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Make catch HR properly utilise the RNG
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@ -10,6 +10,8 @@ using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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using osu.Game.Rulesets.Catch.MathUtils;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Catch.Beatmaps
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{
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@ -26,7 +28,7 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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{
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base.PostProcess();
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applyPositionOffsets();
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ApplyPositionOffsets(Beatmap);
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initialiseHyperDash((List<CatchHitObject>)Beatmap.HitObjects);
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@ -40,15 +42,23 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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}
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}
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private void applyPositionOffsets()
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public static void ApplyPositionOffsets(IBeatmap beatmap, params Mod[] mods)
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{
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var rng = new FastRandom(RNG_SEED);
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// todo: HardRock displacement should be applied here
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foreach (var obj in Beatmap.HitObjects)
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bool shouldApplyHardRockOffset = mods.Any(m => m is ModHardRock);
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float? lastPosition = null;
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double lastStartTime = 0;
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foreach (var obj in beatmap.HitObjects)
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{
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switch (obj)
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{
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case Fruit fruit:
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if (shouldApplyHardRockOffset)
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applyHardRockOffset(fruit, ref lastPosition, ref lastStartTime, rng);
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break;
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case BananaShower bananaShower:
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foreach (var banana in bananaShower.NestedHitObjects.OfType<Banana>())
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{
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@ -76,6 +86,107 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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}
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}
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private static void applyHardRockOffset(HitObject hitObject, ref float? lastPosition, ref double lastStartTime, FastRandom rng)
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{
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if (hitObject is JuiceStream stream)
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{
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lastPosition = stream.EndX;
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lastStartTime = stream.EndTime;
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return;
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}
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if (!(hitObject is Fruit))
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return;
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var catchObject = (CatchHitObject)hitObject;
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float position = catchObject.X;
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double startTime = hitObject.StartTime;
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if (lastPosition == null)
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{
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lastPosition = position;
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lastStartTime = startTime;
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return;
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}
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float positionDiff = position - lastPosition.Value;
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double timeDiff = startTime - lastStartTime;
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if (timeDiff > 1000)
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{
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lastPosition = position;
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lastStartTime = startTime;
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return;
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}
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if (positionDiff == 0)
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{
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applyRandomOffset(ref position, timeDiff / 4d, rng);
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catchObject.X = position;
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return;
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}
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if (Math.Abs(positionDiff * CatchPlayfield.BASE_WIDTH) < timeDiff / 3d)
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applyOffset(ref position, positionDiff);
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catchObject.X = position;
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lastPosition = position;
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lastStartTime = startTime;
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}
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/// <summary>
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/// Applies a random offset in a random direction to a position, ensuring that the final position remains within the boundary of the playfield.
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/// </summary>
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/// <param name="position">The position which the offset should be applied to.</param>
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/// <param name="maxOffset">The maximum offset, cannot exceed 20px.</param>
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/// <param name="rng">The random number generator.</param>
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private static void applyRandomOffset(ref float position, double maxOffset, FastRandom rng)
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{
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bool right = rng.NextBool();
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float rand = Math.Min(20, (float)rng.Next(0, Math.Max(0, maxOffset))) / CatchPlayfield.BASE_WIDTH;
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if (right)
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{
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// Clamp to the right bound
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if (position + rand <= 1)
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position += rand;
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else
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position -= rand;
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}
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else
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{
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// Clamp to the left bound
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if (position - rand >= 0)
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position -= rand;
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else
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position += rand;
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}
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}
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/// <summary>
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/// Applies an offset to a position, ensuring that the final position remains within the boundary of the playfield.
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/// </summary>
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/// <param name="position">The position which the offset should be applied to.</param>
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/// <param name="amount">The amount to offset by.</param>
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private static void applyOffset(ref float position, float amount)
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{
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if (amount > 0)
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{
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// Clamp to the right bound
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if (position + amount < 1)
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position += amount;
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}
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else
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{
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// Clamp to the left bound
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if (position + amount > 0)
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position += amount;
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}
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}
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private void initialiseHyperDash(List<CatchHitObject> objects)
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{
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List<CatchHitObject> objectWithDroplets = new List<CatchHitObject>();
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