// 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.Bindables; using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Graphics.Sprites; using osu.Framework.Localisation; using osu.Framework.Timing; using osu.Framework.Utils; using osu.Game.Configuration; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.UI; using osu.Game.Rulesets.UI; using osuTK; namespace osu.Game.Rulesets.Osu.Mods { internal class OsuModMagnetised : Mod, IUpdatableByPlayfield, IApplicableToDrawableRuleset { public override string Name => "Magnetised"; public override string Acronym => "MG"; public override IconUsage? Icon => FontAwesome.Solid.Magnet; public override ModType Type => ModType.Fun; public override LocalisableString Description => "No need to chase the circles – your cursor is a magnet!"; public override double ScoreMultiplier => 0.5; public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModRelax), typeof(OsuModRepel), typeof(OsuModBubbles), typeof(OsuModDepth) }; [SettingSource("Attraction strength", "How strong the pull is.", 0)] public BindableFloat AttractionStrength { get; } = new BindableFloat(0.5f) { Precision = 0.05f, MinValue = 0.05f, MaxValue = 1.0f, }; public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) { // Hide judgment displays and follow points as they won't make any sense. // Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart. drawableRuleset.Playfield.DisplayJudgements.Value = false; (drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide(); } public void Update(Playfield playfield) { var cursorPos = playfield.Cursor.AsNonNull().ActiveCursor.DrawPosition; foreach (var drawable in playfield.HitObjectContainer.AliveObjects) { switch (drawable) { case DrawableHitCircle circle: easeTo(playfield.Clock, circle, cursorPos); break; case DrawableSlider slider: if (!slider.HeadCircle.Result.HasResult) easeTo(playfield.Clock, slider, cursorPos); else easeTo(playfield.Clock, slider, cursorPos - slider.Ball.DrawPosition); break; } } } private void easeTo(IFrameBasedClock clock, DrawableHitObject hitObject, Vector2 destination) { double dampLength = Interpolation.Lerp(3000, 40, AttractionStrength.Value); float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, clock.ElapsedFrameTime); float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, clock.ElapsedFrameTime); hitObject.Position = new Vector2(x, y); } } }