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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModAimAssist.cs
2019-08-19 23:51:47 +02:00

105 lines
4.1 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 System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Osu.Mods
{
internal class OsuModAimAssist : Mod, IApplicableToDrawableHitObjects, IUpdatableByPlayfield
{
public override string Name => "AimAssist";
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(OsuModAutoplay), typeof(OsuModWiggle), typeof(OsuModTransform) };
private readonly HashSet<DrawableOsuHitObject> movingObjects = new HashSet<DrawableOsuHitObject>();
private int updateCounter;
public void Update(Playfield playfield)
{
// Avoid crowded judgment displays
playfield.DisplayJudgements.Value = false;
// Object destination updated when cursor updates
playfield.Cursor.ActiveCursor.OnUpdate += drawableCursor =>
{
// ... every 500th cursor update iteration
// (lower -> potential lags ; higher -> easier to miss if cursor too fast)
if (updateCounter++ < 500)
return;
updateCounter = 0;
// First move objects to new destination, then remove them from movingObjects set if they're too old
movingObjects.RemoveWhere(d =>
{
var currentTime = playfield.Clock.CurrentTime;
var h = d.HitObject;
d.ClearTransforms();
switch (d)
{
case DrawableHitCircle circle:
circle.MoveTo(drawableCursor.DrawPosition, Math.Max(0, h.StartTime - currentTime));
return currentTime > h.StartTime;
case DrawableSlider slider:
// Move slider to cursor
if (currentTime < h.StartTime)
d.MoveTo(drawableCursor.DrawPosition, Math.Max(0, h.StartTime - currentTime));
// Move slider so that sliderball stays on the cursor
else
d.MoveTo(drawableCursor.DrawPosition - slider.Ball.DrawPosition, Math.Max(0, h.StartTime - currentTime));
return currentTime > (h as IHasEndTime)?.EndTime - 50;
case DrawableSpinner _:
// TODO
return true;
}
return true; // never happens(?)
});
};
}
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
foreach (var drawable in drawables)
drawable.ApplyCustomUpdateState += drawableOnApplyCustomUpdateState;
}
private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
{
if (!(drawable is DrawableOsuHitObject d))
return;
var h = d.HitObject;
using (d.BeginAbsoluteSequence(h.StartTime - h.TimePreempt))
movingObjects.Add(d);
}
}
/*
* TODOs
* - remove object timing glitches / artifacts
* - remove FollowPoints
* - automate sliders
* - combine with OsuModRelax (?)
* - must be some way to make this more effictient
*
*/
}