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281 lines
12 KiB
C#
281 lines
12 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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/// <summary>
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/// Mod that randomises the positions of the <see cref="HitObject"/>s
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/// </summary>
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public class OsuModRandom : ModRandom, IApplicableToBeatmap
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{
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public override string Description => "It never gets boring!";
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public override bool Ranked => false;
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// The relative distance to the edge of the playfield before objects' positions should start to "turn around" and curve towards the middle.
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// The closer the hit objects draw to the border, the sharper the turn
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private const float playfield_edge_ratio = 0.375f;
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private static readonly float border_distance_x = OsuPlayfield.BASE_SIZE.X * playfield_edge_ratio;
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private static readonly float border_distance_y = OsuPlayfield.BASE_SIZE.Y * playfield_edge_ratio;
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private static readonly Vector2 playfield_middle = Vector2.Divide(OsuPlayfield.BASE_SIZE, 2);
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private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
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private Random rng;
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public void ApplyToBeatmap(IBeatmap beatmap)
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{
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if (!(beatmap is OsuBeatmap osuBeatmap))
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return;
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var hitObjects = osuBeatmap.HitObjects;
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Seed.Value ??= RNG.Next();
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rng = new Random((int)Seed.Value);
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RandomObjectInfo previous = null;
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float rateOfChangeMultiplier = 0;
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for (int i = 0; i < hitObjects.Count; i++)
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{
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var hitObject = hitObjects[i];
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var current = new RandomObjectInfo(hitObject);
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// rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams
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if (i % 3 == 0)
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rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
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if (hitObject is Spinner)
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{
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previous = null;
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continue;
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}
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applyRandomisation(rateOfChangeMultiplier, previous, current);
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hitObject.Position = current.PositionRandomised;
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// update end position as it may have changed as a result of the position update.
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current.EndPositionRandomised = current.PositionRandomised;
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switch (hitObject)
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{
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case Slider slider:
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// Shift nested objects the same distance as the slider got shifted in the randomisation process
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// so that moveSliderIntoPlayfield() can determine their relative distances to slider.Position and thus minMargin
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shiftNestedObjects(slider, Vector2.Subtract(slider.Position, current.PositionOriginal));
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var oldPos = new Vector2(slider.Position.X, slider.Position.Y);
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moveSliderIntoPlayfield(slider, current);
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// Shift them again to move them to their final position after the slider got moved into the playfield
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shiftNestedObjects(slider, Vector2.Subtract(slider.Position, oldPos));
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break;
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}
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previous = current;
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}
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}
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/// <summary>
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/// Returns the final position of the hit object
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/// </summary>
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/// <returns>Final position of the hit object</returns>
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private void applyRandomisation(float rateOfChangeMultiplier, RandomObjectInfo previous, RandomObjectInfo current)
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{
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if (previous == null)
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{
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var playfieldSize = OsuPlayfield.BASE_SIZE;
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current.AngleRad = (float)(rng.NextDouble() * 2 * Math.PI - Math.PI);
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current.PositionRandomised = new Vector2((float)rng.NextDouble() * playfieldSize.X, (float)rng.NextDouble() * playfieldSize.Y);
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return;
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}
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float distanceToPrev = Vector2.Distance(previous.EndPositionOriginal, current.PositionOriginal);
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// The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object)
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// is proportional to the distance between the last and the current hit object
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// to allow jumps and prevent too sharp turns during streams.
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var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / playfield_diagonal;
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current.AngleRad = (float)randomAngleRad + previous.AngleRad;
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if (current.AngleRad < 0)
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current.AngleRad += 2 * (float)Math.PI;
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var posRelativeToPrev = new Vector2(
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distanceToPrev * (float)Math.Cos(current.AngleRad),
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distanceToPrev * (float)Math.Sin(current.AngleRad)
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);
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posRelativeToPrev = getRotatedVector(previous.EndPositionRandomised, posRelativeToPrev);
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current.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
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var position = Vector2.Add(previous.EndPositionRandomised, posRelativeToPrev);
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// Move hit objects back into the playfield if they are outside of it,
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// which would sometimes happen during big jumps otherwise.
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position.X = MathHelper.Clamp(position.X, 0, OsuPlayfield.BASE_SIZE.X);
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position.Y = MathHelper.Clamp(position.Y, 0, OsuPlayfield.BASE_SIZE.Y);
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current.PositionRandomised = position;
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}
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/// <summary>
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/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
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/// </summary>
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private void moveSliderIntoPlayfield(Slider slider, RandomObjectInfo currentObjectInfo)
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{
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// Min. distances from the slider's position to the playfield border
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var minMargin = new MarginPadding();
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foreach (var hitObject in slider.NestedHitObjects.Where(o => o is SliderTick || o is SliderEndCircle))
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{
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if (!(hitObject is OsuHitObject osuHitObject))
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continue;
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var relativePos = Vector2.Subtract(osuHitObject.Position, slider.Position);
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minMargin.Left = Math.Max(minMargin.Left, -relativePos.X);
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minMargin.Right = Math.Max(minMargin.Right, relativePos.X);
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minMargin.Top = Math.Max(minMargin.Top, -relativePos.Y);
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minMargin.Bottom = Math.Max(minMargin.Bottom, relativePos.Y);
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}
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if (slider.Position.X < minMargin.Left)
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slider.Position = new Vector2(minMargin.Left, slider.Position.Y);
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else if (slider.Position.X + minMargin.Right > OsuPlayfield.BASE_SIZE.X)
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slider.Position = new Vector2(OsuPlayfield.BASE_SIZE.X - minMargin.Right, slider.Position.Y);
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if (slider.Position.Y < minMargin.Top)
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slider.Position = new Vector2(slider.Position.X, minMargin.Top);
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else if (slider.Position.Y + minMargin.Bottom > OsuPlayfield.BASE_SIZE.Y)
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slider.Position = new Vector2(slider.Position.X, OsuPlayfield.BASE_SIZE.Y - minMargin.Bottom);
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currentObjectInfo.PositionRandomised = slider.Position;
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currentObjectInfo.EndPositionRandomised = slider.EndPosition;
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}
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/// <summary>
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/// Shifts all nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s by the specified shift.
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/// </summary>
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/// <param name="slider"><see cref="Slider"/> whose nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted</param>
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/// <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>
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private void shiftNestedObjects(Slider slider, Vector2 shift)
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{
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foreach (var hitObject in slider.NestedHitObjects.Where(o => o is SliderTick || o is SliderRepeat))
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{
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if (!(hitObject is OsuHitObject osuHitObject))
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continue;
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osuHitObject.Position = Vector2.Add(osuHitObject.Position, shift);
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}
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}
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/// <summary>
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/// Determines the position of the current hit object relative to the previous one.
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/// </summary>
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/// <returns>The position of the current hit object relative to the previous one</returns>
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private Vector2 getRotatedVector(Vector2 prevPosChanged, Vector2 posRelativeToPrev)
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{
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var relativeRotationDistance = 0f;
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if (prevPosChanged.X < playfield_middle.X)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_x - prevPosChanged.X) / border_distance_x,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevPosChanged.X - (OsuPlayfield.BASE_SIZE.X - border_distance_x)) / border_distance_x,
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relativeRotationDistance
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);
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}
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if (prevPosChanged.Y < playfield_middle.Y)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_y - prevPosChanged.Y) / border_distance_y,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevPosChanged.Y - (OsuPlayfield.BASE_SIZE.Y - border_distance_y)) / border_distance_y,
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relativeRotationDistance
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);
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}
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return rotateVectorTowardsVector(posRelativeToPrev, playfield_middle - prevPosChanged, relativeRotationDistance / 2);
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}
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/// <summary>
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/// Rotates vector "initial" towards vector "destinantion"
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/// </summary>
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/// <param name="initial">Vector to rotate to "destination"</param>
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/// <param name="destination">Vector "initial" should be rotated to</param>
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/// <param name="relativeDistance">The angle the vector should be rotated relative to the difference between the angles of the the two vectors.</param>
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/// <returns>Resulting vector</returns>
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private Vector2 rotateVectorTowardsVector(Vector2 initial, Vector2 destination, float relativeDistance)
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{
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var initialAngleRad = Math.Atan2(initial.Y, initial.X);
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var destAngleRad = Math.Atan2(destination.Y, destination.X);
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var diff = destAngleRad - initialAngleRad;
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while (diff < -Math.PI) diff += 2 * Math.PI;
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while (diff > Math.PI) diff -= 2 * Math.PI;
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var finalAngleRad = initialAngleRad + relativeDistance * diff;
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return new Vector2(
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initial.Length * (float)Math.Cos(finalAngleRad),
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initial.Length * (float)Math.Sin(finalAngleRad)
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);
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}
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private class RandomObjectInfo
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{
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public float AngleRad { get; set; }
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public Vector2 PositionOriginal { get; }
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public Vector2 PositionRandomised { get; set; }
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public Vector2 EndPositionOriginal { get; }
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public Vector2 EndPositionRandomised { get; set; }
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public RandomObjectInfo(OsuHitObject hitObject)
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{
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PositionRandomised = PositionOriginal = hitObject.Position;
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EndPositionRandomised = EndPositionOriginal = hitObject.EndPosition;
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AngleRad = 0;
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}
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}
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}
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}
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