// 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.Collections.Generic; using System.Linq; using osu.Framework.Bindables; using osu.Framework.Localisation; using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Overlays.Settings; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Osu.Beatmaps; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.UI; using osu.Game.Rulesets.Osu.Utils; namespace osu.Game.Rulesets.Osu.Mods { /// /// Mod that randomises the positions of the s /// public class OsuModRandom : ModRandom, IApplicableToBeatmap { public override LocalisableString Description => "It never gets boring!"; public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModTarget)).ToArray(); [SettingSource("Angle sharpness", "How sharp angles should be", SettingControlType = typeof(SettingsSlider))] public BindableFloat AngleSharpness { get; } = new BindableFloat(7) { MinValue = 1, MaxValue = 10, Precision = 0.1f }; private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast; private Random random = null!; public void ApplyToBeatmap(IBeatmap beatmap) { if (beatmap is not OsuBeatmap osuBeatmap) return; Seed.Value ??= RNG.Next(); random = new Random((int)Seed.Value); var positionInfos = OsuHitObjectGenerationUtils.GeneratePositionInfos(osuBeatmap.HitObjects); // Offsets the angles of all hit objects in a "section" by the same amount. float sectionOffset = 0; // Whether the angles are positive or negative (clockwise or counter-clockwise flow). bool flowDirection = false; for (int i = 0; i < positionInfos.Count; i++) { if (shouldStartNewSection(osuBeatmap, positionInfos, i)) { sectionOffset = getRandomOffset(0.0008f); flowDirection = !flowDirection; } if (i == 0) { positionInfos[i].DistanceFromPrevious = (float)(random.NextDouble() * OsuPlayfield.BASE_SIZE.Y / 2); positionInfos[i].RelativeAngle = (float)(random.NextDouble() * 2 * Math.PI - Math.PI); } else { // Offsets only the angle of the current hit object if a flow change occurs. float flowChangeOffset = 0; // Offsets only the angle of the current hit object. float oneTimeOffset = getRandomOffset(0.002f); if (shouldApplyFlowChange(positionInfos, i)) { flowChangeOffset = getRandomOffset(0.002f); flowDirection = !flowDirection; } float totalOffset = // sectionOffset and oneTimeOffset should mainly affect patterns with large spacing. (sectionOffset + oneTimeOffset) * positionInfos[i].DistanceFromPrevious + // flowChangeOffset should mainly affect streams. flowChangeOffset * (playfield_diagonal - positionInfos[i].DistanceFromPrevious); positionInfos[i].RelativeAngle = getRelativeTargetAngle(positionInfos[i].DistanceFromPrevious, totalOffset, flowDirection); } } osuBeatmap.HitObjects = OsuHitObjectGenerationUtils.RepositionHitObjects(positionInfos); } private float getRandomOffset(float stdDev) { // Range: [0.5, 2] // Higher angle sharpness -> lower multiplier float customMultiplier = (1.5f * AngleSharpness.MaxValue - AngleSharpness.Value) / (1.5f * AngleSharpness.MaxValue - AngleSharpness.Default); return OsuHitObjectGenerationUtils.RandomGaussian(random, 0, stdDev * customMultiplier); } /// The target distance between the previous and the current . /// The angle (in rad) by which the target angle should be offset. /// Whether the relative angle should be positive or negative. private float getRelativeTargetAngle(float targetDistance, float offset, bool flowDirection) { // Range: [0.1, 1] float angleSharpness = AngleSharpness.Value / AngleSharpness.MaxValue; // Range: [0, 0.9] float angleWideness = 1 - angleSharpness; // Range: [-60, 30] float customOffsetX = angleSharpness * 100 - 70; // Range: [-0.075, 0.15] float customOffsetY = angleWideness * 0.25f - 0.075f; targetDistance += customOffsetX; float angle = (float)(2.16 / (1 + 200 * Math.Exp(0.036 * (targetDistance - 310 + customOffsetX))) + 0.5); angle += offset + customOffsetY; float relativeAngle = (float)Math.PI - angle; return flowDirection ? -relativeAngle : relativeAngle; } /// Whether a new section should be started at the current . private bool shouldStartNewSection(OsuBeatmap beatmap, IReadOnlyList positionInfos, int i) { if (i == 0) return true; // Exclude new-combo-spam and 1-2-combos. bool previousObjectStartedCombo = positionInfos[Math.Max(0, i - 2)].HitObject.IndexInCurrentCombo > 1 && positionInfos[i - 1].HitObject.NewCombo; bool previousObjectWasOnDownbeat = OsuHitObjectGenerationUtils.IsHitObjectOnBeat(beatmap, positionInfos[i - 1].HitObject, true); bool previousObjectWasOnBeat = OsuHitObjectGenerationUtils.IsHitObjectOnBeat(beatmap, positionInfos[i - 1].HitObject); return (previousObjectStartedCombo && random.NextDouble() < 0.6f) || previousObjectWasOnDownbeat || (previousObjectWasOnBeat && random.NextDouble() < 0.4f); } /// Whether a flow change should be applied at the current . private bool shouldApplyFlowChange(IReadOnlyList positionInfos, int i) { // Exclude new-combo-spam and 1-2-combos. bool previousObjectStartedCombo = positionInfos[Math.Max(0, i - 2)].HitObject.IndexInCurrentCombo > 1 && positionInfos[i - 1].HitObject.NewCombo; return previousObjectStartedCombo && random.NextDouble() < 0.6f; } } }