Tidy up struct and previous object handling

This commit is contained in:
Dean Herbert 2021-05-24 14:19:10 +09:00
parent 878182fbdf
commit 8dd3f11d28

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@ -52,35 +52,32 @@ namespace osu.Game.Rulesets.Osu.Mods
var rng = new Random((int)Seed.Value); var rng = new Random((int)Seed.Value);
var prevObjectInfo = new HitObjectInfo var prevObjectInfo = new RandomObjectInfo
{ {
StartPosUnchanged = hitObjects[0].Position, PositionOriginal = hitObjects[0].Position,
EndPosUnchanged = hitObjects[0].EndPosition, EndPositionOriginal = hitObjects[0].EndPosition,
StartPosChanged = hitObjects[0].Position, PositionRandomised = hitObjects[0].Position,
EndPosChanged = hitObjects[0].EndPosition EndPositionRandomised = hitObjects[0].EndPosition
}; };
float rateOfChangeMultiplier = 0; float rateOfChangeMultiplier = 0;
for (int i = 0; i < hitObjects.Count; i++) for (int i = 0; i < hitObjects.Count; i++)
{ {
var h = hitObjects[i]; var hitObject = hitObjects[i];
var currentObjectInfo = new HitObjectInfo var currentObjectInfo = new RandomObjectInfo(hitObject);
{
StartPosUnchanged = h.Position, if (i == 0)
EndPosUnchanged = h.EndPosition, prevObjectInfo = currentObjectInfo;
StartPosChanged = Vector2.Zero,
EndPosChanged = Vector2.Zero
};
// rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams // rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams
if (i % 3 == 0) if (i % 3 == 0)
rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1; rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
var distanceToPrev = Vector2.Distance(prevObjectInfo.EndPosUnchanged, currentObjectInfo.StartPosUnchanged); var distanceToPrev = Vector2.Distance(prevObjectInfo.EndPositionOriginal, currentObjectInfo.PositionOriginal);
switch (h) switch (hitObject)
{ {
case HitCircle circle: case HitCircle circle:
getObjectInfo( getObjectInfo(
@ -90,15 +87,15 @@ namespace osu.Game.Rulesets.Osu.Mods
ref currentObjectInfo ref currentObjectInfo
); );
circle.Position = currentObjectInfo.StartPosChanged; circle.Position = currentObjectInfo.PositionRandomised;
currentObjectInfo.EndPosChanged = currentObjectInfo.StartPosChanged; currentObjectInfo.EndPositionRandomised = currentObjectInfo.PositionRandomised;
break; break;
case Slider slider: case Slider slider:
currentObjectInfo.EndPosUnchanged = slider.EndPosition; currentObjectInfo.EndPositionOriginal = slider.EndPosition;
currentObjectInfo.EndPosUnchanged = slider.TailCircle.Position; currentObjectInfo.EndPositionOriginal = slider.TailCircle.Position;
getObjectInfo( getObjectInfo(
rateOfChangeMultiplier, rateOfChangeMultiplier,
@ -107,12 +104,12 @@ namespace osu.Game.Rulesets.Osu.Mods
ref currentObjectInfo ref currentObjectInfo
); );
slider.Position = currentObjectInfo.StartPosChanged; slider.Position = currentObjectInfo.PositionRandomised;
currentObjectInfo.EndPosChanged = slider.TailCircle.Position; currentObjectInfo.EndPositionRandomised = slider.TailCircle.Position;
moveSliderIntoPlayfield(ref slider, ref currentObjectInfo); moveSliderIntoPlayfield(ref slider, ref currentObjectInfo);
var sliderShift = Vector2.Subtract(slider.Position, currentObjectInfo.StartPosUnchanged); var sliderShift = Vector2.Subtract(slider.Position, currentObjectInfo.PositionOriginal);
foreach (var tick in slider.NestedHitObjects.OfType<SliderTick>()) foreach (var tick in slider.NestedHitObjects.OfType<SliderTick>())
tick.Position = Vector2.Add(tick.Position, sliderShift); tick.Position = Vector2.Add(tick.Position, sliderShift);
@ -128,7 +125,7 @@ namespace osu.Game.Rulesets.Osu.Mods
/// Returns the final position of the hit object /// Returns the final position of the hit object
/// </summary> /// </summary>
/// <returns>Final position of the hit object</returns> /// <returns>Final position of the hit object</returns>
private void getObjectInfo(float rateOfChangeMultiplier, HitObjectInfo prevObjectInfo, float distanceToPrev, ref HitObjectInfo currentObjectInfo) private void getObjectInfo(float rateOfChangeMultiplier, RandomObjectInfo prevObjectInfo, float distanceToPrev, ref RandomObjectInfo currentObjectInfo)
{ {
// The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object) // 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 // is proportional to the distance between the last and the current hit object
@ -145,10 +142,10 @@ namespace osu.Game.Rulesets.Osu.Mods
distanceToPrev * (float)Math.Sin(currentObjectInfo.AngleRad) distanceToPrev * (float)Math.Sin(currentObjectInfo.AngleRad)
); );
posRelativeToPrev = getRotatedVector(prevObjectInfo.EndPosChanged, posRelativeToPrev); posRelativeToPrev = getRotatedVector(prevObjectInfo.EndPositionRandomised, posRelativeToPrev);
currentObjectInfo.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X); currentObjectInfo.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
var position = Vector2.Add(prevObjectInfo.EndPosChanged, posRelativeToPrev); var position = Vector2.Add(prevObjectInfo.EndPositionRandomised, posRelativeToPrev);
// Move hit objects back into the playfield if they are outside of it, // Move hit objects back into the playfield if they are outside of it,
// which would sometimes happen during big jumps otherwise. // which would sometimes happen during big jumps otherwise.
@ -162,10 +159,10 @@ namespace osu.Game.Rulesets.Osu.Mods
else if (position.Y > OsuPlayfield.BASE_SIZE.Y) else if (position.Y > OsuPlayfield.BASE_SIZE.Y)
position.Y = OsuPlayfield.BASE_SIZE.Y; position.Y = OsuPlayfield.BASE_SIZE.Y;
currentObjectInfo.StartPosChanged = position; currentObjectInfo.PositionRandomised = position;
} }
private void moveSliderIntoPlayfield(ref Slider slider, ref HitObjectInfo currentObjectInfo) private void moveSliderIntoPlayfield(ref Slider slider, ref RandomObjectInfo currentObjectInfo)
{ {
foreach (var controlPoint in slider.Path.ControlPoints) foreach (var controlPoint in slider.Path.ControlPoints)
{ {
@ -185,7 +182,7 @@ namespace osu.Game.Rulesets.Osu.Mods
slider.Position = new Vector2(slider.Position.X, playfieldSize.Y - pos.Y); slider.Position = new Vector2(slider.Position.X, playfieldSize.Y - pos.Y);
} }
currentObjectInfo.EndPosChanged = slider.TailCircle.Position; currentObjectInfo.EndPositionRandomised = slider.TailCircle.Position;
} }
/// <summary> /// <summary>
@ -266,13 +263,21 @@ namespace osu.Game.Rulesets.Osu.Mods
); );
} }
private struct HitObjectInfo private struct RandomObjectInfo
{ {
internal float AngleRad { get; set; } internal float AngleRad { get; set; }
internal Vector2 StartPosUnchanged { get; set; }
internal Vector2 EndPosUnchanged { get; set; } internal Vector2 PositionOriginal { get; set; }
internal Vector2 StartPosChanged { get; set; } internal Vector2 PositionRandomised { get; set; }
internal Vector2 EndPosChanged { get; set; }
internal Vector2 EndPositionOriginal { get; set; }
internal Vector2 EndPositionRandomised { get; set; }
public RandomObjectInfo(OsuHitObject hitObject)
{
PositionRandomised = PositionOriginal = hitObject.Position;
EndPositionRandomised = EndPositionOriginal = hitObject.EndPosition;
AngleRad = 0;
} }
} }
@ -352,4 +357,5 @@ namespace osu.Game.Rulesets.Osu.Mods
} }
} }
} }
}
} }