// 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.Linq; using osu.Framework.Bindables; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Legacy; 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 { /// /// The radius of hit objects (ie. the radius of a ). /// public const float OBJECT_RADIUS = 64; /// /// The width and height any element participating in display of a hitcircle (or similarly sized object) should be. /// public static readonly Vector2 OBJECT_DIMENSIONS = new Vector2(OBJECT_RADIUS * 2); /// /// Scoring distance with a speed-adjusted beat length of 1 second (ie. the speed slider balls move through their track). /// internal const float BASE_SCORING_DISTANCE = 100; /// /// Minimum preempt time at AR=10. /// public const double PREEMPT_MIN = 450; /// /// Median preempt time at AR=5. /// public const double PREEMPT_MID = 1200; /// /// Maximum preempt time at AR=0. /// public const double PREEMPT_MAX = 1800; public double TimePreempt = 600; public double TimeFadeIn = 400; private HitObjectProperty position; public Bindable 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 stackHeight; public Bindable 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 scale = new HitObjectProperty(1); public Bindable ScaleBindable => scale.Bindable; public float Scale { get => scale.Value; set => scale.Value = value; } public virtual bool NewCombo { get; set; } private HitObjectProperty comboOffset; public Bindable ComboOffsetBindable => comboOffset.Bindable; public int ComboOffset { get => comboOffset.Value; set => comboOffset.Value = value; } private HitObjectProperty indexInCurrentCombo; public Bindable IndexInCurrentComboBindable => indexInCurrentCombo.Bindable; public virtual int IndexInCurrentCombo { get => indexInCurrentCombo.Value; set => indexInCurrentCombo.Value = value; } private HitObjectProperty comboIndex; public Bindable ComboIndexBindable => comboIndex.Bindable; public virtual int ComboIndex { get => comboIndex.Value; set => comboIndex.Value = value; } private HitObjectProperty comboIndexWithOffsets; public Bindable ComboIndexWithOffsetsBindable => comboIndexWithOffsets.Bindable; public int ComboIndexWithOffsets { get => comboIndexWithOffsets.Value; set => comboIndexWithOffsets.Value = value; } private HitObjectProperty lastInCombo; public Bindable LastInComboBindable => lastInCombo.Bindable; public bool LastInCombo { get => lastInCombo.Value; set => lastInCombo.Value = value; } protected OsuHitObject() { StackHeightBindable.BindValueChanged(height => { foreach (var nested in NestedHitObjects.OfType()) nested.StackHeight = height.NewValue; }); } protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty) { base.ApplyDefaultsToSelf(controlPointInfo, difficulty); TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, PREEMPT_MAX, PREEMPT_MID, 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 = LegacyRulesetExtensions.CalculateScaleFromCircleSize(difficulty.CircleSize, true); } public void UpdateComboInformation(IHasComboInformation? lastObj) { // Note that this implementation is shared with the osu!catch ruleset's implementation. // If a change is made here, CatchHitObject.cs should also be updated. ComboIndex = lastObj?.ComboIndex ?? 0; ComboIndexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0; IndexInCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0; if (this is Spinner) { // For the purpose of combo colours, spinners never start a new combo even if they are flagged as doing so. return; } // At decode time, the first hitobject in the beatmap and the first hitobject after a spinner are both enforced to be a new combo, // but this isn't directly enforced by the editor so the extra checks against the last hitobject are duplicated here. if (NewCombo || lastObj == null || lastObj is Spinner) { IndexInCurrentCombo = 0; ComboIndex++; ComboIndexWithOffsets += ComboOffset + 1; if (lastObj != null) lastObj.LastInCombo = true; } } protected override HitWindows CreateHitWindows() => new OsuHitWindows(); } }