// 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 osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Sprites; using osu.Framework.Localisation; using osu.Game.Configuration; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Osu.Objects; using osuTK; namespace osu.Game.Rulesets.Osu.Mods { internal class OsuModWiggle : ModWithVisibilityAdjustment { public override string Name => "Wiggle"; public override string Acronym => "WG"; public override IconUsage? Icon => FontAwesome.Solid.Certificate; public override ModType Type => ModType.Fun; public override LocalisableString Description => "They just won't stay still..."; public override double ScoreMultiplier => 1; public override Type[] IncompatibleMods => new[] { typeof(OsuModTransform), typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModDepth) }; private const int wiggle_duration = 100; // (ms) Higher = fewer wiggles [SettingSource("Strength", "Multiplier applied to the wiggling strength.")] public BindableDouble Strength { get; } = new BindableDouble(1) { MinValue = 0.1f, MaxValue = 2f, Precision = 0.1f }; protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => drawableOnApplyCustomUpdateState(hitObject, state); protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => drawableOnApplyCustomUpdateState(hitObject, state); private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state) { var osuObject = (OsuHitObject)drawable.HitObject; Vector2 origin = drawable.Position; // Wiggle the repeat points and the tail with the slider instead of independently. // Also fixes an issue with repeat points being positioned incorrectly. if (osuObject is SliderRepeat || osuObject is SliderTailCircle) return; Random objRand = new Random((int)osuObject.StartTime); // Wiggle all objects during TimePreempt int amountWiggles = (int)osuObject.TimePreempt / wiggle_duration; void wiggle() { float nextAngle = (float)(objRand.NextDouble() * 2 * Math.PI); float nextDist = (float)(objRand.NextDouble() * Strength.Value * 7); drawable.MoveTo(new Vector2((float)(nextDist * Math.Cos(nextAngle) + origin.X), (float)(nextDist * Math.Sin(nextAngle) + origin.Y)), wiggle_duration); } for (int i = 0; i < amountWiggles; i++) { using (drawable.BeginAbsoluteSequence(osuObject.StartTime - osuObject.TimePreempt + i * wiggle_duration)) wiggle(); } // Keep wiggling sliders and spinners for their duration if (!(osuObject is IHasDuration endTime)) return; amountWiggles = (int)(endTime.Duration / wiggle_duration); for (int i = 0; i < amountWiggles; i++) { using (drawable.BeginAbsoluteSequence(osuObject.StartTime + i * wiggle_duration)) wiggle(); } } } }