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mirror of https://github.com/ppy/osu.git synced 2024-12-15 05:02:55 +08:00

Tidy up struct and previous object handling

This commit is contained in:
Dean Herbert 2021-05-24 14:19:10 +09:00
parent 878182fbdf
commit 8dd3f11d28

View File

@ -52,35 +52,32 @@ namespace osu.Game.Rulesets.Osu.Mods
var rng = new Random((int)Seed.Value);
var prevObjectInfo = new HitObjectInfo
var prevObjectInfo = new RandomObjectInfo
{
StartPosUnchanged = hitObjects[0].Position,
EndPosUnchanged = hitObjects[0].EndPosition,
StartPosChanged = hitObjects[0].Position,
EndPosChanged = hitObjects[0].EndPosition
PositionOriginal = hitObjects[0].Position,
EndPositionOriginal = hitObjects[0].EndPosition,
PositionRandomised = hitObjects[0].Position,
EndPositionRandomised = hitObjects[0].EndPosition
};
float rateOfChangeMultiplier = 0;
for (int i = 0; i < hitObjects.Count; i++)
{
var h = hitObjects[i];
var hitObject = hitObjects[i];
var currentObjectInfo = new HitObjectInfo
{
StartPosUnchanged = h.Position,
EndPosUnchanged = h.EndPosition,
StartPosChanged = Vector2.Zero,
EndPosChanged = Vector2.Zero
};
var currentObjectInfo = new RandomObjectInfo(hitObject);
if (i == 0)
prevObjectInfo = currentObjectInfo;
// rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams
if (i % 3 == 0)
rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
var distanceToPrev = Vector2.Distance(prevObjectInfo.EndPosUnchanged, currentObjectInfo.StartPosUnchanged);
var distanceToPrev = Vector2.Distance(prevObjectInfo.EndPositionOriginal, currentObjectInfo.PositionOriginal);
switch (h)
switch (hitObject)
{
case HitCircle circle:
getObjectInfo(
@ -90,15 +87,15 @@ namespace osu.Game.Rulesets.Osu.Mods
ref currentObjectInfo
);
circle.Position = currentObjectInfo.StartPosChanged;
currentObjectInfo.EndPosChanged = currentObjectInfo.StartPosChanged;
circle.Position = currentObjectInfo.PositionRandomised;
currentObjectInfo.EndPositionRandomised = currentObjectInfo.PositionRandomised;
break;
case Slider slider:
currentObjectInfo.EndPosUnchanged = slider.EndPosition;
currentObjectInfo.EndPositionOriginal = slider.EndPosition;
currentObjectInfo.EndPosUnchanged = slider.TailCircle.Position;
currentObjectInfo.EndPositionOriginal = slider.TailCircle.Position;
getObjectInfo(
rateOfChangeMultiplier,
@ -107,12 +104,12 @@ namespace osu.Game.Rulesets.Osu.Mods
ref currentObjectInfo
);
slider.Position = currentObjectInfo.StartPosChanged;
currentObjectInfo.EndPosChanged = slider.TailCircle.Position;
slider.Position = currentObjectInfo.PositionRandomised;
currentObjectInfo.EndPositionRandomised = slider.TailCircle.Position;
moveSliderIntoPlayfield(ref slider, ref currentObjectInfo);
var sliderShift = Vector2.Subtract(slider.Position, currentObjectInfo.StartPosUnchanged);
var sliderShift = Vector2.Subtract(slider.Position, currentObjectInfo.PositionOriginal);
foreach (var tick in slider.NestedHitObjects.OfType<SliderTick>())
tick.Position = Vector2.Add(tick.Position, sliderShift);
@ -128,7 +125,7 @@ namespace osu.Game.Rulesets.Osu.Mods
/// Returns the final position of the hit object
/// </summary>
/// <returns>Final position of the hit object</returns>
private void getObjectInfo(float rateOfChangeMultiplier, HitObjectInfo prevObjectInfo, float distanceToPrev, ref HitObjectInfo currentObjectInfo)
private void getObjectInfo(float rateOfChangeMultiplier, RandomObjectInfo prevObjectInfo, float distanceToPrev, ref RandomObjectInfo currentObjectInfo)
{
// 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
@ -145,10 +142,10 @@ namespace osu.Game.Rulesets.Osu.Mods
distanceToPrev * (float)Math.Sin(currentObjectInfo.AngleRad)
);
posRelativeToPrev = getRotatedVector(prevObjectInfo.EndPosChanged, posRelativeToPrev);
posRelativeToPrev = getRotatedVector(prevObjectInfo.EndPositionRandomised, posRelativeToPrev);
currentObjectInfo.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
var position = Vector2.Add(prevObjectInfo.EndPosChanged, posRelativeToPrev);
var position = Vector2.Add(prevObjectInfo.EndPositionRandomised, posRelativeToPrev);
// Move hit objects back into the playfield if they are outside of it,
// which would sometimes happen during big jumps otherwise.
@ -162,10 +159,10 @@ namespace osu.Game.Rulesets.Osu.Mods
else if (position.Y > OsuPlayfield.BASE_SIZE.Y)
position.Y = OsuPlayfield.BASE_SIZE.Y;
currentObjectInfo.StartPosChanged = position;
currentObjectInfo.PositionRandomised = position;
}
private void moveSliderIntoPlayfield(ref Slider slider, ref HitObjectInfo currentObjectInfo)
private void moveSliderIntoPlayfield(ref Slider slider, ref RandomObjectInfo currentObjectInfo)
{
foreach (var controlPoint in slider.Path.ControlPoints)
{
@ -185,7 +182,7 @@ namespace osu.Game.Rulesets.Osu.Mods
slider.Position = new Vector2(slider.Position.X, playfieldSize.Y - pos.Y);
}
currentObjectInfo.EndPosChanged = slider.TailCircle.Position;
currentObjectInfo.EndPositionRandomised = slider.TailCircle.Position;
}
/// <summary>
@ -266,13 +263,21 @@ namespace osu.Game.Rulesets.Osu.Mods
);
}
private struct HitObjectInfo
private struct RandomObjectInfo
{
internal float AngleRad { get; set; }
internal Vector2 StartPosUnchanged { get; set; }
internal Vector2 EndPosUnchanged { get; set; }
internal Vector2 StartPosChanged { get; set; }
internal Vector2 EndPosChanged { get; set; }
internal Vector2 PositionOriginal { get; set; }
internal Vector2 PositionRandomised { get; set; }
internal Vector2 EndPositionOriginal { get; set; }
internal Vector2 EndPositionRandomised { get; set; }
public RandomObjectInfo(OsuHitObject hitObject)
{
PositionRandomised = PositionOriginal = hitObject.Position;
EndPositionRandomised = EndPositionOriginal = hitObject.EndPosition;
AngleRad = 0;
}
}
@ -352,4 +357,5 @@ namespace osu.Game.Rulesets.Osu.Mods
}
}
}
}
}