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Make catch HR properly utilise the RNG
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@ -1,121 +1,17 @@
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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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using osu.Framework.MathUtils;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Mods;
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using System;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Beatmaps;
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namespace osu.Game.Rulesets.Catch.Mods
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{
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public class CatchModHardRock : ModHardRock, IApplicableToHitObject
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public class CatchModHardRock : ModHardRock, IApplicableToBeatmap
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{
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public override double ScoreMultiplier => 1.12;
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public override bool Ranked => true;
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private float? lastPosition;
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private double lastStartTime;
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public void ApplyToHitObject(HitObject hitObject)
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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);
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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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private void applyRandomOffset(ref float position, double maxOffset)
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{
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bool right = RNG.NextBool();
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float rand = Math.Min(20, (float)RNG.NextDouble(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 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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public void ApplyToBeatmap(IBeatmap beatmap) => CatchBeatmapProcessor.ApplyPositionOffsets(beatmap, this);
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}
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}
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