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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs

127 lines
5.9 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.Localisation;
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 osu.Game.Rulesets.Osu.Utils;
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 LocalisableString Description => "It never gets boring!";
public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModTarget)).ToArray();
private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
private Random random = null!;
public void ApplyToBeatmap(IBeatmap beatmap)
{
if (beatmap is not OsuBeatmap osuBeatmap)
return;
Seed.Value ??= RNG.Next();
random = new Random((int)Seed.Value);
var positionInfos = OsuHitObjectGenerationUtils.GeneratePositionInfos(osuBeatmap.HitObjects);
// Offsets the angles of all hit objects in a "section" by the same amount.
float sectionOffset = 0;
// Whether the angles are positive or negative (clockwise or counter-clockwise flow).
bool flowDirection = false;
for (int i = 0; i < positionInfos.Count; i++)
{
if (shouldStartNewSection(osuBeatmap, positionInfos, i))
{
sectionOffset = OsuHitObjectGenerationUtils.RandomGaussian(random, 0, 0.0008f);
flowDirection = !flowDirection;
}
if (i == 0)
{
positionInfos[i].DistanceFromPrevious = (float)(random.NextDouble() * OsuPlayfield.BASE_SIZE.Y / 2);
positionInfos[i].RelativeAngle = (float)(random.NextDouble() * 2 * Math.PI - Math.PI);
}
else
{
// Offsets only the angle of the current hit object if a flow change occurs.
float flowChangeOffset = 0;
// Offsets only the angle of the current hit object.
float oneTimeOffset = OsuHitObjectGenerationUtils.RandomGaussian(random, 0, 0.002f);
if (shouldApplyFlowChange(positionInfos, i))
{
flowChangeOffset = OsuHitObjectGenerationUtils.RandomGaussian(random, 0, 0.002f);
flowDirection = !flowDirection;
}
float totalOffset =
// sectionOffset and oneTimeOffset should mainly affect patterns with large spacing.
(sectionOffset + oneTimeOffset) * positionInfos[i].DistanceFromPrevious +
// flowChangeOffset should mainly affect streams.
flowChangeOffset * (playfield_diagonal - positionInfos[i].DistanceFromPrevious);
positionInfos[i].RelativeAngle = getRelativeTargetAngle(positionInfos[i].DistanceFromPrevious, totalOffset, flowDirection);
}
}
osuBeatmap.HitObjects = OsuHitObjectGenerationUtils.RepositionHitObjects(positionInfos);
}
/// <param name="targetDistance">The target distance between the previous and the current <see cref="OsuHitObject"/>.</param>
/// <param name="offset">The angle (in rad) by which the target angle should be offset.</param>
/// <param name="flowDirection">Whether the relative angle should be positive or negative.</param>
private static float getRelativeTargetAngle(float targetDistance, float offset, bool flowDirection)
{
float angle = (float)(2.16 / (1 + 200 * Math.Exp(0.036 * (targetDistance - 310))) + 0.5 + offset);
float relativeAngle = (float)Math.PI - angle;
return flowDirection ? -relativeAngle : relativeAngle;
}
/// <returns>Whether a new section should be started at the current <see cref="OsuHitObject"/>.</returns>
private bool shouldStartNewSection(OsuBeatmap beatmap, IReadOnlyList<OsuHitObjectGenerationUtils.ObjectPositionInfo> positionInfos, int i)
{
if (i == 0)
return true;
// Exclude new-combo-spam and 1-2-combos.
bool previousObjectStartedCombo = positionInfos[Math.Max(0, i - 2)].HitObject.IndexInCurrentCombo > 1 &&
positionInfos[i - 1].HitObject.NewCombo;
bool previousObjectWasOnDownbeat = OsuHitObjectGenerationUtils.IsHitObjectOnBeat(beatmap, positionInfos[i - 1].HitObject, true);
bool previousObjectWasOnBeat = OsuHitObjectGenerationUtils.IsHitObjectOnBeat(beatmap, positionInfos[i - 1].HitObject);
return (previousObjectStartedCombo && random.NextDouble() < 0.6f) ||
previousObjectWasOnDownbeat ||
(previousObjectWasOnBeat && random.NextDouble() < 0.4f);
}
/// <returns>Whether a flow change should be applied at the current <see cref="OsuHitObject"/>.</returns>
private bool shouldApplyFlowChange(IReadOnlyList<OsuHitObjectGenerationUtils.ObjectPositionInfo> positionInfos, int i)
{
// Exclude new-combo-spam and 1-2-combos.
bool previousObjectStartedCombo = positionInfos[Math.Max(0, i - 2)].HitObject.IndexInCurrentCombo > 1 &&
positionInfos[i - 1].HitObject.NewCombo;
return previousObjectStartedCombo && random.NextDouble() < 0.6f;
}
}
}