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Implemented osu target mod
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@ -1,13 +1,34 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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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.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Utils;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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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.Objects.Drawables;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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namespace osu.Game.Rulesets.Osu.Mods
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{
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{
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public class OsuModTarget : Mod
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public class OsuModTarget : ModWithVisibilityAdjustment, IApplicableToDrawableRuleset<OsuHitObject>,
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IApplicableToHealthProcessor, IApplicableToDifficulty
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{
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{
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public override string Name => "Target";
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public override string Name => "Target";
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public override string Acronym => "TP";
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public override string Acronym => "TP";
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@ -15,5 +36,349 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override IconUsage? Icon => OsuIcon.ModTarget;
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public override IconUsage? Icon => OsuIcon.ModTarget;
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public override string Description => @"Practice keeping up with the beat of the song.";
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public override string Description => @"Practice keeping up with the beat of the song.";
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public override double ScoreMultiplier => 1;
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public override double ScoreMultiplier => 1;
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public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
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{
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// Sudden death
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healthProcessor.FailConditions += (_, result)
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=> result.Type.AffectsCombo()
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&& !result.IsHit;
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}
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// Maximum distance to jump
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public const float MAX_DISTANCE = 250f;
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public override void ApplyToBeatmap(IBeatmap beatmap)
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{
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base.ApplyToBeatmap(beatmap);
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var osuBeatmap = (OsuBeatmap)beatmap;
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var origHitObjects = osuBeatmap.HitObjects.OrderBy(x => x.StartTime).ToList();
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var hitObjects = new List<OsuHitObject>();
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// Only place circles between startTime and endTime
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var startTime = origHitObjects.First().StartTime;
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double endTime;
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var endObj = origHitObjects.Last();
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switch (endObj)
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{
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case Slider slider:
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endTime = slider.EndTime;
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break;
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case Spinner spinner:
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endTime = spinner.EndTime;
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break;
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default:
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endTime = endObj.StartTime;
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break;
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}
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var comboStarts = origHitObjects.Where(x => x.NewCombo).Select(x => x.StartTime).ToList();
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TimingControlPoint currentTimingPoint = osuBeatmap.ControlPointInfo.TimingPointAt(startTime);
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var currentTime = currentTimingPoint.Time;
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int currentCombo = -1;
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IList<HitSampleInfo> lastSamples = null;
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float direction = MathHelper.TwoPi * RNG.NextSingle();
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float distance = 40f;
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while (!Precision.AlmostBigger(currentTime, endTime))
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{
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// Place a circle
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// Don't place any circles before the start of the first hit object of the map
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// Don't place any circles from the start of break time to the start of the first hit object after the break
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if (!Precision.AlmostBigger(startTime, currentTime)
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&& !osuBeatmap.Breaks.Any(x => Precision.AlmostBigger(currentTime, x.StartTime)
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&& Precision.AlmostBigger(origHitObjects.First(y => Precision.AlmostBigger(y.StartTime, x.EndTime)).StartTime, currentTime)))
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{
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var newCircle = new HitCircle();
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newCircle.ApplyDefaults(osuBeatmap.ControlPointInfo, osuBeatmap.BeatmapInfo.BaseDifficulty);
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newCircle.StartTime = currentTime;
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// Determine circle position
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if (hitObjects.Count == 0)
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{
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newCircle.Position = new Vector2(RNG.NextSingle(OsuPlayfield.BASE_SIZE.X), RNG.NextSingle(OsuPlayfield.BASE_SIZE.Y));
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}
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else
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{
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var relativePos = new Vector2(
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distance * (float)Math.Cos(direction),
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distance * (float)Math.Sin(direction)
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);
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relativePos = getRotatedVector(hitObjects.Last().Position, relativePos);
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direction = (float)Math.Atan2(relativePos.Y, relativePos.X);
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var newPosition = Vector2.Add(hitObjects.Last().Position, relativePos);
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if (newPosition.Y < 0)
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newPosition.Y = 0;
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else if (newPosition.Y > OsuPlayfield.BASE_SIZE.Y)
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newPosition.Y = OsuPlayfield.BASE_SIZE.Y;
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if (newPosition.X < 0)
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newPosition.X = 0;
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else if (newPosition.X > OsuPlayfield.BASE_SIZE.X)
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newPosition.X = OsuPlayfield.BASE_SIZE.X;
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newCircle.Position = newPosition;
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// Add a random nudge to the direction
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direction += distance / MAX_DISTANCE * (RNG.NextSingle() * MathHelper.TwoPi - MathHelper.Pi);
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}
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// Determine samples to use
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var samples = getSamplesAtTime(origHitObjects, currentTime);
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if (samples == null)
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{
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if (lastSamples != null)
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newCircle.Samples = lastSamples;
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}
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else
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{
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newCircle.Samples = samples;
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lastSamples = samples;
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}
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// Determine combo
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if (comboStarts.Count > currentCombo + 1 && !Precision.AlmostBigger(comboStarts[currentCombo + 1], currentTime))
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{
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currentCombo++;
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newCircle.NewCombo = true;
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newCircle.IndexInCurrentCombo = 0;
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if (hitObjects.Count > 0)
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hitObjects.Last().LastInCombo = true;
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// Increase distance for every combo
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distance = Math.Min(distance * 1.05f, MAX_DISTANCE);
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// Randomize direction as well
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direction = MathHelper.TwoPi * RNG.NextSingle();
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}
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else
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{
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if (hitObjects.Count > 0)
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newCircle.IndexInCurrentCombo = hitObjects.Last().IndexInCurrentCombo + 1;
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}
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newCircle.ComboIndex = currentCombo;
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// Remove the last circle if it is too close in time to this one
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if (hitObjects.Count > 0
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&& Precision.AlmostBigger(currentTimingPoint.BeatLength / 2, newCircle.StartTime - hitObjects.Last().StartTime))
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{
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hitObjects.RemoveAt(hitObjects.Count - 1);
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}
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hitObjects.Add(newCircle);
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}
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// Advance to the next beat and check for timing point changes
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currentTime += currentTimingPoint.BeatLength;
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var newTimingPoint = osuBeatmap.ControlPointInfo.TimingPointAt(currentTime);
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if (newTimingPoint != currentTimingPoint)
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{
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currentTimingPoint = newTimingPoint;
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currentTime = currentTimingPoint.Time;
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}
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}
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osuBeatmap.HitObjects = hitObjects;
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}
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/// <summary>
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/// Get samples (if any) for a specific point in time.
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/// </summary>
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/// <remarks>
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/// Samples will be returned if a hit circle or a slider node exists at that point of time.
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/// </remarks>
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/// <param name="hitObjects">The list of hit objects in a beatmap, ordered by StartTime</param>
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/// <param name="time">The point in time to get samples for</param>
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/// <returns>Hit samples</returns>
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private IList<HitSampleInfo> getSamplesAtTime(List<OsuHitObject> hitObjects, double time)
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{
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var sampleObj = hitObjects.FirstOrDefault(x =>
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{
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if (Precision.AlmostEquals(time, x.StartTime)) return true;
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if (x is Slider slider
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&& Precision.AlmostBigger(time, slider.StartTime)
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&& Precision.AlmostBigger(slider.EndTime, time))
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{
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if (Precision.AlmostEquals((time - slider.StartTime) % slider.SpanDuration, 0))
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{
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return true;
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}
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}
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return false;
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});
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if (sampleObj == null) return null;
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IList<HitSampleInfo> samples = null;
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if (sampleObj is Slider slider)
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{
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samples = slider.NodeSamples[(int)Math.Round((time - slider.StartTime) % slider.SpanDuration)];
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}
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else
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{
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samples = sampleObj.Samples;
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}
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return samples;
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject drawable, ArmedState state)
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{
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if (drawable is DrawableSpinner)
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return;
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var h = (OsuHitObject)drawable.HitObject;
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// apply grow and fade effect
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if (drawable is DrawableHitCircle circle)
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{
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using (drawable.BeginAbsoluteSequence(h.StartTime - h.TimePreempt))
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{
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drawable.ScaleTo(0.4f)
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.Then().ScaleTo(1.6f, h.TimePreempt * 2);
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drawable.FadeTo(0.5f)
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.Then().Delay(h.TimeFadeIn).FadeTo(1f);
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// remove approach circles
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circle.ApproachCircle.Hide();
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}
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}
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}
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public void ReadFromDifficulty(BeatmapDifficulty difficulty)
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{
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}
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public void ApplyToDifficulty(BeatmapDifficulty difficulty)
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{
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// Decrease AR to increase preempt time
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difficulty.ApproachRate *= 0.5f;
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}
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// The distances from the hit objects to the borders of the playfield they start to "turn around" and curve towards the middle.
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// The closer the hit objects draw to the border, the sharper the turn
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private const byte border_distance_x = 192;
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private const byte border_distance_y = 144;
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/// <summary>
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/// Determines the position of the current hit object relative to the previous one.
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/// </summary>
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/// <returns>The position of the current hit object relative to the previous one</returns>
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private Vector2 getRotatedVector(Vector2 prevPosChanged, Vector2 posRelativeToPrev)
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{
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var relativeRotationDistance = 0f;
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var playfieldMiddle = Vector2.Divide(OsuPlayfield.BASE_SIZE, 2);
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if (prevPosChanged.X < playfieldMiddle.X)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_x - prevPosChanged.X) / border_distance_x,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevPosChanged.X - (OsuPlayfield.BASE_SIZE.X - border_distance_x)) / border_distance_x,
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relativeRotationDistance
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);
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}
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if (prevPosChanged.Y < playfieldMiddle.Y)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_y - prevPosChanged.Y) / border_distance_y,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevPosChanged.Y - (OsuPlayfield.BASE_SIZE.Y - border_distance_y)) / border_distance_y,
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relativeRotationDistance
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);
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}
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return rotateVectorTowardsVector(
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posRelativeToPrev,
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Vector2.Subtract(playfieldMiddle, prevPosChanged),
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relativeRotationDistance / 2
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);
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}
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/// <summary>
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/// Rotates vector "initial" towards vector "destinantion"
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/// </summary>
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/// <param name="initial">Vector to rotate to "destination"</param>
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/// <param name="destination">Vector "initial" should be rotated to</param>
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/// <param name="relativeDistance">The angle the vector should be rotated relative to the difference between the angles of the the two vectors.</param>
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/// <returns>Resulting vector</returns>
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private Vector2 rotateVectorTowardsVector(Vector2 initial, Vector2 destination, float relativeDistance)
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{
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var initialAngleRad = Math.Atan2(initial.Y, initial.X);
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var destAngleRad = Math.Atan2(destination.Y, destination.X);
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var diff = destAngleRad - initialAngleRad;
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while (diff < -Math.PI)
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{
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diff += 2 * Math.PI;
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}
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while (diff > Math.PI)
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{
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diff -= 2 * Math.PI;
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}
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var finalAngleRad = initialAngleRad + relativeDistance * diff;
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return new Vector2(
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initial.Length * (float)Math.Cos(finalAngleRad),
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initial.Length * (float)Math.Sin(finalAngleRad)
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);
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}
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// Background metronome
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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drawableRuleset.Overlays.Add(new TargetBeatContainer());
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}
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public class TargetBeatContainer : BeatSyncedContainer
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{
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private PausableSkinnableSound sample;
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public TargetBeatContainer()
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{
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Divisor = 1;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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sample = new PausableSkinnableSound(new SampleInfo("spinnerbonus")), // TODO: use another sample?
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};
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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{
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base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
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if (!IsBeatSyncedWithTrack) return;
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sample?.Play();
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}
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}
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}
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}
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}
|
}
|
||||||
|
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Reference in New Issue
Block a user