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mirror of https://github.com/ppy/osu.git synced 2025-02-13 12:02:54 +08:00

Osu random mod improvements

- Reduce "jump streams" by increasing maximum jump angle and variance in jump angle
- Reduce weird jumps to sliders by shifting hit circles in front of sliders
This commit is contained in:
Henry Lin 2021-06-29 12:33:40 +08:00
parent a9084db665
commit 96e09605d8

View File

@ -26,6 +26,11 @@ namespace osu.Game.Rulesets.Osu.Mods
private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
/// <summary>
/// Number of previous hit circles to be shifted together when a slider needs to be moved.
/// </summary>
private const int shift_object_count = 10;
private Random rng;
public void ApplyToBeatmap(IBeatmap beatmap)
@ -43,14 +48,22 @@ namespace osu.Game.Rulesets.Osu.Mods
float rateOfChangeMultiplier = 0;
int cntSinceNewCombo = 0;
for (int i = 0; i < hitObjects.Count; i++)
{
var hitObject = hitObjects[i];
var current = new RandomObjectInfo(hitObject);
// rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams
if (i % 3 == 0)
// rateOfChangeMultiplier only changes every 5 iterations in a combo
// to prevent shaky-line-shaped streams
if (hitObject.NewCombo)
cntSinceNewCombo = 0;
else
cntSinceNewCombo++;
if (cntSinceNewCombo % 5 == 0)
rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
if (hitObject is Spinner)
@ -67,7 +80,24 @@ namespace osu.Game.Rulesets.Osu.Mods
current.EndPositionRandomised = current.PositionRandomised;
if (hitObject is Slider slider)
moveSliderIntoPlayfield(slider, current);
{
Vector2 shift = moveSliderIntoPlayfield(slider, current);
if (shift != Vector2.Zero)
{
var toBeShifted = new List<OsuHitObject>();
for (int j = i - 1; j >= i - shift_object_count && j >= 0; j--)
{
if (!(hitObjects[j] is HitCircle)) break;
toBeShifted.Add(hitObjects[j]);
}
if (toBeShifted.Count > 0)
applyDecreasingShift(toBeShifted, shift);
}
}
previous = current;
}
@ -94,7 +124,9 @@ namespace osu.Game.Rulesets.Osu.Mods
// 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
// to allow jumps and prevent too sharp turns during streams.
var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / playfield_diagonal;
// Allow maximum jump angle when jump distance is more than half of playfield diagonal length
var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * Math.Min(1f, distanceToPrev / (playfield_diagonal * 0.5f));
current.AngleRad = (float)randomAngleRad + previous.AngleRad;
if (current.AngleRad < 0)
@ -122,10 +154,13 @@ namespace osu.Game.Rulesets.Osu.Mods
/// <summary>
/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
/// </summary>
private void moveSliderIntoPlayfield(Slider slider, RandomObjectInfo currentObjectInfo)
/// <returns>The <see cref="Vector2"/> that this slider has been shifted by.</returns>
private Vector2 moveSliderIntoPlayfield(Slider slider, RandomObjectInfo currentObjectInfo)
{
var minMargin = getMinSliderMargin(slider);
var prevPosition = slider.Position;
slider.Position = new Vector2(
Math.Clamp(slider.Position.X, minMargin.Left, OsuPlayfield.BASE_SIZE.X - minMargin.Right),
Math.Clamp(slider.Position.Y, minMargin.Top, OsuPlayfield.BASE_SIZE.Y - minMargin.Bottom)
@ -135,6 +170,27 @@ namespace osu.Game.Rulesets.Osu.Mods
currentObjectInfo.EndPositionRandomised = slider.EndPosition;
shiftNestedObjects(slider, currentObjectInfo.PositionRandomised - currentObjectInfo.PositionOriginal);
return slider.Position - prevPosition;
}
/// <summary>
/// Decreasingly shift a list of <see cref="OsuHitObject"/>s by a specified amount.
/// The first item in the list is shifted by the largest amount, while the last item is shifted by the smallest amount.
/// </summary>
/// <param name="hitObjects">The list of hit objects to be shifted.</param>
/// <param name="shift">The amount to be shifted.</param>
private void applyDecreasingShift(IList<OsuHitObject> hitObjects, Vector2 shift)
{
for (int i = 0; i < hitObjects.Count; i++)
{
Vector2 position = hitObjects[i].Position + shift * ((hitObjects.Count - i) / (float)(hitObjects.Count + 1));
position.X = MathHelper.Clamp(position.X, 0, OsuPlayfield.BASE_SIZE.X);
position.Y = MathHelper.Clamp(position.Y, 0, OsuPlayfield.BASE_SIZE.Y);
hitObjects[i].Position = position;
}
}
/// <summary>