// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using osu.Framework.Graphics; using osu.Framework.Graphics.Sprites; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.UI; using osu.Game.Rulesets.Osu.UI; using osuTK; namespace osu.Game.Rulesets.Osu.Mods { internal class OsuModAimAssist : Mod, IApplicableToDrawableHitObjects, IUpdatableByPlayfield { public override string Name => "Aim Assist"; public override string Acronym => "AA"; public override IconUsage Icon => FontAwesome.Solid.MousePointer; public override ModType Type => ModType.Fun; public override string Description => "No need to chase the circle, the circle chases you"; public override double ScoreMultiplier => 1; public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay) }; private readonly List movingObjects = new List(); private DrawableSpinner activeSpinner; private double spinnerAngle; // in radians public void Update(Playfield playfield) { var cursorPos = playfield.Cursor.ActiveCursor.DrawPosition; var currentTime = playfield.Clock.CurrentTime; // Avoid relocating judgment displays and hide follow points playfield.DisplayJudgements.Value = false; (playfield as OsuPlayfield)?.ConnectionLayer.Hide(); // If object too old, remove from movingObjects list, otherwise move to new destination movingObjects.RemoveAll(d => { var h = d.HitObject; var endTime = (h as IHasEndTime)?.EndTime ?? h.StartTime; // Object no longer required to be moved -> remove from list if (currentTime > endTime) return true; switch (d) { case DrawableHitCircle circle: // 10ms earlier on the note to reduce chance of missing when clicking early / cursor moves fast circle.MoveTo(cursorPos, Math.Max(0, endTime - currentTime - 10)); return false; case DrawableSlider slider: // Move slider to cursor if (currentTime < h.StartTime) { slider.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10)); } // Move slider so that sliderball stays on the cursor else { slider.HeadCircle.Hide(); // temporary solution to supress HeadCircle's explosion, flash, ... at wrong location slider.MoveTo(cursorPos - slider.Ball.DrawPosition); } return false; case DrawableSpinner spinner: // Move spinner to cursor if (currentTime < h.StartTime) { spinner.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10)); return false; } else { spinnerAngle = 0; activeSpinner = spinner; return true; } default: return true; } }); if (activeSpinner != null) { if (currentTime > (activeSpinner.HitObject as IHasEndTime)?.EndTime) { activeSpinner = null; spinnerAngle = 0; } else { const float additional_degrees = 4; const int dist_from_cursor = 30; spinnerAngle += additional_degrees * Math.PI / 180; // Visual progress activeSpinner.MoveTo(new Vector2((float)(dist_from_cursor * Math.Cos(spinnerAngle) + cursorPos.X), (float)(dist_from_cursor * Math.Sin(spinnerAngle) + cursorPos.Y))); // Logical progress activeSpinner.Disc.RotationAbsolute += additional_degrees; } } } public void ApplyToDrawableHitObjects(IEnumerable drawables) { foreach (var drawable in drawables) drawable.ApplyCustomUpdateState += drawableOnApplyCustomUpdateState; } private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state) { if (drawable is DrawableOsuHitObject hitobject) movingObjects.Add(hitobject); } } /* * TODOs * - fix sliders reappearing at original position after their EndTime (see https://puu.sh/E7zT4/111cf9cdc8.gif) * - find nicer way to handle slider headcircle explosion, flash, ... * - add Aim Assist as incompatible mod for Autoplay (?) * */ }