// 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. using Newtonsoft.Json; using osu.Framework.Bindables; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Scoring; using osuTK; namespace osu.Game.Rulesets.Catch.Objects { public abstract class CatchHitObject : HitObject, IHasPosition, IHasComboInformation { public const float OBJECT_RADIUS = 64; public readonly Bindable<float> OriginalXBindable = new Bindable<float>(); /// <summary> /// The horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>. /// </summary> /// <remarks> /// Only setter is exposed. /// Use <see cref="OriginalX"/> or <see cref="EffectiveX"/> to get the horizontal position. /// </remarks> [JsonIgnore] public float X { set => OriginalXBindable.Value = value; } public readonly Bindable<float> XOffsetBindable = new Bindable<float>(); /// <summary> /// A random offset applied to the horizontal position, set by the beatmap processing. /// </summary> public float XOffset { get => XOffsetBindable.Value; set => XOffsetBindable.Value = value; } /// <summary> /// The horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>. /// </summary> /// <remarks> /// This value is the original <see cref="X"/> value specified in the beatmap, not affected by the beatmap processing. /// Use <see cref="EffectiveX"/> for a gameplay. /// </remarks> public float OriginalX { get => OriginalXBindable.Value; set => OriginalXBindable.Value = value; } /// <summary> /// The effective horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>. /// </summary> /// <remarks> /// This value is the original <see cref="X"/> value plus the offset applied by the beatmap processing. /// Use <see cref="OriginalX"/> if a value not affected by the offset is desired. /// </remarks> public float EffectiveX => OriginalX + XOffset; public double TimePreempt { get; set; } = 1000; public readonly Bindable<int> IndexInBeatmapBindable = new Bindable<int>(); public int IndexInBeatmap { get => IndexInBeatmapBindable.Value; set => IndexInBeatmapBindable.Value = value; } public virtual bool NewCombo { get; set; } public int ComboOffset { get; set; } public Bindable<int> IndexInCurrentComboBindable { get; } = new Bindable<int>(); public int IndexInCurrentCombo { get => IndexInCurrentComboBindable.Value; set => IndexInCurrentComboBindable.Value = value; } public Bindable<int> ComboIndexBindable { get; } = new Bindable<int>(); public int ComboIndex { get => ComboIndexBindable.Value; set => ComboIndexBindable.Value = value; } public Bindable<int> ComboIndexWithOffsetsBindable { get; } = new Bindable<int>(); public int ComboIndexWithOffsets { get => ComboIndexWithOffsetsBindable.Value; set => ComboIndexWithOffsetsBindable.Value = value; } public Bindable<bool> LastInComboBindable { get; } = new Bindable<bool>(); /// <summary> /// The next fruit starts a new combo. Used for explodey. /// </summary> public virtual bool LastInCombo { get => LastInComboBindable.Value; set => LastInComboBindable.Value = value; } public readonly Bindable<float> ScaleBindable = new Bindable<float>(1); public float Scale { get => ScaleBindable.Value; set => ScaleBindable.Value = value; } /// <summary> /// The seed value used for visual randomness such as fruit rotation. /// The value is <see cref="HitObject.StartTime"/> truncated to an integer. /// </summary> public int RandomSeed => (int)StartTime; protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty) { base.ApplyDefaultsToSelf(controlPointInfo, difficulty); TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450); Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2; } protected override HitWindows CreateHitWindows() => HitWindows.Empty; #region Hit object conversion // The half of the height of the osu! playfield. public const float DEFAULT_LEGACY_CONVERT_Y = 192; /// <summary> /// The Y position of the hit object is not used in the normal osu!catch gameplay. /// It is preserved to maximize the backward compatibility with the legacy editor, in which the mappers use the Y position to organize the patterns. /// </summary> public float LegacyConvertedY { get; set; } = DEFAULT_LEGACY_CONVERT_Y; float IHasXPosition.X => OriginalX; float IHasYPosition.Y => LegacyConvertedY; Vector2 IHasPosition.Position => new Vector2(OriginalX, LegacyConvertedY); #endregion } }