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Remove mod multipliers
We decided that mods shouldn't be interacting with other mods. This can be added once we have the ability to have per-mod settings, as a difficulty setting local to blinds.
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@ -1,7 +1,6 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -35,10 +34,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public void ApplyToRulesetContainer(RulesetContainer<OsuHitObject> rulesetContainer)
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{
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bool hasEasy = rulesetContainer.Mods.Any(m => m is ModEasy);
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bool hasHardrock = rulesetContainer.Mods.Any(m => m is ModHardRock);
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rulesetContainer.Overlays.Add(blinds = new DrawableOsuBlinds(rulesetContainer.Playfield.HitObjectContainer, hasEasy, hasHardrock, rulesetContainer.Beatmap));
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rulesetContainer.Overlays.Add(blinds = new DrawableOsuBlinds(rulesetContainer.Playfield.HitObjectContainer, rulesetContainer.Beatmap));
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}
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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@ -69,12 +65,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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private readonly float targetBreakMultiplier = 0;
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private readonly float easing = 1;
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private const float black_depth = 10;
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private const float bg_panel_depth = 8;
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private const float fg_panel_depth = 4;
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private readonly CompositeDrawable restrictTo;
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private readonly bool modEasy, modHardrock;
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/// <summary>
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/// <para>
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@ -89,13 +80,10 @@ namespace osu.Game.Rulesets.Osu.Mods
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/// </summary>
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private const float leniency = 0.1f;
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public DrawableOsuBlinds(CompositeDrawable restrictTo, bool hasEasy, bool hasHardrock, Beatmap<OsuHitObject> beatmap)
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public DrawableOsuBlinds(CompositeDrawable restrictTo, Beatmap<OsuHitObject> beatmap)
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{
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this.restrictTo = restrictTo;
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this.beatmap = beatmap;
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modEasy = hasEasy;
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modHardrock = hasHardrock;
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}
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[BackgroundDependencyLoader]
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@ -111,9 +99,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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Origin = Anchor.TopLeft,
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Colour = Color4.Black,
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RelativeSizeAxes = Axes.Y,
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Width = 0,
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Height = 1,
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Depth = black_depth
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},
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blackBoxRight = new Box
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{
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@ -121,60 +106,22 @@ namespace osu.Game.Rulesets.Osu.Mods
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Origin = Anchor.TopRight,
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Colour = Color4.Black,
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RelativeSizeAxes = Axes.Y,
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Width = 0,
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Height = 1,
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Depth = black_depth
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},
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bgPanelLeft = new ModBlindsPanel
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{
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Origin = Anchor.TopRight,
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Colour = Color4.Gray,
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Depth = bg_panel_depth + 1
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},
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panelLeft = new ModBlindsPanel
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{
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Origin = Anchor.TopRight,
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Depth = bg_panel_depth
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},
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bgPanelRight = new ModBlindsPanel
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{
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Origin = Anchor.TopLeft,
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Colour = Color4.Gray,
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Depth = fg_panel_depth + 1
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},
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panelRight = new ModBlindsPanel
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{
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Origin = Anchor.TopLeft,
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Depth = fg_panel_depth
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},
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panelLeft = new ModBlindsPanel { Origin = Anchor.TopRight, },
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bgPanelRight = new ModBlindsPanel { Colour = Color4.Gray },
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panelRight = new ModBlindsPanel()
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};
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}
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private float applyGap(float value)
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{
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const float easy_multiplier = 0.95f;
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const float hardrock_multiplier = 1.1f;
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private float calculateGap(float value) => MathHelper.Clamp(value, 0, target_clamp) * targetBreakMultiplier;
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float multiplier = 1;
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if (modEasy)
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{
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multiplier = easy_multiplier;
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// TODO: include OD/CS
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}
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else if (modHardrock)
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{
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multiplier = hardrock_multiplier;
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// TODO: include OD/CS
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}
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return MathHelper.Clamp(value * multiplier, 0, target_clamp) * targetBreakMultiplier;
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}
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private static float applyAdjustmentCurve(float value)
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{
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// lagrange polinominal for (0,0) (0.5,0.35) (1,1) should make a good curve
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return 0.6f * value * value + 0.4f * value;
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}
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// lagrange polinominal for (0,0) (0.6,0.4) (1,1) should make a good curve
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private static float applyAdjustmentCurve(float value) => 0.6f * value * value + 0.4f * value;
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protected override void Update()
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{
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@ -186,7 +133,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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start -= rawWidth * leniency * 0.5f;
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end += rawWidth * leniency * 0.5f;
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float width = (end - start) * 0.5f * applyAdjustmentCurve(applyGap(easing));
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float width = (end - start) * 0.5f * applyAdjustmentCurve(calculateGap(easing));
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// different values in case the playfield ever moves from center to somewhere else.
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blackBoxLeft.Width = start + width;
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@ -209,7 +209,7 @@ namespace osu.Game.Rulesets.UI
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/// <summary>
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/// The mods which are to be applied.
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/// </summary>
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public IEnumerable<Mod> Mods { get; protected set; }
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protected IEnumerable<Mod> Mods;
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/// <summary>
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/// The <see cref="WorkingBeatmap"/> this <see cref="RulesetContainer{TObject}"/> was created with.
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