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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModAimAssist.cs
2022-01-04 22:17:50 +01:00

105 lines
4.3 KiB
C#

// 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 System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.Osu.UI;
using osuTK;
using System.Linq;
namespace osu.Game.Rulesets.Osu.Mods
{
internal class OsuModAimAssist : Mod, IUpdatableByPlayfield
{
public override string Name => "Aim Assist";
public override string Acronym => "AA";
public override IconUsage? Icon => FontAwesome.Solid.MousePointer;
public override ModType Type => ModType.Fun;
public override string Description => "No need to chase the circle, the circle chases you";
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay) };
private const float spin_radius = 30;
private Vector2? prevCursorPos;
public void Update(Playfield playfield)
{
var cursorPos = playfield.Cursor.ActiveCursor.DrawPosition;
double currentTime = playfield.Clock.CurrentTime;
// Hide judgment displays and follow points
playfield.DisplayJudgements.Value = false;
(playfield as OsuPlayfield)?.FollowPoints.Clear();
// Move all currently alive object to new destination
foreach (var drawable in playfield.HitObjectContainer.AliveObjects.OfType<DrawableOsuHitObject>())
{
var h = drawable.HitObject;
double endTime = h.GetEndTime();
switch (drawable)
{
case DrawableHitCircle circle:
// 10ms earlier on the note to reduce chance of missing when clicking early / cursor moves fast
circle.MoveTo(cursorPos, Math.Max(0, endTime - currentTime - 10));
break;
case DrawableSlider slider:
// Move slider to cursor
if (currentTime < h.StartTime)
{
slider.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10));
}
// Move slider so that sliderball stays on the cursor
else
{
// FIXME: Hide flashes
//slider.HeadCircle.Hide();
slider.MoveTo(cursorPos - slider.Ball.DrawPosition);
}
break;
case DrawableSpinner spinner:
// Move spinner to cursor
if (currentTime < h.StartTime)
{
spinner.MoveTo(cursorPos + new Vector2(0, -spin_radius), Math.Max(0, h.StartTime - currentTime - 10));
}
else
{
// Move spinner visually
Vector2 delta = spin_radius * (spinner.Position - prevCursorPos ?? cursorPos).Normalized();
const float angle = 3 * MathF.PI / 180; // radians per update, arbitrary value
// Rotation matrix
var targetPos = new Vector2(
delta.X * MathF.Cos(angle) - delta.Y * MathF.Sin(angle) + cursorPos.X,
delta.X * MathF.Sin(angle) + delta.Y * MathF.Cos(angle) + cursorPos.Y
);
spinner.MoveTo(targetPos);
// Logically finish spinner immediatly, no need for the user to click.
// Temporary workaround until spinner rotations are easier to handle, similar as Autopilot mod.
spinner.Result.RateAdjustedRotation = spinner.HitObject.SpinsRequired * 360;
}
break;
}
}
prevCursorPos = cursorPos;
}
}
}