mirror of
https://github.com/ppy/osu.git
synced 2026-06-02 06:49:54 +08:00
400 lines
15 KiB
C#
400 lines
15 KiB
C#
using OpenTK;
|
|
using osu.Game.Audio;
|
|
using System.Collections.Generic;
|
|
using osu.Game.Rulesets.Objects.Types;
|
|
using osu.Game.Beatmaps.ControlPoints;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Beatmaps;
|
|
using System;
|
|
|
|
namespace osu.Game.Rulesets.Vitaru.Objects
|
|
{
|
|
public class Pattern : VitaruHitObject
|
|
{
|
|
public override HitObjectType Type => HitObjectType.Pattern;
|
|
|
|
/// <summary>
|
|
/// All Pattern specific stuff
|
|
/// </summary>
|
|
#region Pattern
|
|
public int PatternID { get; set; }
|
|
public float PatternSpeed { get; set; }
|
|
public float PatternDifficulty { get; set; } = 1;
|
|
private float patternAngleRadian { get; set; } = -10;
|
|
public float PatternAngleDegree { get; set; }
|
|
public float PatternBulletDiameter { get; set; } = 4;
|
|
public float PatternDamage { get; set; } = 10;
|
|
private bool dynamicPatternVelocity { get; } = false;
|
|
public int PatternTeam { get; set; }
|
|
private int totalBullets;
|
|
private bool shootPlayer;
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// All Slider specific stuff
|
|
/// </summary>
|
|
#region Slider
|
|
public bool IsSlider { get; set; } = false;
|
|
public List<List<SampleInfo>> RepeatSamples { get; set; } = new List<List<SampleInfo>>();
|
|
private const float base_scoring_distance = 100;
|
|
public double Duration => EndTime - StartTime;
|
|
public readonly SliderCurve Curve = new SliderCurve();
|
|
public int RepeatCount { get; set; } = 1;
|
|
public double Velocity;
|
|
|
|
public override Vector2 EndPosition => PositionAt(1);
|
|
public Vector2 PositionAt(double progress) => Curve.PositionAt(ProgressAt(progress));
|
|
|
|
public double ProgressAt(double progress)
|
|
{
|
|
double p = progress * RepeatCount % 1;
|
|
if (RepeatAt(progress) % 2 == 1)
|
|
p = 1 - p;
|
|
return p;
|
|
}
|
|
|
|
public int RepeatAt(double progress) => (int)(progress * RepeatCount);
|
|
|
|
public List<Vector2> ControlPoints
|
|
{
|
|
get { return Curve.ControlPoints; }
|
|
set { Curve.ControlPoints = value; }
|
|
}
|
|
|
|
public CurveType CurveType
|
|
{
|
|
get { return Curve.CurveType; }
|
|
set { Curve.CurveType = value; }
|
|
}
|
|
|
|
public double Distance
|
|
{
|
|
get { return Curve.Distance; }
|
|
set { Curve.Distance = value; }
|
|
}
|
|
|
|
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
|
|
{
|
|
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
|
|
|
|
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
|
|
DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
|
|
|
|
double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
|
|
|
|
Velocity = scoringDistance / timingPoint.BeatLength;
|
|
}
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// All Spinner specific stuff
|
|
/// </summary>
|
|
#region Spinner
|
|
public bool IsSpinner { get; set; }
|
|
public double EndTime { get; set; }
|
|
#endregion
|
|
|
|
#region Bullet Loading
|
|
public int GetTotalBullets()
|
|
{
|
|
switch (PatternID)
|
|
{
|
|
case 1:
|
|
totalBullets += (int)PatternDifficulty * 2 + 1;
|
|
break;
|
|
case 2:
|
|
totalBullets += (int)PatternDifficulty + 1;
|
|
break;
|
|
case 3:
|
|
totalBullets += (int)(PatternDifficulty + 2) / 2;
|
|
break;
|
|
case 4:
|
|
totalBullets += (int)(PatternDifficulty * 2) + 3;
|
|
break;
|
|
case 5:
|
|
totalBullets += (int)(30 * (PatternDifficulty / 3) * (Duration / 1000));
|
|
break;
|
|
}
|
|
|
|
return totalBullets;
|
|
}
|
|
|
|
public float EnemyHealth { get; set; } = 40;
|
|
|
|
protected override void CreateNestedHitObjects()
|
|
{
|
|
base.CreateNestedHitObjects();
|
|
|
|
createBullets();
|
|
}
|
|
|
|
private void createBullets()
|
|
{
|
|
|
|
var length = Curve.Distance;
|
|
var repeatPointDistance = Math.Min(Distance, length);
|
|
var repeatDuration = length / Velocity;
|
|
int repeatCount = RepeatCount;
|
|
|
|
if (IsSlider)
|
|
{
|
|
repeatCount += 1;
|
|
bool sliderStart = false;
|
|
for (var repeat = 0; repeat < repeatCount; repeat++)
|
|
{
|
|
sliderStart = !sliderStart;
|
|
for (var d = repeatPointDistance; d <= length; d += repeatPointDistance)
|
|
{
|
|
var repeatStartTime = StartTime + repeat * repeatDuration;
|
|
var distanceProgress = d / length;
|
|
|
|
IEnumerable<Bullet> bullets = createPattern();
|
|
|
|
foreach (Bullet b in bullets)
|
|
{
|
|
if (IsSlider)
|
|
{
|
|
b.StartTime = repeatStartTime;
|
|
|
|
b.Position = Curve.PositionAt(!sliderStart ? distanceProgress : 0);
|
|
}
|
|
|
|
b.NewCombo = NewCombo;
|
|
b.Ar = Ar;
|
|
b.Cs = Cs;
|
|
b.StackHeight = StackHeight;
|
|
|
|
b.ShootPlayer = shootPlayer;
|
|
|
|
AddNested(b);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
IEnumerable<Bullet> bullets = createPattern();
|
|
|
|
foreach (Bullet b in bullets)
|
|
{
|
|
b.NewCombo = NewCombo;
|
|
b.Ar = Ar;
|
|
b.Cs = Cs;
|
|
b.StackHeight = StackHeight;
|
|
|
|
b.ShootPlayer = shootPlayer;
|
|
|
|
AddNested(b);
|
|
}
|
|
}
|
|
}
|
|
|
|
private IEnumerable<Bullet> createPattern()
|
|
{
|
|
if (patternAngleRadian == -10)
|
|
patternAngleRadian = MathHelper.DegreesToRadians(PatternAngleDegree - 90);
|
|
|
|
float bulletDiameter = PatternBulletDiameter;
|
|
bulletDiameter += Cs;
|
|
|
|
GetTotalBullets();
|
|
|
|
switch (PatternID)
|
|
{
|
|
default:
|
|
shootPlayer = false;
|
|
return patternWave(bulletDiameter);
|
|
case 1:
|
|
shootPlayer = false;
|
|
return patternWave(bulletDiameter);
|
|
case 2:
|
|
shootPlayer = true;
|
|
return PatternLine(bulletDiameter);
|
|
case 3:
|
|
shootPlayer = true;
|
|
return PatternTriangleWave(bulletDiameter);
|
|
case 4:
|
|
shootPlayer = false;
|
|
return PatternCoolWave(bulletDiameter);
|
|
case 5:
|
|
shootPlayer = true;
|
|
//should be PatternSpin() once its fixed
|
|
return patternWave(bulletDiameter);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// These will be the base patterns
|
|
/// </summary>
|
|
private List<Bullet> patternWave(float diameter)
|
|
{
|
|
List<Bullet> bullets = new List<Bullet>();
|
|
int numberOfBullets = (int)PatternDifficulty * 2 + 1;
|
|
float directionModifier = -0.1f * ((float)(numberOfBullets - 1) / 2);
|
|
for (int i = 1; i <= numberOfBullets; i++)
|
|
{
|
|
float angle = directionModifier + patternAngleRadian;
|
|
bullets.Add(new Bullet
|
|
{
|
|
StartTime = StartTime,
|
|
Position = Position,
|
|
ComboColour = ComboColour,
|
|
BulletSpeed = PatternSpeed,
|
|
BulletAngleRadian = angle,
|
|
BulletDiameter = diameter,
|
|
BulletDamage = PatternDamage,
|
|
DynamicBulletVelocity = dynamicPatternVelocity,
|
|
Team = 1,
|
|
Ghost = i == ((numberOfBullets - 1) / 2) + 1
|
|
});
|
|
directionModifier += 0.1f;
|
|
}
|
|
return bullets;
|
|
}
|
|
public List<Bullet> PatternLine(float diameter)
|
|
{
|
|
List<Bullet> bullets = new List<Bullet>();
|
|
int numberbullets = (int)PatternDifficulty + 1;
|
|
float speed = PatternSpeed;
|
|
for (int i = 1; i <= numberbullets; i++)
|
|
{
|
|
bullets.Add(new Bullet
|
|
{
|
|
StartTime = StartTime,
|
|
Position = Position,
|
|
ComboColour = ComboColour,
|
|
BulletSpeed = speed,
|
|
BulletAngleRadian = patternAngleRadian,
|
|
BulletDiameter = diameter,
|
|
BulletDamage = PatternDamage,
|
|
DynamicBulletVelocity = dynamicPatternVelocity,
|
|
Team = 1,
|
|
});
|
|
speed += 0.14f;
|
|
}
|
|
return bullets;
|
|
}
|
|
public List<Bullet> PatternCoolWave(float diameter)
|
|
{
|
|
List<Bullet> bullets = new List<Bullet>();
|
|
int numberbullets = (int)(PatternDifficulty * 2) + 3;
|
|
float speedModifier = 0.02f * (PatternDifficulty);
|
|
float directionModifier = -0.15f * (PatternDifficulty);
|
|
for (int i = 1; i <= numberbullets; i++)
|
|
{
|
|
PatternSpeed = PatternSpeed + Math.Abs(speedModifier);
|
|
float angle = directionModifier + patternAngleRadian;
|
|
bullets.Add(new Bullet
|
|
{
|
|
StartTime = StartTime,
|
|
Position = Position,
|
|
ComboColour = ComboColour,
|
|
BulletSpeed = PatternSpeed,
|
|
BulletAngleRadian = angle,
|
|
BulletDiameter = diameter,
|
|
BulletDamage = PatternDamage,
|
|
DynamicBulletVelocity = dynamicPatternVelocity,
|
|
Team = 1,
|
|
});
|
|
speedModifier -= 0.01f;
|
|
directionModifier += 0.075f;
|
|
}
|
|
return bullets;
|
|
}
|
|
public List<Bullet> PatternTriangleWave(float diameter)
|
|
{
|
|
List<Bullet> bullets = new List<Bullet>();
|
|
int numberwaves = (int)(PatternDifficulty + 2) / 2;
|
|
float originalDirection = 0f;
|
|
double duration = Duration / numberwaves;
|
|
for (int i = 1; i <= numberwaves; i++)
|
|
{
|
|
var numberbullets = i;
|
|
var speedModifier = 0.30f - (i - 1) * 0.03f;
|
|
for (int j = 1; j <= numberbullets; j++)
|
|
{
|
|
float directionModifier = ((j - 1) * 0.1f);
|
|
var speed = PatternSpeed + speedModifier;
|
|
float angle = patternAngleRadian + (originalDirection - directionModifier);
|
|
bullets.Add(new Bullet
|
|
{
|
|
StartTime = StartTime,
|
|
Position = Position,
|
|
ComboColour = ComboColour,
|
|
BulletSpeed = speed,
|
|
BulletAngleRadian = angle,
|
|
BulletDiameter = diameter,
|
|
BulletDamage = PatternDamage,
|
|
DynamicBulletVelocity = dynamicPatternVelocity,
|
|
Team = 1,
|
|
});
|
|
}
|
|
originalDirection = 0.05f * i;
|
|
}
|
|
return bullets;
|
|
}
|
|
|
|
public List<Bullet> PatternCurve(float diameter)
|
|
{
|
|
List<Bullet> bullets = new List<Bullet>();
|
|
int numberbullets = (int)(PatternDifficulty + 10) / 2;
|
|
float originalDirection = 0.01f * ((float)numberbullets / 2);
|
|
float speedModifier = 0f;
|
|
float directionModifier = 0f;
|
|
for (int i = 1; i <= numberbullets; i++)
|
|
{
|
|
var speed = PatternSpeed + speedModifier;
|
|
patternAngleRadian = patternAngleRadian - originalDirection + directionModifier;
|
|
directionModifier += 0.015f;
|
|
speedModifier -= (i * 0.002f);
|
|
bullets.Add(new Bullet
|
|
{
|
|
StartTime = StartTime,
|
|
Position = Position,
|
|
ComboColour = ComboColour,
|
|
BulletSpeed = speed,
|
|
BulletAngleRadian = patternAngleRadian,
|
|
BulletDiameter = diameter,
|
|
BulletDamage = PatternDamage,
|
|
DynamicBulletVelocity = dynamicPatternVelocity,
|
|
Team = 1,
|
|
});
|
|
}
|
|
return bullets;
|
|
}
|
|
public List<Bullet> PatternCircle(float diameter)
|
|
{
|
|
List<Bullet> bullets = new List<Bullet>();
|
|
int numberbullets = (int)(PatternDifficulty + 1) * 8;
|
|
float directionModifier = (360f / numberbullets);
|
|
directionModifier = MathHelper.DegreesToRadians(directionModifier);
|
|
for (int i = 1; i <= numberbullets; i++)
|
|
{
|
|
patternAngleRadian = patternAngleRadian + (directionModifier * (i - 1));
|
|
bullets.Add(new Bullet
|
|
{
|
|
StartTime = StartTime,
|
|
Position = Position,
|
|
ComboColour = ComboColour,
|
|
BulletSpeed = PatternSpeed,
|
|
BulletAngleRadian = patternAngleRadian,
|
|
BulletDiameter = diameter,
|
|
BulletDamage = PatternDamage,
|
|
DynamicBulletVelocity = dynamicPatternVelocity,
|
|
Team = 1,
|
|
});
|
|
}
|
|
return bullets;
|
|
}
|
|
|
|
//Finds what direction the player is
|
|
public float PlayerRelativePositionAngle(Vector2 playerPos, Vector2 enemyPos)
|
|
{
|
|
//Returns a Radian
|
|
var playerAngle = (float)Math.Atan2((playerPos.Y - enemyPos.Y), (playerPos.X - enemyPos.X));
|
|
return playerAngle;
|
|
}
|
|
#endregion
|
|
}
|
|
}
|