diff --git a/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs b/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs
index d1212096bf..1a2e5d92b4 100644
--- a/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs
+++ b/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs
@@ -4,7 +4,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
-using osu.Framework.Graphics;
+using osu.Framework.Graphics.Primitives;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods;
@@ -26,6 +26,11 @@ namespace osu.Game.Rulesets.Osu.Mods
private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
+ ///
+ /// Number of previous hitobjects to be shifted together when another object is being moved.
+ ///
+ private const int preceding_hitobjects_to_shift = 10;
+
private Random rng;
public void ApplyToBeatmap(IBeatmap beatmap)
@@ -49,8 +54,9 @@ namespace osu.Game.Rulesets.Osu.Mods
var current = new RandomObjectInfo(hitObject);
- // rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams
- if (i % 3 == 0)
+ // rateOfChangeMultiplier only changes every 5 iterations in a combo
+ // to prevent shaky-line-shaped streams
+ if (hitObject.IndexInCurrentCombo % 5 == 0)
rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
if (hitObject is Spinner)
@@ -61,13 +67,35 @@ namespace osu.Game.Rulesets.Osu.Mods
applyRandomisation(rateOfChangeMultiplier, previous, current);
- hitObject.Position = current.PositionRandomised;
+ // Move hit objects back into the playfield if they are outside of it
+ Vector2 shift = Vector2.Zero;
- // update end position as it may have changed as a result of the position update.
- current.EndPositionRandomised = current.PositionRandomised;
+ switch (hitObject)
+ {
+ case HitCircle circle:
+ shift = clampHitCircleToPlayfield(circle, current);
+ break;
- if (hitObject is Slider slider)
- moveSliderIntoPlayfield(slider, current);
+ case Slider slider:
+ shift = clampSliderToPlayfield(slider, current);
+ break;
+ }
+
+ if (shift != Vector2.Zero)
+ {
+ var toBeShifted = new List();
+
+ for (int j = i - 1; j >= i - preceding_hitobjects_to_shift && j >= 0; j--)
+ {
+ // only shift hit circles
+ if (!(hitObjects[j] is HitCircle)) break;
+
+ toBeShifted.Add(hitObjects[j]);
+ }
+
+ if (toBeShifted.Count > 0)
+ applyDecreasingShift(toBeShifted, shift);
+ }
previous = current;
}
@@ -94,7 +122,9 @@ namespace osu.Game.Rulesets.Osu.Mods
// 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 randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / playfield_diagonal;
+
+ // Allow maximum jump angle when jump distance is more than half of playfield diagonal length
+ var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * Math.Min(1f, distanceToPrev / (playfield_diagonal * 0.5f));
current.AngleRad = (float)randomAngleRad + previous.AngleRad;
if (current.AngleRad < 0)
@@ -109,56 +139,120 @@ namespace osu.Game.Rulesets.Osu.Mods
current.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
- var position = previous.EndPositionRandomised + posRelativeToPrev;
+ current.PositionRandomised = previous.EndPositionRandomised + posRelativeToPrev;
+ }
- // Move hit objects back into the playfield if they are outside of it,
- // which would sometimes happen during big jumps otherwise.
- position.X = MathHelper.Clamp(position.X, 0, OsuPlayfield.BASE_SIZE.X);
- position.Y = MathHelper.Clamp(position.Y, 0, OsuPlayfield.BASE_SIZE.Y);
+ ///
+ /// Move the randomised position of a hit circle so that it fits inside the playfield.
+ ///
+ /// The deviation from the original randomised position in order to fit within the playfield.
+ private Vector2 clampHitCircleToPlayfield(HitCircle circle, RandomObjectInfo objectInfo)
+ {
+ var previousPosition = objectInfo.PositionRandomised;
+ objectInfo.EndPositionRandomised = objectInfo.PositionRandomised = clampToPlayfieldWithPadding(
+ objectInfo.PositionRandomised,
+ (float)circle.Radius
+ );
- current.PositionRandomised = position;
+ circle.Position = objectInfo.PositionRandomised;
+
+ return objectInfo.PositionRandomised - previousPosition;
}
///
/// Moves the and all necessary nested s into the if they aren't already.
///
- private void moveSliderIntoPlayfield(Slider slider, RandomObjectInfo currentObjectInfo)
+ /// The deviation from the original randomised position in order to fit within the playfield.
+ private Vector2 clampSliderToPlayfield(Slider slider, RandomObjectInfo objectInfo)
{
- var minMargin = getMinSliderMargin(slider);
+ var possibleMovementBounds = calculatePossibleMovementBounds(slider);
- slider.Position = new Vector2(
- Math.Clamp(slider.Position.X, minMargin.Left, OsuPlayfield.BASE_SIZE.X - minMargin.Right),
- Math.Clamp(slider.Position.Y, minMargin.Top, OsuPlayfield.BASE_SIZE.Y - minMargin.Bottom)
- );
+ var previousPosition = objectInfo.PositionRandomised;
- currentObjectInfo.PositionRandomised = slider.Position;
- currentObjectInfo.EndPositionRandomised = slider.EndPosition;
+ // Clamp slider position to the placement area
+ // If the slider is larger than the playfield, force it to stay at the original position
+ var newX = possibleMovementBounds.Width < 0
+ ? objectInfo.PositionOriginal.X
+ : Math.Clamp(previousPosition.X, possibleMovementBounds.Left, possibleMovementBounds.Right);
- shiftNestedObjects(slider, currentObjectInfo.PositionRandomised - currentObjectInfo.PositionOriginal);
+ var newY = possibleMovementBounds.Height < 0
+ ? objectInfo.PositionOriginal.Y
+ : Math.Clamp(previousPosition.Y, possibleMovementBounds.Top, possibleMovementBounds.Bottom);
+
+ slider.Position = objectInfo.PositionRandomised = new Vector2(newX, newY);
+ objectInfo.EndPositionRandomised = slider.EndPosition;
+
+ shiftNestedObjects(slider, objectInfo.PositionRandomised - objectInfo.PositionOriginal);
+
+ return objectInfo.PositionRandomised - previousPosition;
}
///
- /// Calculates the min. distances from the 's position to the playfield border for the slider to be fully inside of the playfield.
+ /// Decreasingly shift a list of s by a specified amount.
+ /// The first item in the list is shifted by the largest amount, while the last item is shifted by the smallest amount.
///
- private MarginPadding getMinSliderMargin(Slider slider)
+ /// The list of hit objects to be shifted.
+ /// The amount to be shifted.
+ private void applyDecreasingShift(IList hitObjects, Vector2 shift)
+ {
+ for (int i = 0; i < hitObjects.Count; i++)
+ {
+ var hitObject = hitObjects[i];
+ // The first object is shifted by a vector slightly smaller than shift
+ // The last object is shifted by a vector slightly larger than zero
+ Vector2 position = hitObject.Position + shift * ((hitObjects.Count - i) / (float)(hitObjects.Count + 1));
+
+ hitObject.Position = clampToPlayfieldWithPadding(position, (float)hitObject.Radius);
+ }
+ }
+
+ ///
+ /// Calculates a which contains all of the possible movements of the slider (in relative X/Y coordinates)
+ /// such that the entire slider is inside the playfield.
+ ///
+ ///
+ /// If the slider is larger than the playfield, the returned may have negative width/height.
+ ///
+ private RectangleF calculatePossibleMovementBounds(Slider slider)
{
var pathPositions = new List();
slider.Path.GetPathToProgress(pathPositions, 0, 1);
- var minMargin = new MarginPadding();
+ float minX = float.PositiveInfinity;
+ float maxX = float.NegativeInfinity;
+ float minY = float.PositiveInfinity;
+ float maxY = float.NegativeInfinity;
+
+ // Compute the bounding box of the slider.
foreach (var pos in pathPositions)
{
- minMargin.Left = Math.Max(minMargin.Left, -pos.X);
- minMargin.Right = Math.Max(minMargin.Right, pos.X);
- minMargin.Top = Math.Max(minMargin.Top, -pos.Y);
- minMargin.Bottom = Math.Max(minMargin.Bottom, pos.Y);
+ minX = MathF.Min(minX, pos.X);
+ maxX = MathF.Max(maxX, pos.X);
+
+ minY = MathF.Min(minY, pos.Y);
+ maxY = MathF.Max(maxY, pos.Y);
}
- minMargin.Left = Math.Min(minMargin.Left, OsuPlayfield.BASE_SIZE.X - minMargin.Right);
- minMargin.Top = Math.Min(minMargin.Top, OsuPlayfield.BASE_SIZE.Y - minMargin.Bottom);
+ // Take the circle radius into account.
+ var radius = (float)slider.Radius;
- return minMargin;
+ minX -= radius;
+ minY -= radius;
+
+ maxX += radius;
+ maxY += radius;
+
+ // Given the bounding box of the slider (via min/max X/Y),
+ // the amount that the slider can move to the left is minX (with the sign flipped, since positive X is to the right),
+ // and the amount that it can move to the right is WIDTH - maxX.
+ // Same calculation applies for the Y axis.
+ float left = -minX;
+ float right = OsuPlayfield.BASE_SIZE.X - maxX;
+ float top = -minY;
+ float bottom = OsuPlayfield.BASE_SIZE.Y - maxY;
+
+ return new RectangleF(left, top, right - left, bottom - top);
}
///
@@ -177,6 +271,20 @@ namespace osu.Game.Rulesets.Osu.Mods
}
}
+ ///
+ /// Clamp a position to playfield, keeping a specified distance from the edges.
+ ///
+ /// The position to be clamped.
+ /// The minimum distance allowed from playfield edges.
+ /// The clamped position.
+ private Vector2 clampToPlayfieldWithPadding(Vector2 position, float padding)
+ {
+ return new Vector2(
+ Math.Clamp(position.X, padding, OsuPlayfield.BASE_SIZE.X - padding),
+ Math.Clamp(position.Y, padding, OsuPlayfield.BASE_SIZE.Y - padding)
+ );
+ }
+
private class RandomObjectInfo
{
public float AngleRad { get; set; }