mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 13:37:51 +08:00
274 lines
11 KiB
C#
274 lines
11 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 System.Linq;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Osu.Beatmaps;
|
|
using osu.Game.Rulesets.Osu.Objects;
|
|
using osu.Game.Rulesets.Osu.UI;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Mods
|
|
{
|
|
/// <summary>
|
|
/// Mod that randomises the positions of the <see cref="HitObject"/>s
|
|
/// </summary>
|
|
public class OsuModRandom : ModRandom, IApplicableToBeatmap
|
|
{
|
|
public override string Description => "It never gets boring!";
|
|
|
|
// The relative distance to the edge of the playfield before objects' positions should start to "turn around" and curve towards the middle.
|
|
// The closer the hit objects draw to the border, the sharper the turn
|
|
private const float playfield_edge_ratio = 0.375f;
|
|
|
|
private static readonly float border_distance_x = OsuPlayfield.BASE_SIZE.X * playfield_edge_ratio;
|
|
private static readonly float border_distance_y = OsuPlayfield.BASE_SIZE.Y * playfield_edge_ratio;
|
|
|
|
private static readonly Vector2 playfield_middle = OsuPlayfield.BASE_SIZE / 2;
|
|
|
|
private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
|
|
|
|
private Random rng;
|
|
|
|
public void ApplyToBeatmap(IBeatmap beatmap)
|
|
{
|
|
if (!(beatmap is OsuBeatmap osuBeatmap))
|
|
return;
|
|
|
|
var hitObjects = osuBeatmap.HitObjects;
|
|
|
|
Seed.Value ??= RNG.Next();
|
|
|
|
rng = new Random((int)Seed.Value);
|
|
|
|
RandomObjectInfo previous = null;
|
|
|
|
float rateOfChangeMultiplier = 0;
|
|
|
|
for (int i = 0; i < hitObjects.Count; i++)
|
|
{
|
|
var hitObject = hitObjects[i];
|
|
|
|
var current = new RandomObjectInfo(hitObject);
|
|
|
|
// rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams
|
|
if (i % 3 == 0)
|
|
rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
|
|
|
|
if (hitObject is Spinner)
|
|
{
|
|
previous = null;
|
|
continue;
|
|
}
|
|
|
|
applyRandomisation(rateOfChangeMultiplier, previous, current);
|
|
|
|
hitObject.Position = current.PositionRandomised;
|
|
|
|
// update end position as it may have changed as a result of the position update.
|
|
current.EndPositionRandomised = current.PositionRandomised;
|
|
|
|
if (hitObject is Slider slider)
|
|
moveSliderIntoPlayfield(slider, current);
|
|
|
|
previous = current;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the final position of the hit object
|
|
/// </summary>
|
|
/// <returns>Final position of the hit object</returns>
|
|
private void applyRandomisation(float rateOfChangeMultiplier, RandomObjectInfo previous, RandomObjectInfo current)
|
|
{
|
|
if (previous == null)
|
|
{
|
|
var playfieldSize = OsuPlayfield.BASE_SIZE;
|
|
|
|
current.AngleRad = (float)(rng.NextDouble() * 2 * Math.PI - Math.PI);
|
|
current.PositionRandomised = new Vector2((float)rng.NextDouble() * playfieldSize.X, (float)rng.NextDouble() * playfieldSize.Y);
|
|
|
|
return;
|
|
}
|
|
|
|
float distanceToPrev = Vector2.Distance(previous.EndPositionOriginal, current.PositionOriginal);
|
|
|
|
// The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object)
|
|
// is proportional to the distance between the last and the current hit object
|
|
// to allow jumps and prevent too sharp turns during streams.
|
|
var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / playfield_diagonal;
|
|
|
|
current.AngleRad = (float)randomAngleRad + previous.AngleRad;
|
|
if (current.AngleRad < 0)
|
|
current.AngleRad += 2 * (float)Math.PI;
|
|
|
|
var posRelativeToPrev = new Vector2(
|
|
distanceToPrev * (float)Math.Cos(current.AngleRad),
|
|
distanceToPrev * (float)Math.Sin(current.AngleRad)
|
|
);
|
|
|
|
posRelativeToPrev = getRotatedVector(previous.EndPositionRandomised, posRelativeToPrev);
|
|
|
|
current.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
|
|
|
|
var position = previous.EndPositionRandomised + posRelativeToPrev;
|
|
|
|
// Move hit objects back into the playfield if they are outside of it,
|
|
// which would sometimes happen during big jumps otherwise.
|
|
position.X = MathHelper.Clamp(position.X, 0, OsuPlayfield.BASE_SIZE.X);
|
|
position.Y = MathHelper.Clamp(position.Y, 0, OsuPlayfield.BASE_SIZE.Y);
|
|
|
|
current.PositionRandomised = position;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
|
|
/// </summary>
|
|
private void moveSliderIntoPlayfield(Slider slider, RandomObjectInfo currentObjectInfo)
|
|
{
|
|
var minMargin = getMinSliderMargin(slider);
|
|
|
|
slider.Position = new Vector2(
|
|
Math.Clamp(slider.Position.X, minMargin.Left, OsuPlayfield.BASE_SIZE.X - minMargin.Right),
|
|
Math.Clamp(slider.Position.Y, minMargin.Top, OsuPlayfield.BASE_SIZE.Y - minMargin.Bottom)
|
|
);
|
|
|
|
currentObjectInfo.PositionRandomised = slider.Position;
|
|
currentObjectInfo.EndPositionRandomised = slider.EndPosition;
|
|
|
|
shiftNestedObjects(slider, currentObjectInfo.PositionRandomised - currentObjectInfo.PositionOriginal);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the min. distances from the <see cref="Slider"/>'s position to the playfield border for the slider to be fully inside of the playfield.
|
|
/// </summary>
|
|
private MarginPadding getMinSliderMargin(Slider slider)
|
|
{
|
|
var pathPositions = new List<Vector2>();
|
|
slider.Path.GetPathToProgress(pathPositions, 0, 1);
|
|
|
|
var minMargin = new MarginPadding();
|
|
|
|
foreach (var pos in pathPositions)
|
|
{
|
|
minMargin.Left = Math.Max(minMargin.Left, -pos.X);
|
|
minMargin.Right = Math.Max(minMargin.Right, pos.X);
|
|
minMargin.Top = Math.Max(minMargin.Top, -pos.Y);
|
|
minMargin.Bottom = Math.Max(minMargin.Bottom, pos.Y);
|
|
}
|
|
|
|
minMargin.Left = Math.Min(minMargin.Left, OsuPlayfield.BASE_SIZE.X - minMargin.Right);
|
|
minMargin.Top = Math.Min(minMargin.Top, OsuPlayfield.BASE_SIZE.Y - minMargin.Bottom);
|
|
|
|
return minMargin;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Shifts all nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s by the specified shift.
|
|
/// </summary>
|
|
/// <param name="slider"><see cref="Slider"/> whose nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted</param>
|
|
/// <param name="shift">The <see cref="Vector2"/> the <see cref="Slider"/>'s nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted by</param>
|
|
private void shiftNestedObjects(Slider slider, Vector2 shift)
|
|
{
|
|
foreach (var hitObject in slider.NestedHitObjects.Where(o => o is SliderTick || o is SliderRepeat))
|
|
{
|
|
if (!(hitObject is OsuHitObject osuHitObject))
|
|
continue;
|
|
|
|
osuHitObject.Position += shift;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines the position of the current hit object relative to the previous one.
|
|
/// </summary>
|
|
/// <returns>The position of the current hit object relative to the previous one</returns>
|
|
private Vector2 getRotatedVector(Vector2 prevPosChanged, Vector2 posRelativeToPrev)
|
|
{
|
|
var relativeRotationDistance = 0f;
|
|
|
|
if (prevPosChanged.X < playfield_middle.X)
|
|
{
|
|
relativeRotationDistance = Math.Max(
|
|
(border_distance_x - prevPosChanged.X) / border_distance_x,
|
|
relativeRotationDistance
|
|
);
|
|
}
|
|
else
|
|
{
|
|
relativeRotationDistance = Math.Max(
|
|
(prevPosChanged.X - (OsuPlayfield.BASE_SIZE.X - border_distance_x)) / border_distance_x,
|
|
relativeRotationDistance
|
|
);
|
|
}
|
|
|
|
if (prevPosChanged.Y < playfield_middle.Y)
|
|
{
|
|
relativeRotationDistance = Math.Max(
|
|
(border_distance_y - prevPosChanged.Y) / border_distance_y,
|
|
relativeRotationDistance
|
|
);
|
|
}
|
|
else
|
|
{
|
|
relativeRotationDistance = Math.Max(
|
|
(prevPosChanged.Y - (OsuPlayfield.BASE_SIZE.Y - border_distance_y)) / border_distance_y,
|
|
relativeRotationDistance
|
|
);
|
|
}
|
|
|
|
return rotateVectorTowardsVector(posRelativeToPrev, playfield_middle - prevPosChanged, relativeRotationDistance / 2);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rotates vector "initial" towards vector "destinantion"
|
|
/// </summary>
|
|
/// <param name="initial">Vector to rotate to "destination"</param>
|
|
/// <param name="destination">Vector "initial" should be rotated to</param>
|
|
/// <param name="relativeDistance">The angle the vector should be rotated relative to the difference between the angles of the the two vectors.</param>
|
|
/// <returns>Resulting vector</returns>
|
|
private Vector2 rotateVectorTowardsVector(Vector2 initial, Vector2 destination, float relativeDistance)
|
|
{
|
|
var initialAngleRad = Math.Atan2(initial.Y, initial.X);
|
|
var destAngleRad = Math.Atan2(destination.Y, destination.X);
|
|
|
|
var diff = destAngleRad - initialAngleRad;
|
|
|
|
while (diff < -Math.PI) diff += 2 * Math.PI;
|
|
|
|
while (diff > Math.PI) diff -= 2 * Math.PI;
|
|
|
|
var finalAngleRad = initialAngleRad + relativeDistance * diff;
|
|
|
|
return new Vector2(
|
|
initial.Length * (float)Math.Cos(finalAngleRad),
|
|
initial.Length * (float)Math.Sin(finalAngleRad)
|
|
);
|
|
}
|
|
|
|
private class RandomObjectInfo
|
|
{
|
|
public float AngleRad { get; set; }
|
|
|
|
public Vector2 PositionOriginal { get; }
|
|
public Vector2 PositionRandomised { get; set; }
|
|
|
|
public Vector2 EndPositionOriginal { get; }
|
|
public Vector2 EndPositionRandomised { get; set; }
|
|
|
|
public RandomObjectInfo(OsuHitObject hitObject)
|
|
{
|
|
PositionRandomised = PositionOriginal = hitObject.Position;
|
|
EndPositionRandomised = EndPositionOriginal = hitObject.EndPosition;
|
|
AngleRad = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|