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Merge pull request #20370 from Pasi4K5/random-mod-customisation
Add mod settings `AngleSharpness` and `AngleVariety` to the random mod
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commit
9bbb53af40
@ -4,9 +4,12 @@
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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.Bindables;
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using osu.Framework.Localisation;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Overlays.Settings;
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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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@ -25,6 +28,16 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModTarget)).ToArray();
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[SettingSource("Angle sharpness", "How sharp angles should be", SettingControlType = typeof(SettingsSlider<float>))]
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public BindableFloat AngleSharpness { get; } = new BindableFloat
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{
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Default = 7,
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Value = 7,
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MinValue = 1,
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MaxValue = 10,
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Precision = 0.1f
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};
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private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
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private Random random = null!;
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@ -50,7 +63,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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if (shouldStartNewSection(osuBeatmap, positionInfos, i))
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{
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sectionOffset = OsuHitObjectGenerationUtils.RandomGaussian(random, 0, 0.0008f);
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sectionOffset = getRandomOffset(0.0008f);
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flowDirection = !flowDirection;
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}
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@ -65,11 +78,11 @@ namespace osu.Game.Rulesets.Osu.Mods
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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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float oneTimeOffset = getRandomOffset(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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flowChangeOffset = getRandomOffset(0.002f);
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flowDirection = !flowDirection;
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}
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@ -86,13 +99,36 @@ namespace osu.Game.Rulesets.Osu.Mods
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osuBeatmap.HitObjects = OsuHitObjectGenerationUtils.RepositionHitObjects(positionInfos);
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}
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private float getRandomOffset(float stdDev)
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{
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// Range: [0.5, 2]
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// Higher angle sharpness -> lower multiplier
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float customMultiplier = (1.5f * AngleSharpness.MaxValue - AngleSharpness.Value) / (1.5f * AngleSharpness.MaxValue - AngleSharpness.Default);
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return OsuHitObjectGenerationUtils.RandomGaussian(random, 0, stdDev * customMultiplier);
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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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private 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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// Range: [0.1, 1]
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float angleSharpness = AngleSharpness.Value / AngleSharpness.MaxValue;
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// Range: [0, 0.9]
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float angleWideness = 1 - angleSharpness;
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// Range: [-60, 30]
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float customOffsetX = angleSharpness * 100 - 70;
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// Range: [-0.075, 0.15]
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float customOffsetY = angleWideness * 0.25f - 0.075f;
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targetDistance += customOffsetX;
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float angle = (float)(2.16 / (1 + 200 * Math.Exp(0.036 * (targetDistance - 310 + customOffsetX))) + 0.5);
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angle += offset + customOffsetY;
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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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