// 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 System.Linq; using osu.Framework.Bindables; using osu.Framework.Graphics.Sprites; 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 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) }; private IFrameStableClock gameplayClock; [SettingSource("Assist strength", "Change the distance notes should travel towards you.", 0)] public BindableFloat AssistStrength { get; } = new BindableFloat(0.5f) { Precision = 0.05f, MinValue = 0.1f, MaxValue = 1.0f, }; private OsuInputManager inputManager; public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) { // Grab the input manager for future use inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager; gameplayClock = drawableRuleset.FrameStableClock; // Hide judgment displays and follow points drawableRuleset.Playfield.DisplayJudgements.Value = false; (drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide(); } public void Update(Playfield playfield) { var cursorPos = playfield.Cursor.ActiveCursor.DrawPosition; double currentTime = playfield.Clock.CurrentTime; // Move all currently alive object to new destination foreach (var drawable in playfield.HitObjectContainer.AliveObjects.OfType()) { var h = drawable.HitObject; switch (drawable) { case DrawableHitCircle circle: easeTo(circle, cursorPos); break; case DrawableSlider slider: // Move slider to cursor if (!slider.HeadCircle.Result.HasResult) { easeTo(slider, cursorPos); } // Move slider so that sliderball stays on the cursor else { slider.HeadCircle.Hide(); // hide flash, triangles, ... so they don't move with slider easeTo(slider, cursorPos - slider.Ball.DrawPosition); } break; } } } private void easeTo(DrawableHitObject hitObject, Vector2 destination) { double dampLength = Interpolation.Lerp(500, 50, AssistStrength.Value); float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, gameplayClock.ElapsedFrameTime); float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, gameplayClock.ElapsedFrameTime); hitObject.Position = new Vector2(x, y); } } }