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mirror of https://github.com/ppy/osu.git synced 2024-12-14 17:32:54 +08:00

Simplify previous object handling by using a class instead of struct

This commit is contained in:
Dean Herbert 2021-05-26 16:36:14 +09:00
parent c5ff052096
commit 6181b1ac92

View File

@ -58,7 +58,7 @@ namespace osu.Game.Rulesets.Osu.Mods
var rng = new Random((int)Seed.Value); var rng = new Random((int)Seed.Value);
RandomObjectInfo? prevObjectInfo = null; RandomObjectInfo prevObjectInfo = null;
float rateOfChangeMultiplier = 0; float rateOfChangeMultiplier = 0;
@ -70,24 +70,25 @@ namespace osu.Game.Rulesets.Osu.Mods
var currentObjectInfo = new RandomObjectInfo(hitObject); var currentObjectInfo = new RandomObjectInfo(hitObject);
if (i > 0 && hitObjects[i - 1] is Spinner) if (prevObjectInfo != null)
prevObjectInfo = null; distanceToPrev = Vector2.Distance(prevObjectInfo.EndPositionOriginal, currentObjectInfo.PositionOriginal);
else if (prevObjectInfo != null)
distanceToPrev = Vector2.Distance(((RandomObjectInfo)prevObjectInfo).EndPositionOriginal, currentObjectInfo.PositionOriginal);
// rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams // rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams
if (i % 3 == 0) if (i % 3 == 0)
rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1; rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
if (hitObject is Spinner) if (hitObject is Spinner)
{
prevObjectInfo = null;
continue; continue;
}
applyRandomisation( applyRandomisation(
rng, rng,
rateOfChangeMultiplier, rateOfChangeMultiplier,
prevObjectInfo, prevObjectInfo,
distanceToPrev, distanceToPrev,
ref currentObjectInfo currentObjectInfo
); );
hitObject.Position = currentObjectInfo.PositionRandomised; hitObject.Position = currentObjectInfo.PositionRandomised;
@ -99,7 +100,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{ {
case Slider slider: case Slider slider:
shiftNestedObjects(slider, Vector2.Subtract(slider.Position, currentObjectInfo.PositionOriginal)); shiftNestedObjects(slider, Vector2.Subtract(slider.Position, currentObjectInfo.PositionOriginal));
moveSliderIntoPlayfield(ref slider, ref currentObjectInfo); moveSliderIntoPlayfield(slider, currentObjectInfo);
break; break;
} }
@ -112,9 +113,9 @@ namespace osu.Game.Rulesets.Osu.Mods
/// Returns the final position of the hit object /// Returns the final position of the hit object
/// </summary> /// </summary>
/// <returns>Final position of the hit object</returns> /// <returns>Final position of the hit object</returns>
private void applyRandomisation(Random rng, float rateOfChangeMultiplier, RandomObjectInfo? prevObjectInfoNullable, float distanceToPrev, ref RandomObjectInfo currentObjectInfo) private void applyRandomisation(float rateOfChangeMultiplier, RandomObjectInfo prevObject, float distanceToPrev, RandomObjectInfo currentObjectInfo)
{ {
if (prevObjectInfoNullable == null) if (prevObject == null)
{ {
var playfieldSize = OsuPlayfield.BASE_SIZE; var playfieldSize = OsuPlayfield.BASE_SIZE;
@ -124,14 +125,12 @@ namespace osu.Game.Rulesets.Osu.Mods
return; return;
} }
var prevObjectInfo = (RandomObjectInfo)prevObjectInfoNullable;
// The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object) // The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object)
// is proportional to the distance between the last and the current hit object // is proportional to the distance between the last and the current hit object
// to allow jumps and prevent too sharp turns during streams. // to allow jumps and prevent too sharp turns during streams.
var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / playfield_diagonal; var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / playfield_diagonal;
currentObjectInfo.AngleRad = (float)randomAngleRad + prevObjectInfo.AngleRad; currentObjectInfo.AngleRad = (float)randomAngleRad + prevObject.AngleRad;
if (currentObjectInfo.AngleRad < 0) if (currentObjectInfo.AngleRad < 0)
currentObjectInfo.AngleRad += 2 * (float)Math.PI; currentObjectInfo.AngleRad += 2 * (float)Math.PI;
@ -140,11 +139,11 @@ namespace osu.Game.Rulesets.Osu.Mods
distanceToPrev * (float)Math.Sin(currentObjectInfo.AngleRad) distanceToPrev * (float)Math.Sin(currentObjectInfo.AngleRad)
); );
posRelativeToPrev = getRotatedVector(prevObjectInfo.EndPositionRandomised, posRelativeToPrev); posRelativeToPrev = getRotatedVector(prevObject.EndPositionRandomised, posRelativeToPrev);
currentObjectInfo.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X); currentObjectInfo.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
var position = Vector2.Add(prevObjectInfo.EndPositionRandomised, posRelativeToPrev); var position = Vector2.Add(prevObject.EndPositionRandomised, posRelativeToPrev);
// Move hit objects back into the playfield if they are outside of it, // Move hit objects back into the playfield if they are outside of it,
// which would sometimes happen during big jumps otherwise. // which would sometimes happen during big jumps otherwise.
@ -157,7 +156,7 @@ namespace osu.Game.Rulesets.Osu.Mods
/// <summary> /// <summary>
/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already. /// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
/// </summary> /// </summary>
private void moveSliderIntoPlayfield(ref Slider slider, ref RandomObjectInfo currentObjectInfo) private void moveSliderIntoPlayfield(Slider slider, RandomObjectInfo currentObjectInfo)
{ {
var oldPos = new Vector2(slider.Position.X, slider.Position.Y); var oldPos = new Vector2(slider.Position.X, slider.Position.Y);
@ -278,7 +277,7 @@ namespace osu.Game.Rulesets.Osu.Mods
); );
} }
private struct RandomObjectInfo private class RandomObjectInfo
{ {
public float AngleRad { get; set; } public float AngleRad { get; set; }