// 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.Diagnostics; using osu.Framework.Bindables; using osu.Framework.Localisation; 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.Osu.Utils; using osu.Game.Rulesets.UI; using osuTK; namespace osu.Game.Rulesets.Osu.Mods { internal class OsuModRepel : Mod, IUpdatableByPlayfield, IApplicableToDrawableRuleset { public override string Name => "Repel"; public override string Acronym => "RP"; public override ModType Type => ModType.Fun; public override LocalisableString Description => "Hit objects run away!"; public override double ScoreMultiplier => 1; public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModMagnetised) }; private IFrameStableClock? gameplayClock; [SettingSource("Repulsion strength", "How strong the repulsion is.", 0)] public BindableFloat RepulsionStrength { get; } = new BindableFloat(0.5f) { Precision = 0.05f, MinValue = 0.05f, MaxValue = 1.0f, }; public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) { gameplayClock = drawableRuleset.FrameStableClock; // 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.ActiveCursor.DrawPosition; foreach (var drawable in playfield.HitObjectContainer.AliveObjects) { var destination = Vector2.Clamp(2 * drawable.Position - cursorPos, Vector2.Zero, OsuPlayfield.BASE_SIZE); if (drawable.HitObject is Slider thisSlider) { var possibleMovementBounds = OsuHitObjectGenerationUtils.CalculatePossibleMovementBounds(thisSlider); destination = Vector2.Clamp( destination, new Vector2(possibleMovementBounds.Left, possibleMovementBounds.Top), new Vector2(possibleMovementBounds.Right, possibleMovementBounds.Bottom) ); } switch (drawable) { case DrawableHitCircle circle: easeTo(circle, destination, cursorPos); break; case DrawableSlider slider: if (!slider.HeadCircle.Result.HasResult) easeTo(slider, destination, cursorPos); else easeTo(slider, destination - slider.Ball.DrawPosition, cursorPos); break; } } } private void easeTo(DrawableHitObject hitObject, Vector2 destination, Vector2 cursorPos) { Debug.Assert(gameplayClock != null); double dampLength = Vector2.Distance(hitObject.Position, cursorPos) / (0.04 * RepulsionStrength.Value + 0.04); 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); } } }