From 9f2a9608f2acbb7c4169bdc6b0c2e9cc7c4aaa84 Mon Sep 17 00:00:00 2001 From: Pasi4K5 Date: Fri, 4 Jun 2021 16:17:54 +0200 Subject: [PATCH] Rework slider positioning --- osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs | 87 ++++++++++++---------- 1 file changed, 47 insertions(+), 40 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs b/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs index 4dfadbb835..f8572cc28b 100644 --- a/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs +++ b/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs @@ -23,6 +23,8 @@ namespace osu.Game.Rulesets.Osu.Mods public override string Description => "It never gets boring!"; public override bool Ranked => false; + private const float slider_path_checking_rate = 10; + // The relative distance to the edge of the playfield before objects' positions should start to "turn around" and curve towards the middle. // The closer the hit objects draw to the border, the sharper the turn private const float playfield_edge_ratio = 0.375f; @@ -74,22 +76,8 @@ namespace osu.Game.Rulesets.Osu.Mods // update end position as it may have changed as a result of the position update. current.EndPositionRandomised = current.PositionRandomised; - switch (hitObject) - { - case Slider slider: - // Shift nested objects the same distance as the slider got shifted in the randomisation process - // so that moveSliderIntoPlayfield() can determine their relative distances to slider.Position and thus minMargin - shiftNestedObjects(slider, Vector2.Subtract(slider.Position, current.PositionOriginal)); - - var oldPos = new Vector2(slider.Position.X, slider.Position.Y); - - moveSliderIntoPlayfield(slider, current); - - // Shift them again to move them to their final position after the slider got moved into the playfield - shiftNestedObjects(slider, Vector2.Subtract(slider.Position, oldPos)); - - break; - } + if (hitObject is Slider slider) + moveSliderIntoPlayfield(slider, current); previous = current; } @@ -146,34 +134,53 @@ namespace osu.Game.Rulesets.Osu.Mods /// private void moveSliderIntoPlayfield(Slider slider, RandomObjectInfo currentObjectInfo) { - // Min. distances from the slider's position to the playfield border - var minMargin = new MarginPadding(); + var minMargin = getMinSliderMargin(slider); - foreach (var hitObject in slider.NestedHitObjects.Where(o => o is SliderTick || o is SliderEndCircle)) - { - if (!(hitObject is OsuHitObject osuHitObject)) - continue; - - var relativePos = Vector2.Subtract(osuHitObject.Position, slider.Position); - - minMargin.Left = Math.Max(minMargin.Left, -relativePos.X); - minMargin.Right = Math.Max(minMargin.Right, relativePos.X); - minMargin.Top = Math.Max(minMargin.Top, -relativePos.Y); - minMargin.Bottom = Math.Max(minMargin.Bottom, relativePos.Y); - } - - if (slider.Position.X < minMargin.Left) - slider.Position = new Vector2(minMargin.Left, slider.Position.Y); - else if (slider.Position.X + minMargin.Right > OsuPlayfield.BASE_SIZE.X) - slider.Position = new Vector2(OsuPlayfield.BASE_SIZE.X - minMargin.Right, slider.Position.Y); - - if (slider.Position.Y < minMargin.Top) - slider.Position = new Vector2(slider.Position.X, minMargin.Top); - else if (slider.Position.Y + minMargin.Bottom > OsuPlayfield.BASE_SIZE.Y) - slider.Position = new Vector2(slider.Position.X, OsuPlayfield.BASE_SIZE.Y - minMargin.Bottom); + 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) + ); currentObjectInfo.PositionRandomised = slider.Position; currentObjectInfo.EndPositionRandomised = slider.EndPosition; + + shiftNestedObjects(slider, Vector2.Subtract(currentObjectInfo.PositionRandomised, currentObjectInfo.PositionOriginal)); + } + + /// + /// Calculates the min. distances from the 's position to the playfield border for the slider to be fully inside of the playfield. + /// + private MarginPadding getMinSliderMargin(Slider slider) + { + var minMargin = new MarginPadding(); + Vector2 pos; + + for (double j = 0; j <= 1; j += 1 / (slider_path_checking_rate / 1000 * (slider.EndTime - slider.StartTime))) + { + pos = slider.Path.PositionAt(j); + updateMargin(); + } + + var repeat = (SliderRepeat)slider.NestedHitObjects.FirstOrDefault(o => o is SliderRepeat); + + if (repeat != null) + { + pos = repeat.Position - slider.Position; + updateMargin(); + } + + pos = slider.Path.PositionAt(1); + updateMargin(); + + return minMargin; + + void updateMargin() + { + minMargin.Left = Math.Max(minMargin.Left, -pos.X); + minMargin.Right = Math.Max(minMargin.Right, pos.X); + minMargin.Top = Math.Max(minMargin.Top, -pos.Y); + minMargin.Bottom = Math.Max(minMargin.Bottom, pos.Y); + } } ///