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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModCrumblingCircles.cs
2024-12-16 17:52:45 +01:00

87 lines
3.4 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 osu.Framework.Bindables;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Legacy;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModCrumblingCircles : Mod, IApplicableToHitObject, IApplicableToBeatmapProcessor, IApplicableToDifficulty
{
public override string Name => "Crumbling Circles";
public override string Acronym => "CC";
public override LocalisableString Description => "The more you play, the smaller the circles get!";
public override ModType Type => ModType.Fun;
public override double ScoreMultiplier => 1d;
public override bool Ranked => false;
private const float target_size_precision_f = 0.1f;
private float initialCircleSize;
private int initialObjectCount;
private float? currentCircleSize =>
(initialCircleSize - TargetCircleSize.Value) / initialObjectCount * hitObjectCount + TargetCircleSize.Value;
private int hitObjectCount;
[SettingSource("Target Circle Size", "The size of the circles at the end of the map.", SettingControlType = typeof(DifficultyAdjustSettingsControl))]
public DifficultyBindable TargetCircleSize { get; set; } = new DifficultyBindable(7)
{
Precision = target_size_precision_f,
MinValue = 0,
MaxValue = 10,
ExtendedMaxValue = 11,
};
[SettingSource("Extended Limits", "Adjust target size beyond sane limits.")]
public BindableBool ExtendedLimits { get; } = new BindableBool();
public OsuModCrumblingCircles()
{
TargetCircleSize.ExtendedLimits.BindTo(ExtendedLimits);
}
public void ApplyToHitObject(HitObject hitObject)
{
var osuObject = (OsuHitObject)hitObject;
// Spinners don't need to have a size change
if (osuObject is not Spinner)
applyCurrentCircleSize(osuObject);
hitObjectCount--;
}
public void ApplyToBeatmapProcessor(IBeatmapProcessor beatmapProcessor)
{
// We use the Beatmap Processor to populate these values before the hit object changes.
initialObjectCount = hitObjectCount = beatmapProcessor.Beatmap.HitObjects.Count - 1;
initialCircleSize = beatmapProcessor.Beatmap.Difficulty.CircleSize;
}
private void applyCurrentCircleSize(OsuHitObject osuObject)
{
osuObject.Scale = LegacyRulesetExtensions.CalculateScaleFromCircleSize(currentCircleSize ?? initialCircleSize, true);
osuObject.NestedHitObjects.ForEach(o => applyCurrentCircleSize((OsuHitObject)o));
}
public void ApplyToDifficulty(BeatmapDifficulty difficulty)
{
// Ensure we do not overflow the max value in case circle size is being adjusted to 10 by another mod.
if (difficulty.CircleSize > 9.8f)
return;
// Set the possible target value range based on current circle size diff.
TargetCircleSize.MinValue = difficulty.CircleSize + target_size_precision_f;
}
}
}