// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osu.Framework.Graphics; using osu.Framework.Graphics.Sprites; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.UI; using osu.Game.Rulesets.Osu.UI; using osuTK; using System.Linq; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Configuration; using osu.Framework.Bindables; namespace osu.Game.Rulesets.Osu.Mods { internal class OsuModAimAssist : Mod, IUpdatableByPlayfield, IApplicableToDrawableRuleset { public override string Name => "Aim Assist"; public override string Acronym => "AA"; public override IconUsage? Icon => FontAwesome.Solid.MousePointer; public override ModType Type => ModType.Fun; public override string Description => "No need to chase the circle, the circle chases you"; public override double ScoreMultiplier => 1; public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay) }; [SettingSource("Assist strength", "Change the distance notes should travel towards you.", 0)] public BindableFloat AssistStrength { get; } = new BindableFloat(0.3f) { Precision = 0.05f, MinValue = 0.0f, MaxValue = 1.0f, }; private DateTime? lastUpdate; public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) { // Hide judgment displays and follow points drawableRuleset.Playfield.DisplayJudgements.Value = false; (drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide(); } public void Update(Playfield playfield) { if (DateTime.Now - (lastUpdate ?? DateTime.MinValue) < TimeSpan.FromMilliseconds(100)) return; Vector2 cursorPos = playfield.Cursor.ActiveCursor.DrawPosition; double currentTime = playfield.Clock.CurrentTime; foreach (var drawable in playfield.HitObjectContainer.AliveObjects.OfType()) { var h = drawable.HitObject; if (currentTime < h.StartTime && (drawable is DrawableHitCircle || drawable is DrawableSlider)) { double timeMoving = currentTime - (h.StartTime - h.TimePreempt); float percentDoneMoving = (float)(timeMoving / h.TimePreempt); float percentDistLeft = Math.Clamp(AssistStrength.Value - percentDoneMoving + 0.1f, 0, 1); Vector2 targetPos = drawable.Position + percentDistLeft * (cursorPos - drawable.Position); drawable.MoveTo(targetPos, h.StartTime - currentTime); } } lastUpdate = DateTime.Now; } } }