// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Linq; using osu.Framework.Bindables; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Osu.Scoring; using osu.Game.Rulesets.Scoring; using osuTK; namespace osu.Game.Rulesets.Osu.Objects { public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasPosition { /// <summary> /// The radius of hit objects (ie. the radius of a <see cref="HitCircle"/>). /// </summary> public const float OBJECT_RADIUS = 64; /// <summary> /// Scoring distance with a speed-adjusted beat length of 1 second (ie. the speed slider balls move through their track). /// </summary> internal const float BASE_SCORING_DISTANCE = 100; /// <summary> /// Minimum preempt time at AR=10. /// </summary> public const double PREEMPT_MIN = 450; public double TimePreempt = 600; public double TimeFadeIn = 400; private HitObjectProperty<Vector2> position; public Bindable<Vector2> PositionBindable => position.Bindable; public virtual Vector2 Position { get => position.Value; set => position.Value = value; } public float X => Position.X; public float Y => Position.Y; public Vector2 StackedPosition => Position + StackOffset; public virtual Vector2 EndPosition => Position; public Vector2 StackedEndPosition => EndPosition + StackOffset; private HitObjectProperty<int> stackHeight; public Bindable<int> StackHeightBindable => stackHeight.Bindable; public int StackHeight { get => stackHeight.Value; set => stackHeight.Value = value; } public virtual Vector2 StackOffset => new Vector2(StackHeight * Scale * -6.4f); public double Radius => OBJECT_RADIUS * Scale; private HitObjectProperty<float> scale = new HitObjectProperty<float>(1); public Bindable<float> ScaleBindable => scale.Bindable; public float Scale { get => scale.Value; set => scale.Value = value; } public virtual bool NewCombo { get; set; } private HitObjectProperty<int> comboOffset; public Bindable<int> ComboOffsetBindable => comboOffset.Bindable; public int ComboOffset { get => comboOffset.Value; set => comboOffset.Value = value; } private HitObjectProperty<int> indexInCurrentCombo; public Bindable<int> IndexInCurrentComboBindable => indexInCurrentCombo.Bindable; public virtual int IndexInCurrentCombo { get => indexInCurrentCombo.Value; set => indexInCurrentCombo.Value = value; } private HitObjectProperty<int> comboIndex; public Bindable<int> ComboIndexBindable => comboIndex.Bindable; public virtual int ComboIndex { get => comboIndex.Value; set => comboIndex.Value = value; } private HitObjectProperty<int> comboIndexWithOffsets; public Bindable<int> ComboIndexWithOffsetsBindable => comboIndexWithOffsets.Bindable; public int ComboIndexWithOffsets { get => comboIndexWithOffsets.Value; set => comboIndexWithOffsets.Value = value; } private HitObjectProperty<bool> lastInCombo; public Bindable<bool> LastInComboBindable => lastInCombo.Bindable; public bool LastInCombo { get => lastInCombo.Value; set => lastInCombo.Value = value; } protected OsuHitObject() { StackHeightBindable.BindValueChanged(height => { foreach (var nested in NestedHitObjects.OfType<OsuHitObject>()) nested.StackHeight = height.NewValue; }); } protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty) { base.ApplyDefaultsToSelf(controlPointInfo, difficulty); TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, PREEMPT_MIN); // Preempt time can go below 450ms. Normally, this is achieved via the DT mod which uniformly speeds up all animations game wide regardless of AR. // This uniform speedup is hard to match 1:1, however we can at least make AR>10 (via mods) feel good by extending the upper linear function above. // Note that this doesn't exactly match the AR>10 visuals as they're classically known, but it feels good. // This adjustment is necessary for AR>10, otherwise TimePreempt can become smaller leading to hitcircles not fully fading in. TimeFadeIn = 400 * Math.Min(1, TimePreempt / PREEMPT_MIN); Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2; } protected override HitWindows CreateHitWindows() => new OsuHitWindows(); } }