// 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.Graphics; using osu.Framework.Utils; using osu.Game.Beatmaps; 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; using osuTK; namespace osu.Game.Rulesets.Osu.Mods { /// /// Mod that randomises the positions of the s /// public class OsuModRandom : ModRandom, IApplicableToBeatmap { public override string Description => "It never gets boring!"; private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast; private Random rng; public void ApplyToBeatmap(IBeatmap beatmap) { if (!(beatmap is OsuBeatmap osuBeatmap)) return; var hitObjects = osuBeatmap.HitObjects; Seed.Value ??= RNG.Next(); rng = new Random((int)Seed.Value); RandomObjectInfo previous = null; float rateOfChangeMultiplier = 0; for (int i = 0; i < hitObjects.Count; i++) { var hitObject = hitObjects[i]; var current = new RandomObjectInfo(hitObject); // rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams if (i % 3 == 0) rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1; if (hitObject is Spinner) { previous = null; continue; } applyRandomisation(rateOfChangeMultiplier, previous, current); hitObject.Position = current.PositionRandomised; // update end position as it may have changed as a result of the position update. current.EndPositionRandomised = current.PositionRandomised; if (hitObject is Slider slider) moveSliderIntoPlayfield(slider, current); previous = current; } } /// /// Returns the final position of the hit object /// /// Final position of the hit object private void applyRandomisation(float rateOfChangeMultiplier, RandomObjectInfo previous, RandomObjectInfo current) { if (previous == null) { var playfieldSize = OsuPlayfield.BASE_SIZE; current.AngleRad = (float)(rng.NextDouble() * 2 * Math.PI - Math.PI); current.PositionRandomised = new Vector2((float)rng.NextDouble() * playfieldSize.X, (float)rng.NextDouble() * playfieldSize.Y); return; } float distanceToPrev = Vector2.Distance(previous.EndPositionOriginal, current.PositionOriginal); // The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object) // is proportional to the distance between the last and the current hit object // to allow jumps and prevent too sharp turns during streams. var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / playfield_diagonal; current.AngleRad = (float)randomAngleRad + previous.AngleRad; if (current.AngleRad < 0) current.AngleRad += 2 * (float)Math.PI; var posRelativeToPrev = new Vector2( distanceToPrev * (float)Math.Cos(current.AngleRad), distanceToPrev * (float)Math.Sin(current.AngleRad) ); posRelativeToPrev = OsuHitObjectGenerationUtils.RotateAwayFromEdge(previous.EndPositionRandomised, posRelativeToPrev); current.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X); var position = previous.EndPositionRandomised + posRelativeToPrev; // Move hit objects back into the playfield if they are outside of it, // which would sometimes happen during big jumps otherwise. position.X = MathHelper.Clamp(position.X, 0, OsuPlayfield.BASE_SIZE.X); position.Y = MathHelper.Clamp(position.Y, 0, OsuPlayfield.BASE_SIZE.Y); current.PositionRandomised = position; } /// /// Moves the and all necessary nested s into the if they aren't already. /// private void moveSliderIntoPlayfield(Slider slider, RandomObjectInfo currentObjectInfo) { var minMargin = getMinSliderMargin(slider); slider.Position = new Vector2( Math.Clamp(slider.Position.X, minMargin.Left, OsuPlayfield.BASE_SIZE.X - minMargin.Right), Math.Clamp(slider.Position.Y, minMargin.Top, OsuPlayfield.BASE_SIZE.Y - minMargin.Bottom) ); currentObjectInfo.PositionRandomised = slider.Position; currentObjectInfo.EndPositionRandomised = slider.EndPosition; shiftNestedObjects(slider, currentObjectInfo.PositionRandomised - currentObjectInfo.PositionOriginal); } /// /// Calculates the min. distances from the 's position to the playfield border for the slider to be fully inside of the playfield. /// private MarginPadding getMinSliderMargin(Slider slider) { var pathPositions = new List(); slider.Path.GetPathToProgress(pathPositions, 0, 1); var minMargin = new MarginPadding(); foreach (var pos in pathPositions) { minMargin.Left = Math.Max(minMargin.Left, -pos.X); minMargin.Right = Math.Max(minMargin.Right, pos.X); minMargin.Top = Math.Max(minMargin.Top, -pos.Y); minMargin.Bottom = Math.Max(minMargin.Bottom, pos.Y); } minMargin.Left = Math.Min(minMargin.Left, OsuPlayfield.BASE_SIZE.X - minMargin.Right); minMargin.Top = Math.Min(minMargin.Top, OsuPlayfield.BASE_SIZE.Y - minMargin.Bottom); return minMargin; } /// /// Shifts all nested s and s by the specified shift. /// /// whose nested s and s should be shifted /// The the 's nested s and s should be shifted by private void shiftNestedObjects(Slider slider, Vector2 shift) { foreach (var hitObject in slider.NestedHitObjects.Where(o => o is SliderTick || o is SliderRepeat)) { if (!(hitObject is OsuHitObject osuHitObject)) continue; osuHitObject.Position += shift; } } private class RandomObjectInfo { public float AngleRad { get; set; } public Vector2 PositionOriginal { get; } public Vector2 PositionRandomised { get; set; } public Vector2 EndPositionOriginal { get; } public Vector2 EndPositionRandomised { get; set; } public RandomObjectInfo(OsuHitObject hitObject) { PositionRandomised = PositionOriginal = hitObject.Position; EndPositionRandomised = EndPositionOriginal = hitObject.EndPosition; AngleRad = 0; } } } }