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Use added position range computation in hit object move handling
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@ -59,20 +59,12 @@ namespace osu.Game.Rulesets.Catch.Edit
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/// <returns>The positional movement with the restriction applied.</returns>
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private float limitMovement(float deltaX, IEnumerable<HitObject> movingObjects)
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{
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float minX = float.PositiveInfinity;
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float maxX = float.NegativeInfinity;
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foreach (float x in movingObjects.SelectMany(getOriginalPositions))
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{
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minX = Math.Min(minX, x);
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maxX = Math.Max(maxX, x);
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}
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var range = CatchHitObjectUtils.GetPositionRange(movingObjects);
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// To make an object with position `x` stay in bounds after `deltaX` movement, `0 <= x + deltaX <= WIDTH` should be satisfied.
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// Subtracting `x`, we get `-x <= deltaX <= WIDTH - x`.
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// We only need to apply the inequality to extreme values of `x`.
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float lowerBound = -minX;
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float upperBound = CatchPlayfield.WIDTH - maxX;
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float lowerBound = -range.Min;
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float upperBound = CatchPlayfield.WIDTH - range.Max;
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// The inequality may be unsatisfiable if the objects were already out of bounds.
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// In that case, don't move objects at all.
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if (lowerBound > upperBound)
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@ -80,37 +72,5 @@ namespace osu.Game.Rulesets.Catch.Edit
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return Math.Clamp(deltaX, lowerBound, upperBound);
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}
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/// <summary>
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/// Enumerate X positions that should be contained in-bounds after move offset is applied.
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/// </summary>
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private IEnumerable<float> getOriginalPositions(HitObject hitObject)
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{
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switch (hitObject)
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{
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case Fruit fruit:
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yield return fruit.OriginalX;
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break;
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case JuiceStream juiceStream:
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foreach (var nested in juiceStream.NestedHitObjects.OfType<CatchHitObject>())
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{
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// Even if `OriginalX` is outside the playfield, tiny droplets can be moved inside the playfield after the random offset application.
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if (!(nested is TinyDroplet))
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yield return nested.OriginalX;
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}
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break;
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case BananaShower _:
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// A banana shower occupies the whole screen width.
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// If the selection contains a banana shower, the selection cannot be moved horizontally.
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yield return 0;
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yield return CatchPlayfield.WIDTH;
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break;
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}
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}
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}
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}
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