using OpenTK;
using osu.Game.Audio;
using System.Collections.Generic;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Objects;
using osu.Game.Beatmaps;
using System;
namespace osu.Game.Rulesets.Vitaru.Objects
{
public class Pattern : VitaruHitObject
{
public override HitObjectType Type => HitObjectType.Pattern;
///
/// All Pattern specific stuff
///
#region Pattern
public int PatternID { get; set; }
public float PatternSpeed { get; set; }
public float PatternDifficulty { get; set; } = 1;
private float patternAngleRadian { get; set; } = -10;
public float PatternAngleDegree { get; set; }
public float PatternBulletDiameter { get; set; } = 4;
public float PatternDamage { get; set; } = 10;
private bool dynamicPatternVelocity { get; } = false;
public int PatternTeam { get; set; }
private int totalBullets;
private bool shootPlayer;
#endregion
///
/// All Slider specific stuff
///
#region Slider
public bool IsSlider { get; set; } = false;
public List> RepeatSamples { get; set; } = new List>();
private const float base_scoring_distance = 100;
public double Duration => EndTime - StartTime;
public readonly SliderCurve Curve = new SliderCurve();
public int RepeatCount { get; set; } = 1;
public double Velocity;
public override Vector2 EndPosition => PositionAt(1);
public Vector2 PositionAt(double progress) => Curve.PositionAt(ProgressAt(progress));
public double ProgressAt(double progress)
{
double p = progress * RepeatCount % 1;
if (RepeatAt(progress) % 2 == 1)
p = 1 - p;
return p;
}
public int RepeatAt(double progress) => (int)(progress * RepeatCount);
public List ControlPoints
{
get { return Curve.ControlPoints; }
set { Curve.ControlPoints = value; }
}
public CurveType CurveType
{
get { return Curve.CurveType; }
set { Curve.CurveType = value; }
}
public double Distance
{
get { return Curve.Distance; }
set { Curve.Distance = value; }
}
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
Velocity = scoringDistance / timingPoint.BeatLength;
}
#endregion
///
/// All Spinner specific stuff
///
#region Spinner
public bool IsSpinner { get; set; }
public double EndTime { get; set; }
#endregion
#region Bullet Loading
public int GetTotalBullets()
{
switch (PatternID)
{
case 1:
totalBullets += (int)PatternDifficulty * 2 + 1;
break;
case 2:
totalBullets += (int)PatternDifficulty + 1;
break;
case 3:
totalBullets += (int)(PatternDifficulty + 2) / 2;
break;
case 4:
totalBullets += (int)(PatternDifficulty * 2) + 3;
break;
case 5:
totalBullets += (int)(30 * (PatternDifficulty / 3) * (Duration / 1000));
break;
}
return totalBullets;
}
public float EnemyHealth { get; set; } = 40;
protected override void CreateNestedHitObjects()
{
base.CreateNestedHitObjects();
createBullets();
}
private void createBullets()
{
var length = Curve.Distance;
var repeatPointDistance = Math.Min(Distance, length);
var repeatDuration = length / Velocity;
int repeatCount = RepeatCount;
if (IsSlider)
{
repeatCount += 1;
bool sliderStart = false;
for (var repeat = 0; repeat < repeatCount; repeat++)
{
sliderStart = !sliderStart;
for (var d = repeatPointDistance; d <= length; d += repeatPointDistance)
{
var repeatStartTime = StartTime + repeat * repeatDuration;
var distanceProgress = d / length;
IEnumerable bullets = createPattern();
foreach (Bullet b in bullets)
{
if (IsSlider)
{
b.StartTime = repeatStartTime;
b.Position = Curve.PositionAt(!sliderStart ? distanceProgress : 0);
}
b.NewCombo = NewCombo;
b.Ar = Ar;
b.Cs = Cs;
b.StackHeight = StackHeight;
b.ShootPlayer = shootPlayer;
AddNested(b);
}
}
}
}
else
{
IEnumerable bullets = createPattern();
foreach (Bullet b in bullets)
{
b.NewCombo = NewCombo;
b.Ar = Ar;
b.Cs = Cs;
b.StackHeight = StackHeight;
b.ShootPlayer = shootPlayer;
AddNested(b);
}
}
}
private IEnumerable createPattern()
{
if (patternAngleRadian == -10)
patternAngleRadian = MathHelper.DegreesToRadians(PatternAngleDegree - 90);
float bulletDiameter = PatternBulletDiameter;
bulletDiameter += Cs;
GetTotalBullets();
switch (PatternID)
{
default:
shootPlayer = false;
return patternWave(bulletDiameter);
case 1:
shootPlayer = false;
return patternWave(bulletDiameter);
case 2:
shootPlayer = true;
return PatternLine(bulletDiameter);
case 3:
shootPlayer = true;
return PatternTriangleWave(bulletDiameter);
case 4:
shootPlayer = false;
return PatternCoolWave(bulletDiameter);
case 5:
shootPlayer = true;
//should be PatternSpin() once its fixed
return patternWave(bulletDiameter);
}
}
///
/// These will be the base patterns
///
private List patternWave(float diameter)
{
List bullets = new List();
int numberOfBullets = (int)PatternDifficulty * 2 + 1;
float directionModifier = -0.1f * ((float)(numberOfBullets - 1) / 2);
for (int i = 1; i <= numberOfBullets; i++)
{
float angle = directionModifier + patternAngleRadian;
bullets.Add(new Bullet
{
StartTime = StartTime,
Position = Position,
ComboColour = ComboColour,
BulletSpeed = PatternSpeed,
BulletAngleRadian = angle,
BulletDiameter = diameter,
BulletDamage = PatternDamage,
DynamicBulletVelocity = dynamicPatternVelocity,
Team = 1,
Ghost = i == ((numberOfBullets - 1) / 2) + 1
});
directionModifier += 0.1f;
}
return bullets;
}
public List PatternLine(float diameter)
{
List bullets = new List();
int numberbullets = (int)PatternDifficulty + 1;
float speed = PatternSpeed;
for (int i = 1; i <= numberbullets; i++)
{
bullets.Add(new Bullet
{
StartTime = StartTime,
Position = Position,
ComboColour = ComboColour,
BulletSpeed = speed,
BulletAngleRadian = patternAngleRadian,
BulletDiameter = diameter,
BulletDamage = PatternDamage,
DynamicBulletVelocity = dynamicPatternVelocity,
Team = 1,
});
speed += 0.14f;
}
return bullets;
}
public List PatternCoolWave(float diameter)
{
List bullets = new List();
int numberbullets = (int)(PatternDifficulty * 2) + 3;
float speedModifier = 0.02f * (PatternDifficulty);
float directionModifier = -0.15f * (PatternDifficulty);
for (int i = 1; i <= numberbullets; i++)
{
PatternSpeed = PatternSpeed + Math.Abs(speedModifier);
float angle = directionModifier + patternAngleRadian;
bullets.Add(new Bullet
{
StartTime = StartTime,
Position = Position,
ComboColour = ComboColour,
BulletSpeed = PatternSpeed,
BulletAngleRadian = angle,
BulletDiameter = diameter,
BulletDamage = PatternDamage,
DynamicBulletVelocity = dynamicPatternVelocity,
Team = 1,
});
speedModifier -= 0.01f;
directionModifier += 0.075f;
}
return bullets;
}
public List PatternTriangleWave(float diameter)
{
List bullets = new List();
int numberwaves = (int)(PatternDifficulty + 2) / 2;
float originalDirection = 0f;
double duration = Duration / numberwaves;
for (int i = 1; i <= numberwaves; i++)
{
var numberbullets = i;
var speedModifier = 0.30f - (i - 1) * 0.03f;
for (int j = 1; j <= numberbullets; j++)
{
float directionModifier = ((j - 1) * 0.1f);
var speed = PatternSpeed + speedModifier;
float angle = patternAngleRadian + (originalDirection - directionModifier);
bullets.Add(new Bullet
{
StartTime = StartTime,
Position = Position,
ComboColour = ComboColour,
BulletSpeed = speed,
BulletAngleRadian = angle,
BulletDiameter = diameter,
BulletDamage = PatternDamage,
DynamicBulletVelocity = dynamicPatternVelocity,
Team = 1,
});
}
originalDirection = 0.05f * i;
}
return bullets;
}
public List PatternCurve(float diameter)
{
List bullets = new List();
int numberbullets = (int)(PatternDifficulty + 10) / 2;
float originalDirection = 0.01f * ((float)numberbullets / 2);
float speedModifier = 0f;
float directionModifier = 0f;
for (int i = 1; i <= numberbullets; i++)
{
var speed = PatternSpeed + speedModifier;
patternAngleRadian = patternAngleRadian - originalDirection + directionModifier;
directionModifier += 0.015f;
speedModifier -= (i * 0.002f);
bullets.Add(new Bullet
{
StartTime = StartTime,
Position = Position,
ComboColour = ComboColour,
BulletSpeed = speed,
BulletAngleRadian = patternAngleRadian,
BulletDiameter = diameter,
BulletDamage = PatternDamage,
DynamicBulletVelocity = dynamicPatternVelocity,
Team = 1,
});
}
return bullets;
}
public List PatternCircle(float diameter)
{
List bullets = new List();
int numberbullets = (int)(PatternDifficulty + 1) * 8;
float directionModifier = (360f / numberbullets);
directionModifier = MathHelper.DegreesToRadians(directionModifier);
for (int i = 1; i <= numberbullets; i++)
{
patternAngleRadian = patternAngleRadian + (directionModifier * (i - 1));
bullets.Add(new Bullet
{
StartTime = StartTime,
Position = Position,
ComboColour = ComboColour,
BulletSpeed = PatternSpeed,
BulletAngleRadian = patternAngleRadian,
BulletDiameter = diameter,
BulletDamage = PatternDamage,
DynamicBulletVelocity = dynamicPatternVelocity,
Team = 1,
});
}
return bullets;
}
//Finds what direction the player is
public float PlayerRelativePositionAngle(Vector2 playerPos, Vector2 enemyPos)
{
//Returns a Radian
var playerAngle = (float)Math.Atan2((playerPos.Y - enemyPos.Y), (playerPos.X - enemyPos.X));
return playerAngle;
}
#endregion
}
}