
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/// The next fruit starts a new combo. Used for explodey.
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/// </summary>
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public virtual bool LastInCombo
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{
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get => LastInComboBindable.Value;
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set => LastInComboBindable.Value = value;
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}
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public readonly Bindable<float> ScaleBindable = new Bindable<float>(1);
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public float Scale
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{
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get => ScaleBindable.Value;
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set => ScaleBindable.Value = value;
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}
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/// <summary>
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/// The seed value used for visual randomness such as fruit rotation.
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/// The value is <see cref="HitObject.StartTime"/> truncated to an integer.
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/// </summary>
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public int RandomSeed => (int)StartTime;
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
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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() => HitWindows.Empty;
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#region Hit object conversion
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// The half of the height of the osu! playfield.
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public const float DEFAULT_LEGACY_CONVERT_Y = 192;
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/// <summary>
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/// The Y position of the hit object is not used in the normal osu!catch gameplay.
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/// It is preserved to maximize the backward compatibility with the legacy editor, in which the mappers use the Y position to organize the patterns.
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/// </summary>
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public float LegacyConvertedY { get; set; } = DEFAULT_LEGACY_CONVERT_Y;
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float IHasXPosition.X => OriginalX;
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float IHasYPosition.Y => LegacyConvertedY;
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Vector2 IHasPosition.Position => new Vector2(OriginalX, LegacyConvertedY);
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#endregion
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}
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}
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