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Merge pull request #18769 from Pasi4K5/enhance-randomisation
Enhance angle calculations of the Random mod
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commit
8ea739ef25
@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Localisation;
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using osu.Framework.Utils;
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@ -9,6 +10,7 @@ using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Osu.Utils;
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@ -25,40 +27,100 @@ namespace osu.Game.Rulesets.Osu.Mods
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private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
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private Random? rng;
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private Random random = null!;
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public void ApplyToBeatmap(IBeatmap beatmap)
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{
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if (!(beatmap is OsuBeatmap osuBeatmap))
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if (beatmap is not OsuBeatmap osuBeatmap)
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return;
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Seed.Value ??= RNG.Next();
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rng = new Random((int)Seed.Value);
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random = new Random((int)Seed.Value);
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var positionInfos = OsuHitObjectGenerationUtils.GeneratePositionInfos(osuBeatmap.HitObjects);
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float rateOfChangeMultiplier = 0;
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// Offsets the angles of all hit objects in a "section" by the same amount.
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float sectionOffset = 0;
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foreach (var positionInfo in positionInfos)
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// Whether the angles are positive or negative (clockwise or counter-clockwise flow).
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bool flowDirection = false;
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for (int i = 0; i < positionInfos.Count; i++)
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{
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// rateOfChangeMultiplier only changes every 5 iterations in a combo
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// to prevent shaky-line-shaped streams
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if (positionInfo.HitObject.IndexInCurrentCombo % 5 == 0)
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rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
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if (positionInfo == positionInfos.First())
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if (shouldStartNewSection(osuBeatmap, positionInfos, i))
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{
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positionInfo.DistanceFromPrevious = (float)(rng.NextDouble() * OsuPlayfield.BASE_SIZE.Y / 2);
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positionInfo.RelativeAngle = (float)(rng.NextDouble() * 2 * Math.PI - Math.PI);
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sectionOffset = OsuHitObjectGenerationUtils.RandomGaussian(random, 0, 0.0008f);
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flowDirection = !flowDirection;
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}
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if (i == 0)
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{
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positionInfos[i].DistanceFromPrevious = (float)(random.NextDouble() * OsuPlayfield.BASE_SIZE.Y / 2);
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positionInfos[i].RelativeAngle = (float)(random.NextDouble() * 2 * Math.PI - Math.PI);
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}
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else
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{
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positionInfo.RelativeAngle = rateOfChangeMultiplier * 2 * (float)Math.PI * Math.Min(1f, positionInfo.DistanceFromPrevious / (playfield_diagonal * 0.5f));
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// Offsets only the angle of the current hit object if a flow change occurs.
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float flowChangeOffset = 0;
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// Offsets only the angle of the current hit object.
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float oneTimeOffset = OsuHitObjectGenerationUtils.RandomGaussian(random, 0, 0.002f);
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if (shouldApplyFlowChange(positionInfos, i))
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{
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flowChangeOffset = OsuHitObjectGenerationUtils.RandomGaussian(random, 0, 0.002f);
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flowDirection = !flowDirection;
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}
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float totalOffset =
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// sectionOffset and oneTimeOffset should mainly affect patterns with large spacing.
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(sectionOffset + oneTimeOffset) * positionInfos[i].DistanceFromPrevious +
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// flowChangeOffset should mainly affect streams.
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flowChangeOffset * (playfield_diagonal - positionInfos[i].DistanceFromPrevious);
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positionInfos[i].RelativeAngle = getRelativeTargetAngle(positionInfos[i].DistanceFromPrevious, totalOffset, flowDirection);
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}
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}
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osuBeatmap.HitObjects = OsuHitObjectGenerationUtils.RepositionHitObjects(positionInfos);
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}
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/// <param name="targetDistance">The target distance between the previous and the current <see cref="OsuHitObject"/>.</param>
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/// <param name="offset">The angle (in rad) by which the target angle should be offset.</param>
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/// <param name="flowDirection">Whether the relative angle should be positive or negative.</param>
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private static float getRelativeTargetAngle(float targetDistance, float offset, bool flowDirection)
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{
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float angle = (float)(2.16 / (1 + 200 * Math.Exp(0.036 * (targetDistance - 310))) + 0.5 + offset);
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float relativeAngle = (float)Math.PI - angle;
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return flowDirection ? -relativeAngle : relativeAngle;
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}
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/// <returns>Whether a new section should be started at the current <see cref="OsuHitObject"/>.</returns>
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private bool shouldStartNewSection(OsuBeatmap beatmap, IReadOnlyList<OsuHitObjectGenerationUtils.ObjectPositionInfo> positionInfos, int i)
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{
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if (i == 0)
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return true;
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// Exclude new-combo-spam and 1-2-combos.
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bool previousObjectStartedCombo = positionInfos[Math.Max(0, i - 2)].HitObject.IndexInCurrentCombo > 1 &&
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positionInfos[i - 1].HitObject.NewCombo;
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bool previousObjectWasOnDownbeat = OsuHitObjectGenerationUtils.IsHitObjectOnBeat(beatmap, positionInfos[i - 1].HitObject, true);
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bool previousObjectWasOnBeat = OsuHitObjectGenerationUtils.IsHitObjectOnBeat(beatmap, positionInfos[i - 1].HitObject);
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return (previousObjectStartedCombo && random.NextDouble() < 0.6f) ||
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previousObjectWasOnDownbeat ||
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(previousObjectWasOnBeat && random.NextDouble() < 0.4f);
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}
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/// <returns>Whether a flow change should be applied at the current <see cref="OsuHitObject"/>.</returns>
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private bool shouldApplyFlowChange(IReadOnlyList<OsuHitObjectGenerationUtils.ObjectPositionInfo> positionInfos, int i)
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{
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// Exclude new-combo-spam and 1-2-combos.
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bool previousObjectStartedCombo = positionInfos[Math.Max(0, i - 2)].HitObject.IndexInCurrentCombo > 1 &&
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positionInfos[i - 1].HitObject.NewCombo;
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return previousObjectStartedCombo && random.NextDouble() < 0.6f;
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}
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}
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}
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@ -8,6 +8,7 @@ using System.Linq;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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@ -186,5 +187,39 @@ namespace osu.Game.Rulesets.Osu.Utils
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length * MathF.Sin(angle)
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);
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}
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/// <param name="beatmap">The beatmap hitObject is a part of.</param>
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/// <param name="hitObject">The <see cref="OsuHitObject"/> that should be checked.</param>
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/// <param name="downbeatsOnly">If true, this method only returns true if hitObject is on a downbeat.
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/// If false, it returns true if hitObject is on any beat.</param>
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/// <returns>true if hitObject is on a (down-)beat, false otherwise.</returns>
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public static bool IsHitObjectOnBeat(OsuBeatmap beatmap, OsuHitObject hitObject, bool downbeatsOnly = false)
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{
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var timingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);
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double timeSinceTimingPoint = hitObject.StartTime - timingPoint.Time;
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double beatLength = timingPoint.BeatLength;
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if (downbeatsOnly)
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beatLength *= timingPoint.TimeSignature.Numerator;
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// Ensure within 1ms of expected location.
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return Math.Abs(timeSinceTimingPoint + 1) % beatLength < 2;
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}
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/// <summary>
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/// Generates a random number from a normal distribution using the Box-Muller transform.
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/// </summary>
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public static float RandomGaussian(Random rng, float mean = 0, float stdDev = 1)
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{
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// Generate 2 random numbers in the interval (0,1].
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// x1 must not be 0 since log(0) = undefined.
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double x1 = 1 - rng.NextDouble();
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double x2 = 1 - rng.NextDouble();
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double stdNormal = Math.Sqrt(-2 * Math.Log(x1)) * Math.Sin(2 * Math.PI * x2);
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return mean + stdDev * (float)stdNormal;
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}
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}
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}
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