2021-05-01 04:01:43 +02:00

365 lines
13 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Platform;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays.Settings;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.UI;
using osuTK;
namespace osu.Game.Rulesets.Osu.Mods
{
/// <summary>
/// Mod that randomises the positions of the <see cref="HitObject"/>s
/// </summary>
public class OsuModRandom : ModRandom, IApplicableToBeatmap
{
public override string Description => "It never gets boring!";
public override bool Ranked => false;
// The distances from the hit objects to the borders of the playfield they start to "turn around" and curve towards the middle.
// The closer the hit objects draw to the border, the sharper the turn
private const byte border_distance_x = 192;
private const byte border_distance_y = 144;
private static readonly Bindable<int> seed = new Bindable<int>
{
Default = -1
};
private static readonly BindableBool random_seed = new BindableBool
{
Value = true,
Default = true
};
[SettingSource("Random seed", "Generate a random seed for the beatmap generation")]
public BindableBool RandomSeed => random_seed;
[SettingSource("Seed", "Seed for the random beatmap generation", SettingControlType = typeof(OsuModRandomSettingsControl))]
public Bindable<int> Seed => seed;
internal static bool CustomSeedDisabled => random_seed.Value;
public OsuModRandom()
{
if (seed.Default != -1)
return;
var random = RNG.Next();
seed.Value = random;
seed.Default = random;
seed.BindValueChanged(e => seed.Default = e.NewValue);
}
public void ApplyToBeatmap(IBeatmap iBeatmap)
{
if (!(iBeatmap is OsuBeatmap beatmap))
return;
if (RandomSeed.Value)
seed.Value = RNG.Next();
var rng = new Random(seed.Value);
// Absolute angle
float prevAngleRad = 0;
// Absolute positions
Vector2 prevPosUnchanged = beatmap.HitObjects[0].Position;
Vector2 prevPosChanged = beatmap.HitObjects[0].Position;
// rateOfChangeMultiplier changes every i iterations to prevent shaky-line-shaped streams
byte i = 3;
float rateOfChangeMultiplier = 0;
foreach (var beatmapHitObject in beatmap.HitObjects)
{
if (!(beatmapHitObject is OsuHitObject hitObject))
return;
// posUnchanged: position from the original beatmap (not randomised)
var posUnchanged = hitObject.EndPosition;
var posChanged = Vector2.Zero;
// Angle of the vector pointing from the last to the current hit object
float angleRad = 0;
if (i >= 3)
{
i = 0;
rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
}
if (hitObject is HitCircle circle)
{
var distanceToPrev = Vector2.Distance(posUnchanged, prevPosUnchanged);
circle.Position = posChanged = getRandomisedPosition(
rateOfChangeMultiplier,
prevPosChanged,
prevAngleRad,
distanceToPrev,
out angleRad
);
}
// TODO: Implement slider position randomisation
prevAngleRad = angleRad;
prevPosUnchanged = posUnchanged;
prevPosChanged = posChanged;
i++;
}
}
/// <summary>
/// Returns the final position of the hit object
/// </summary>
/// <returns>Final position of the hit object</returns>
private Vector2 getRandomisedPosition(
float rateOfChangeMultiplier,
Vector2 prevPosChanged,
float prevAngleRad,
float distanceToPrev,
out float newAngle)
{
// 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 maxDistance = OsuPlayfield.BASE_SIZE.LengthFast;
var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / maxDistance;
newAngle = (float)randomAngleRad + prevAngleRad;
if (newAngle < 0)
newAngle += 2 * (float)Math.PI;
var posRelativeToPrev = new Vector2(
distanceToPrev * (float)Math.Cos(newAngle),
distanceToPrev * (float)Math.Sin(newAngle)
);
posRelativeToPrev = getRotatedVector(prevPosChanged, posRelativeToPrev);
newAngle = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
var position = Vector2.Add(prevPosChanged, posRelativeToPrev);
// Move hit objects back into the playfield if they are outside of it,
// which would sometimes happen during big jumps otherwise.
if (position.X < 0)
position.X = 0;
else if (position.X > OsuPlayfield.BASE_SIZE.X)
position.X = OsuPlayfield.BASE_SIZE.X;
if (position.Y < 0)
position.Y = 0;
else if (position.Y > OsuPlayfield.BASE_SIZE.Y)
position.Y = OsuPlayfield.BASE_SIZE.Y;
return position;
}
/// <summary>
/// Determines the position of the current hit object relative to the previous one.
/// </summary>
/// <returns>The position of the current hit object relative to the previous one</returns>
private Vector2 getRotatedVector(Vector2 prevPosChanged, Vector2 posRelativeToPrev)
{
var relativeRotationDistance = 0f;
var playfieldMiddle = Vector2.Divide(OsuPlayfield.BASE_SIZE, 2);
if (prevPosChanged.X < playfieldMiddle.X)
{
relativeRotationDistance = Math.Max(
(border_distance_x - prevPosChanged.X) / border_distance_x,
relativeRotationDistance
);
}
else
{
relativeRotationDistance = Math.Max(
(prevPosChanged.X - (OsuPlayfield.BASE_SIZE.X - border_distance_x)) / border_distance_x,
relativeRotationDistance
);
}
if (prevPosChanged.Y < playfieldMiddle.Y)
{
relativeRotationDistance = Math.Max(
(border_distance_y - prevPosChanged.Y) / border_distance_y,
relativeRotationDistance
);
}
else
{
relativeRotationDistance = Math.Max(
(prevPosChanged.Y - (OsuPlayfield.BASE_SIZE.Y - border_distance_y)) / border_distance_y,
relativeRotationDistance
);
}
return rotateVectorTowardsVector(
posRelativeToPrev,
Vector2.Subtract(playfieldMiddle, prevPosChanged),
relativeRotationDistance
);
}
/// <summary>
/// Rotates vector "initial" towards vector "destinantion"
/// </summary>
/// <param name="initial">Vector to rotate to "destination"</param>
/// <param name="destination">Vector "initial" should be rotated to</param>
/// <param name="relativeDistance">The angle the vector should be rotated relative to the difference between the angles of the the two vectors.</param>
/// <returns>Resulting vector</returns>
private Vector2 rotateVectorTowardsVector(Vector2 initial, Vector2 destination, float relativeDistance)
{
var initialAngleRad = Math.Atan2(initial.Y, initial.X);
var destAngleRad = Math.Atan2(destination.Y, destination.X);
// Divide by 2 to limit the max. angle to 90°
// (90° is enough to prevent the hit objects from leaving the playfield)
relativeDistance /= 2;
var diff = destAngleRad - initialAngleRad;
while (diff < -Math.PI)
{
diff += 2 * Math.PI;
}
while (diff > Math.PI)
{
diff -= 2 * Math.PI;
}
var finalAngle = 0d;
if (diff > 0)
{
finalAngle = initialAngleRad + relativeDistance * diff;
}
else if (diff < 0)
{
finalAngle = initialAngleRad + relativeDistance * diff;
}
return new Vector2(
initial.Length * (float)Math.Cos(finalAngle),
initial.Length * (float)Math.Sin(finalAngle)
);
}
}
public class OsuModRandomSettingsControl : SettingsItem<int>
{
[Resolved]
private static GameHost host { get; set; }
[BackgroundDependencyLoader]
private void load(GameHost gameHost) => host = gameHost;
protected override Drawable CreateControl() => new SeedControl
{
RelativeSizeAxes = Axes.X,
Margin = new MarginPadding { Top = 5 }
};
private sealed class SeedControl : CompositeDrawable, IHasCurrentValue<int>
{
private readonly BindableWithCurrent<int> current = new BindableWithCurrent<int>();
public Bindable<int> Current
{
get => current;
set => Scheduler.Add(() => current.Current = value);
}
private readonly OsuNumberBox seedNumberBox;
public SeedControl()
{
AutoSizeAxes = Axes.Y;
InternalChildren = new[]
{
new GridContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
ColumnDimensions = new[]
{
new Dimension(),
new Dimension(GridSizeMode.Absolute, 2),
new Dimension(GridSizeMode.Relative, 0.25f)
},
RowDimensions = new[]
{
new Dimension(GridSizeMode.AutoSize)
},
Content = new[]
{
new Drawable[]
{
seedNumberBox = new OsuNumberBox
{
RelativeSizeAxes = Axes.X,
CommitOnFocusLost = true
},
null,
new TriangleButton
{
RelativeSizeAxes = Axes.Both,
Height = 1,
Text = "Copy",
Action = copySeedToClipboard
}
}
}
}
};
seedNumberBox.Current.BindValueChanged(onTextBoxValueChanged);
}
private void onTextBoxValueChanged(ValueChangedEvent<string> e)
{
string seed = e.NewValue;
while (!string.IsNullOrEmpty(seed) && !int.TryParse(seed, out _))
seed = seed[..^1];
if (!int.TryParse(seed, out var intVal))
intVal = 0;
current.Value = intVal;
}
private void copySeedToClipboard() => host.GetClipboard().SetText(seedNumberBox.Text);
protected override void Update()
{
seedNumberBox.ReadOnly = OsuModRandom.CustomSeedDisabled;
if (seedNumberBox.HasFocus)
return;
seedNumberBox.Text = current.Current.Value.ToString();
}
}
}
}