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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModAimAssist.cs
2019-08-21 21:37:56 +02:00

138 lines
5.4 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 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;
using osu.Game.Rulesets.Osu.UI;
using osuTK;
namespace osu.Game.Rulesets.Osu.Mods
{
internal class OsuModAimAssist : Mod, IApplicableToDrawableHitObjects, 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 readonly List<DrawableOsuHitObject> movingObjects = new List<DrawableOsuHitObject>();
private DrawableSpinner activeSpinner;
private double spinnerAngle; // in radians
public void Update(Playfield playfield)
{
var cursorPos = playfield.Cursor.ActiveCursor.DrawPosition;
var currentTime = playfield.Clock.CurrentTime;
// Avoid relocating judgment displays and hide follow points
playfield.DisplayJudgements.Value = false;
(playfield as OsuPlayfield)?.ConnectionLayer.Hide();
// If object too old, remove from movingObjects list, otherwise move to new destination
movingObjects.RemoveAll(d =>
{
var h = d.HitObject;
var endTime = (h as IHasEndTime)?.EndTime ?? h.StartTime;
// Object no longer required to be moved -> remove from list
if (currentTime > endTime)
return true;
switch (d)
{
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));
return false;
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
{
slider.HeadCircle.Hide(); // temporary solution to supress HeadCircle's explosion, flash, ... at wrong location
slider.MoveTo(cursorPos - slider.Ball.DrawPosition);
}
return false;
case DrawableSpinner spinner:
// Move spinner to cursor
if (currentTime < h.StartTime)
{
spinner.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10));
return false;
}
else
{
spinnerAngle = 0;
activeSpinner = spinner;
return true;
}
default:
return true;
}
});
if (activeSpinner != null)
{
if (currentTime > (activeSpinner.HitObject as IHasEndTime)?.EndTime)
{
activeSpinner = null;
spinnerAngle = 0;
}
else
{
const float additional_degrees = 4;
const int dist_from_cursor = 30;
spinnerAngle += additional_degrees * Math.PI / 180;
// Visual progress
activeSpinner.MoveTo(new Vector2((float)(dist_from_cursor * Math.Cos(spinnerAngle) + cursorPos.X), (float)(dist_from_cursor * Math.Sin(spinnerAngle) + cursorPos.Y)));
// Logical progress
activeSpinner.Disc.RotationAbsolute += additional_degrees;
}
}
}
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 hitobject)
movingObjects.Add(hitobject);
}
}
/*
* TODOs
* - fix sliders reappearing at original position after their EndTime (see https://puu.sh/E7zT4/111cf9cdc8.gif)
* - find nicer way to handle slider headcircle explosion, flash, ...
* - add Aim Assist as incompatible mod for Autoplay (?)
*
*/
}