mirror of
https://github.com/ppy/osu.git
synced 2024-11-12 14:19:34 +08:00
a141a4e9e6
Random numbers are now generated with the seed specified in the mod settings.
237 lines
8.7 KiB
C#
237 lines
8.7 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 osu.Framework.Bindables;
|
|
using osu.Framework.Logging;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Objects;
|
|
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!";
|
|
public override bool Ranked => false;
|
|
|
|
// The distances from the hit objects to the borders of the playfield they start to "turn around" and curve towards the middle.
|
|
// The closer the hit objects draw to the border, the sharper the turn
|
|
private const byte border_distance_x = 128;
|
|
private const byte border_distance_y = 96;
|
|
|
|
[SettingSource("Seed", "Seed for the random number generator")]
|
|
public Bindable<string> Seed { get; } = new Bindable<string>
|
|
{
|
|
Value = "0"
|
|
};
|
|
|
|
public void ApplyToBeatmap(IBeatmap beatmap)
|
|
{
|
|
if (!int.TryParse(Seed.Value, out var seed))
|
|
{
|
|
var e = new FormatException("Seed must be an integer");
|
|
Logger.Error(e, "Could not load beatmap: RNG seed must be an integer.");
|
|
|
|
return;
|
|
}
|
|
|
|
var rng = new Random(seed);
|
|
|
|
// Absolute angle
|
|
float prevAngleRad = 0;
|
|
|
|
// Absolute positions
|
|
Vector2 prevPosUnchanged = ((OsuHitObject)beatmap.HitObjects[0]).Position;
|
|
Vector2 prevPosChanged = ((OsuHitObject)beatmap.HitObjects[0]).Position;
|
|
|
|
// rateOfChangeMultiplier changes every i iterations to prevent shaky-line-shaped streams
|
|
byte i = 5;
|
|
float rateOfChangeMultiplier = 0;
|
|
|
|
foreach (var beatmapHitObject in beatmap.HitObjects)
|
|
{
|
|
if (!(beatmapHitObject is OsuHitObject hitObject))
|
|
return;
|
|
|
|
// posUnchanged: position from the original beatmap (not randomised)
|
|
var posUnchanged = hitObject.EndPosition;
|
|
var posChanged = Vector2.Zero;
|
|
|
|
// Angle of the vector pointing from the last to the current hit object
|
|
float angleRad = 0;
|
|
|
|
if (i >= 5)
|
|
{
|
|
i = 0;
|
|
rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
|
|
}
|
|
|
|
if (hitObject is HitCircle circle)
|
|
{
|
|
var distanceToPrev = Vector2.Distance(posUnchanged, prevPosUnchanged);
|
|
|
|
circle.Position = posChanged = getRandomisedPosition(
|
|
rateOfChangeMultiplier,
|
|
prevPosChanged,
|
|
prevAngleRad,
|
|
distanceToPrev,
|
|
out angleRad
|
|
);
|
|
}
|
|
|
|
// TODO: Implement slider position randomisation
|
|
|
|
prevAngleRad = angleRad;
|
|
prevPosUnchanged = posUnchanged;
|
|
prevPosChanged = posChanged;
|
|
i++;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the final position of the hit object
|
|
/// </summary>
|
|
/// <returns>Final position of the hit object</returns>
|
|
private Vector2 getRandomisedPosition(
|
|
float rateOfChangeMultiplier,
|
|
Vector2 prevPosChanged,
|
|
float prevAngleRad,
|
|
float distanceToPrev,
|
|
out float newAngle)
|
|
{
|
|
// 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 maxDistance = OsuPlayfield.BASE_SIZE.LengthFast;
|
|
var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / maxDistance;
|
|
|
|
newAngle = (float)randomAngleRad + prevAngleRad;
|
|
if (newAngle < 0)
|
|
newAngle += 2 * (float)Math.PI;
|
|
|
|
var posRelativeToPrev = new Vector2(
|
|
distanceToPrev * (float)Math.Cos(newAngle),
|
|
distanceToPrev * (float)Math.Sin(newAngle)
|
|
);
|
|
|
|
posRelativeToPrev = getRotatedVector(prevPosChanged, posRelativeToPrev);
|
|
|
|
newAngle = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
|
|
var position = Vector2.Add(prevPosChanged, posRelativeToPrev);
|
|
|
|
// Move hit objects back into the playfield if they are outside of it,
|
|
// which would sometimes happen during big jumps otherwise.
|
|
if (position.X < 0)
|
|
position.X = 0;
|
|
else if (position.X > OsuPlayfield.BASE_SIZE.X)
|
|
position.X = OsuPlayfield.BASE_SIZE.X;
|
|
|
|
if (position.Y < 0)
|
|
position.Y = 0;
|
|
else if (position.Y > OsuPlayfield.BASE_SIZE.Y)
|
|
position.Y = OsuPlayfield.BASE_SIZE.Y;
|
|
|
|
return position;
|
|
}
|
|
|
|
/// <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;
|
|
var playfieldMiddle = Vector2.Divide(OsuPlayfield.BASE_SIZE, 2);
|
|
|
|
if (prevPosChanged.X < playfieldMiddle.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 < playfieldMiddle.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,
|
|
Vector2.Subtract(playfieldMiddle, prevPosChanged),
|
|
relativeRotationDistance
|
|
);
|
|
}
|
|
|
|
/// <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);
|
|
|
|
// Divide by 2 to limit the max. angle to 90°
|
|
// (90° is enough to prevent the hit objects from leaving the playfield)
|
|
relativeDistance /= 2;
|
|
|
|
var diff = destAngleRad - initialAngleRad;
|
|
|
|
while (diff < -Math.PI)
|
|
{
|
|
diff += 2 * Math.PI;
|
|
}
|
|
|
|
while (diff > Math.PI)
|
|
{
|
|
diff -= 2 * Math.PI;
|
|
}
|
|
|
|
var finalAngle = 0d;
|
|
|
|
if (diff > 0)
|
|
{
|
|
finalAngle = initialAngleRad + relativeDistance * diff;
|
|
}
|
|
else if (diff < 0)
|
|
{
|
|
finalAngle = initialAngleRad + relativeDistance * diff;
|
|
}
|
|
|
|
return new Vector2(
|
|
initial.Length * (float)Math.Cos(finalAngle),
|
|
initial.Length * (float)Math.Sin(finalAngle)
|
|
);
|
|
}
|
|
}
|
|
}
|