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Merge pull request #25653 from EVAST9919/depth-mod

Implement `OsuModDepth`
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Dean Herbert 2023-12-25 21:32:44 +09:00 committed by GitHub
commit 4fc1691a57
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12 changed files with 175 additions and 11 deletions

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@ -0,0 +1,162 @@
// 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 System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.UI;
using osuTK;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModDepth : ModWithVisibilityAdjustment, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
{
public override string Name => "Depth";
public override string Acronym => "DP";
public override IconUsage? Icon => FontAwesome.Solid.Cube;
public override ModType Type => ModType.Fun;
public override LocalisableString Description => "3D. Almost.";
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModFreezeFrame), typeof(ModWithVisibilityAdjustment) }).ToArray();
private static readonly Vector3 camera_position = new Vector3(OsuPlayfield.BASE_SIZE.X * 0.5f, OsuPlayfield.BASE_SIZE.Y * 0.5f, -200);
private readonly float sliderMinDepth = depthForScale(1.5f); // Depth at which slider's scale will be 1.5f
[SettingSource("Maximum depth", "How far away objects appear.", 0)]
public BindableFloat MaxDepth { get; } = new BindableFloat(100)
{
Precision = 10,
MinValue = 50,
MaxValue = 200
};
[SettingSource("Show Approach Circles", "Whether approach circles should be visible.", 1)]
public BindableBool ShowApproachCircles { get; } = new BindableBool(true);
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
// 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.
drawableRuleset.Playfield.DisplayJudgements.Value = false;
(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
}
private void applyTransform(DrawableHitObject drawable, ArmedState state)
{
switch (drawable)
{
case DrawableHitCircle circle:
if (!ShowApproachCircles.Value)
{
var hitObject = (OsuHitObject)drawable.HitObject;
double appearTime = hitObject.StartTime - hitObject.TimePreempt;
using (circle.BeginAbsoluteSequence(appearTime))
circle.ApproachCircle.Hide();
}
break;
}
}
public void Update(Playfield playfield)
{
double time = playfield.Time.Current;
foreach (var drawable in playfield.HitObjectContainer.AliveObjects)
{
switch (drawable)
{
case DrawableHitCircle circle:
processHitObject(time, circle);
break;
case DrawableSlider slider:
processSlider(time, slider);
break;
}
}
}
private void processHitObject(double time, DrawableOsuHitObject drawable)
{
var hitObject = drawable.HitObject;
// Circles are always moving at the constant speed. They'll fade out before reaching the camera even at extreme conditions (AR 11, max depth).
double speed = MaxDepth.Value / hitObject.TimePreempt;
double appearTime = hitObject.StartTime - hitObject.TimePreempt;
float z = MaxDepth.Value - (float)((Math.Max(time, appearTime) - appearTime) * speed);
float scale = scaleForDepth(z);
drawable.Position = toPlayfieldPosition(scale, hitObject.StackedPosition);
drawable.Scale = new Vector2(scale);
}
private void processSlider(double time, DrawableSlider drawableSlider)
{
var hitObject = drawableSlider.HitObject;
double baseSpeed = MaxDepth.Value / hitObject.TimePreempt;
double appearTime = hitObject.StartTime - hitObject.TimePreempt;
// Allow slider to move at a constant speed if its scale at the end time will be lower than 1.5f
float zEnd = MaxDepth.Value - (float)((Math.Max(hitObject.StartTime + hitObject.Duration, appearTime) - appearTime) * baseSpeed);
if (zEnd > sliderMinDepth)
{
processHitObject(time, drawableSlider);
return;
}
double offsetAfterStartTime = hitObject.Duration + 500;
double slowSpeed = Math.Min(-sliderMinDepth / offsetAfterStartTime, baseSpeed);
double decelerationTime = hitObject.TimePreempt * 0.2;
float decelerationDistance = (float)(decelerationTime * (baseSpeed + slowSpeed) * 0.5);
float z;
if (time < hitObject.StartTime - decelerationTime)
{
float fullDistance = decelerationDistance + (float)(baseSpeed * (hitObject.TimePreempt - decelerationTime));
z = fullDistance - (float)((Math.Max(time, appearTime) - appearTime) * baseSpeed);
}
else if (time < hitObject.StartTime)
{
double timeOffset = time - (hitObject.StartTime - decelerationTime);
double deceleration = (slowSpeed - baseSpeed) / decelerationTime;
z = decelerationDistance - (float)(baseSpeed * timeOffset + deceleration * timeOffset * timeOffset * 0.5);
}
else
{
double endTime = hitObject.StartTime + offsetAfterStartTime;
z = -(float)((Math.Min(time, endTime) - hitObject.StartTime) * slowSpeed);
}
float scale = scaleForDepth(z);
drawableSlider.Position = toPlayfieldPosition(scale, hitObject.StackedPosition);
drawableSlider.Scale = new Vector2(scale);
}
private static float scaleForDepth(float depth) => -camera_position.Z / Math.Max(1f, depth - camera_position.Z);
private static float depthForScale(float scale) => -camera_position.Z / scale + camera_position.Z;
private static Vector2 toPlayfieldPosition(float scale, Vector2 positionAtZeroDepth)
{
return (positionAtZeroDepth - camera_position.Xy) * scale + camera_position.Xy;
}
}
}

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@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override LocalisableString Description => "Burn the notes into your memory.";
//Alters the transforms of the approach circles, breaking the effects of these mods.
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModApproachDifferent), typeof(OsuModTransform) }).ToArray();
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModApproachDifferent), typeof(OsuModTransform), typeof(OsuModDepth) }).ToArray();
public override ModType Type => ModType.Fun;

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@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override LocalisableString Description => @"Play with no approach circles and fading circles/sliders.";
public override double ScoreMultiplier => UsesDefaultConfiguration ? 1.06 : 1;
public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn) };
public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn), typeof(OsuModDepth) };
public const double FADE_IN_DURATION_MULTIPLIER = 0.4;
public const double FADE_OUT_DURATION_MULTIPLIER = 0.3;

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@ -27,7 +27,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override ModType Type => ModType.Fun;
public override LocalisableString Description => "No need to chase the circles your cursor is a magnet!";
public override double ScoreMultiplier => 0.5;
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModRelax), typeof(OsuModRepel), typeof(OsuModBubbles) };
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModRelax), typeof(OsuModRepel), typeof(OsuModBubbles), typeof(OsuModDepth) };
[SettingSource("Attraction strength", "How strong the pull is.", 0)]
public BindableFloat AttractionStrength { get; } = new BindableFloat(0.5f)

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@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Osu.Mods
protected virtual float EndScale => 1;
public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn), typeof(OsuModObjectScaleTween) };
public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn), typeof(OsuModObjectScaleTween), typeof(OsuModDepth) };
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{

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@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override ModType Type => ModType.Fun;
public override LocalisableString Description => "Hit objects run away!";
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModMagnetised), typeof(OsuModBubbles) };
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModMagnetised), typeof(OsuModBubbles), typeof(OsuModDepth) };
[SettingSource("Repulsion strength", "How strong the repulsion is.", 0)]
public BindableFloat RepulsionStrength { get; } = new BindableFloat(0.5f)

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@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.Mods
// todo: this mod needs to be incompatible with "hidden" due to forcing the circle to remain opaque,
// further implementation will be required for supporting that.
public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModObjectScaleTween), typeof(OsuModHidden) };
public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModObjectScaleTween), typeof(OsuModHidden), typeof(OsuModDepth) };
private const int rotate_offset = 360;
private const float rotate_starting_width = 2;

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@ -47,7 +47,8 @@ namespace osu.Game.Rulesets.Osu.Mods
typeof(OsuModRandom),
typeof(OsuModSpunOut),
typeof(OsuModStrictTracking),
typeof(OsuModSuddenDeath)
typeof(OsuModSuddenDeath),
typeof(OsuModDepth)
}).ToArray();
[SettingSource("Seed", "Use a custom seed instead of a random one", SettingControlType = typeof(SettingsNumberBox))]

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@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override LocalisableString Description => "Put your faith in the approach circles...";
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(IHidesApproachCircles) };
public override Type[] IncompatibleMods => new[] { typeof(IHidesApproachCircles), typeof(OsuModDepth) };
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{

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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override ModType Type => ModType.Fun;
public override LocalisableString Description => "Everything rotates. EVERYTHING.";
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModWiggle), typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModFreezeFrame) }).ToArray();
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModWiggle), typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModFreezeFrame), typeof(OsuModDepth) }).ToArray();
private float theta;

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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override ModType Type => ModType.Fun;
public override LocalisableString Description => "They just won't stay still...";
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModTransform), typeof(OsuModMagnetised), typeof(OsuModRepel) };
public override Type[] IncompatibleMods => new[] { typeof(OsuModTransform), typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModDepth) };
private const int wiggle_duration = 100; // (ms) Higher = fewer wiggles

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@ -211,7 +211,8 @@ namespace osu.Game.Rulesets.Osu
new ModAdaptiveSpeed(),
new OsuModFreezeFrame(),
new OsuModBubbles(),
new OsuModSynesthesia()
new OsuModSynesthesia(),
new OsuModDepth()
};
case ModType.System: