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Merge pull request #17153 from hlysine/osu-random-mod-logic-changes
Separate randomization and object positioning logic in osu random mod
This commit is contained in:
@ -1,8 +1,11 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// 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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// See the LICENCE file in the repository root for full licence text.
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#nullable enable
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Linq;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Utils;
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using osu.Framework.Utils;
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@ -25,13 +28,14 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override string Description => "It never gets boring!";
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public override string Description => "It never gets boring!";
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private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
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private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
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private static readonly Vector2 playfield_centre = OsuPlayfield.BASE_SIZE / 2;
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/// <summary>
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/// <summary>
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/// Number of previous hitobjects to be shifted together when another object is being moved.
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/// Number of previous hitobjects to be shifted together when another object is being moved.
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/// </summary>
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/// </summary>
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private const int preceding_hitobjects_to_shift = 10;
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private const int preceding_hitobjects_to_shift = 10;
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private Random rng;
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private Random? rng;
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public void ApplyToBeatmap(IBeatmap beatmap)
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public void ApplyToBeatmap(IBeatmap beatmap)
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{
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{
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@ -44,28 +48,79 @@ namespace osu.Game.Rulesets.Osu.Mods
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rng = new Random((int)Seed.Value);
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rng = new Random((int)Seed.Value);
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RandomObjectInfo previous = null;
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var randomObjects = randomiseObjects(hitObjects);
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applyRandomisation(hitObjects, randomObjects);
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}
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/// <summary>
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/// Randomise the position of each hit object and return a list of <see cref="RandomObjectInfo"/>s describing how each hit object should be placed.
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/// </summary>
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/// <param name="hitObjects">A list of <see cref="OsuHitObject"/>s to have their positions randomised.</param>
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/// <returns>A list of <see cref="RandomObjectInfo"/>s describing how each hit object should be placed.</returns>
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private List<RandomObjectInfo> randomiseObjects(IEnumerable<OsuHitObject> hitObjects)
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{
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Debug.Assert(rng != null, $"{nameof(ApplyToBeatmap)} was not called before randomising objects");
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var randomObjects = new List<RandomObjectInfo>();
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RandomObjectInfo? previous = null;
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float rateOfChangeMultiplier = 0;
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float rateOfChangeMultiplier = 0;
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for (int i = 0; i < hitObjects.Count; i++)
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foreach (OsuHitObject hitObject in hitObjects)
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{
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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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var current = new RandomObjectInfo(hitObject);
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randomObjects.Add(current);
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// rateOfChangeMultiplier only changes every 5 iterations in a combo
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// rateOfChangeMultiplier only changes every 5 iterations in a combo
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// to prevent shaky-line-shaped streams
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// to prevent shaky-line-shaped streams
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if (hitObject.IndexInCurrentCombo % 5 == 0)
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if (hitObject.IndexInCurrentCombo % 5 == 0)
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rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
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rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
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if (previous == null)
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{
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current.DistanceFromPrevious = (float)(rng.NextDouble() * OsuPlayfield.BASE_SIZE.X / 2);
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current.RelativeAngle = (float)(rng.NextDouble() * 2 * Math.PI - Math.PI);
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}
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else
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{
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current.DistanceFromPrevious = 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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// Allow maximum jump angle when jump distance is more than half of playfield diagonal length
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current.RelativeAngle = rateOfChangeMultiplier * 2 * (float)Math.PI * Math.Min(1f, current.DistanceFromPrevious / (playfield_diagonal * 0.5f));
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}
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previous = current;
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}
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return randomObjects;
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}
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/// <summary>
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/// Reposition the hit objects according to the information in <paramref name="randomObjects"/>.
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/// </summary>
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/// <param name="hitObjects">The hit objects to be repositioned.</param>
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/// <param name="randomObjects">A list of <see cref="RandomObjectInfo"/> describing how each hit object should be placed.</param>
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private void applyRandomisation(IReadOnlyList<OsuHitObject> hitObjects, IReadOnlyList<RandomObjectInfo> randomObjects)
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{
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RandomObjectInfo? previous = null;
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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 = randomObjects[i];
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if (hitObject is Spinner)
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if (hitObject is Spinner)
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{
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{
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previous = null;
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previous = null;
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continue;
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continue;
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}
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}
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applyRandomisation(rateOfChangeMultiplier, previous, current);
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computeRandomisedPosition(current, previous, i > 1 ? randomObjects[i - 2] : null);
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// Move hit objects back into the playfield if they are outside of it
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// Move hit objects back into the playfield if they are outside of it
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Vector2 shift = Vector2.Zero;
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Vector2 shift = Vector2.Zero;
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@ -102,44 +157,34 @@ namespace osu.Game.Rulesets.Osu.Mods
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}
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}
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/// <summary>
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/// <summary>
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/// Returns the final position of the hit object
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/// Compute the randomised position of a hit object while attempting to keep it inside the playfield.
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/// </summary>
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/// </summary>
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/// <returns>Final position of the hit object</returns>
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/// <param name="current">The <see cref="RandomObjectInfo"/> representing the hit object to have the randomised position computed for.</param>
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private void applyRandomisation(float rateOfChangeMultiplier, RandomObjectInfo previous, RandomObjectInfo current)
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/// <param name="previous">The <see cref="RandomObjectInfo"/> representing the hit object immediately preceding the current one.</param>
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/// <param name="beforePrevious">The <see cref="RandomObjectInfo"/> representing the hit object immediately preceding the <paramref name="previous"/> one.</param>
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private void computeRandomisedPosition(RandomObjectInfo current, RandomObjectInfo? previous, RandomObjectInfo? beforePrevious)
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{
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{
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if (previous == null)
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float previousAbsoluteAngle = 0f;
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if (previous != null)
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{
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{
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var playfieldSize = OsuPlayfield.BASE_SIZE;
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Vector2 earliestPosition = beforePrevious?.HitObject.EndPosition ?? playfield_centre;
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Vector2 relativePosition = previous.HitObject.Position - earliestPosition;
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current.AngleRad = (float)(rng.NextDouble() * 2 * Math.PI - Math.PI);
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previousAbsoluteAngle = (float)Math.Atan2(relativePosition.Y, relativePosition.X);
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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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}
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float distanceToPrev = Vector2.Distance(previous.EndPositionOriginal, current.PositionOriginal);
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float absoluteAngle = previousAbsoluteAngle + current.RelativeAngle;
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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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// Allow maximum jump angle when jump distance is more than half of playfield diagonal length
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double randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * Math.Min(1f, distanceToPrev / (playfield_diagonal * 0.5f));
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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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var posRelativeToPrev = new Vector2(
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distanceToPrev * (float)Math.Cos(current.AngleRad),
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current.DistanceFromPrevious * (float)Math.Cos(absoluteAngle),
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distanceToPrev * (float)Math.Sin(current.AngleRad)
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current.DistanceFromPrevious * (float)Math.Sin(absoluteAngle)
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);
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);
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posRelativeToPrev = OsuHitObjectGenerationUtils.RotateAwayFromEdge(previous.EndPositionRandomised, posRelativeToPrev);
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Vector2 lastEndPosition = previous?.EndPositionRandomised ?? playfield_centre;
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current.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
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posRelativeToPrev = OsuHitObjectGenerationUtils.RotateAwayFromEdge(lastEndPosition, posRelativeToPrev);
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current.PositionRandomised = previous.EndPositionRandomised + posRelativeToPrev;
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current.PositionRandomised = lastEndPosition + posRelativeToPrev;
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}
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}
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/// <summary>
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/// <summary>
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@ -287,7 +332,25 @@ namespace osu.Game.Rulesets.Osu.Mods
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private class RandomObjectInfo
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private class RandomObjectInfo
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{
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{
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public float AngleRad { get; set; }
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/// <summary>
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/// The jump angle from the previous hit object to this one, relative to the previous hit object's jump angle.
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/// </summary>
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/// <remarks>
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/// <see cref="RelativeAngle"/> of the first hit object in a beatmap represents the absolute angle from playfield center to the object.
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/// </remarks>
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/// <example>
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/// If <see cref="RelativeAngle"/> is 0, the player's cursor doesn't need to change its direction of movement when passing
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/// the previous object to reach this one.
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/// </example>
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public float RelativeAngle { get; set; }
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/// <summary>
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/// The jump distance from the previous hit object to this one.
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/// </summary>
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/// <remarks>
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/// <see cref="DistanceFromPrevious"/> of the first hit object in a beatmap is relative to the playfield center.
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/// </remarks>
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public float DistanceFromPrevious { get; set; }
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public Vector2 PositionOriginal { get; }
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public Vector2 PositionOriginal { get; }
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public Vector2 PositionRandomised { get; set; }
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public Vector2 PositionRandomised { get; set; }
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@ -295,11 +358,13 @@ namespace osu.Game.Rulesets.Osu.Mods
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public Vector2 EndPositionOriginal { get; }
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public Vector2 EndPositionOriginal { get; }
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public Vector2 EndPositionRandomised { get; set; }
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public Vector2 EndPositionRandomised { get; set; }
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public OsuHitObject HitObject { get; }
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public RandomObjectInfo(OsuHitObject hitObject)
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public RandomObjectInfo(OsuHitObject hitObject)
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{
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{
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PositionRandomised = PositionOriginal = hitObject.Position;
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PositionRandomised = PositionOriginal = hitObject.Position;
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EndPositionRandomised = EndPositionOriginal = hitObject.EndPosition;
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EndPositionRandomised = EndPositionOriginal = hitObject.EndPosition;
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AngleRad = 0;
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HitObject = hitObject;
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}
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}
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}
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}
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}
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}
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