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307 lines
11 KiB
C#
307 lines
11 KiB
C#
// 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 System;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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/// <summary>
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/// Mod that randomises the positions of the <see cref="HitObject"/>s
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/// </summary>
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public class OsuModRandom : ModRandom, IApplicableToBeatmap
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{
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public override string Description => "It never gets boring!";
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public override bool Ranked => false;
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// The distances from the hit objects to the borders of the playfield they start to "turn around" and curve towards the middle.
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// The closer the hit objects draw to the border, the sharper the turn
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private const byte border_distance_x = 192;
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private const byte border_distance_y = 144;
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[SettingSource("Seed", "Use a custom seed instead of a random one", SettingControlType = typeof(OsuModRandomSettingsControl))]
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public Bindable<int?> Seed { get; } = new Bindable<int?>
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{
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Default = null,
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Value = null
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};
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public void ApplyToBeatmap(IBeatmap beatmap)
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{
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if (!(beatmap is OsuBeatmap osuBeatmap))
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return;
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Seed.Value ??= RNG.Next();
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var rng = new Random((int)Seed.Value);
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var prevObjectInfo = new HitObjectInfo
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{
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AngleRad = 0,
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PosUnchanged = osuBeatmap.HitObjects[0].Position,
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PosChanged = osuBeatmap.HitObjects[0].Position
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};
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// rateOfChangeMultiplier changes every i iterations to prevent shaky-line-shaped streams
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byte i = 3;
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float rateOfChangeMultiplier = 0;
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foreach (var currentHitObject in osuBeatmap.HitObjects)
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{
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var currentObjectInfo = new HitObjectInfo
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{
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AngleRad = 0,
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PosUnchanged = currentHitObject.EndPosition,
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PosChanged = Vector2.Zero
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};
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if (i >= 3)
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{
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i = 0;
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rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
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}
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if (currentHitObject is HitCircle circle)
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{
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var distanceToPrev = Vector2.Distance(currentObjectInfo.PosUnchanged, prevObjectInfo.PosUnchanged);
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getObjectInfo(
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rateOfChangeMultiplier,
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prevObjectInfo,
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distanceToPrev,
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ref currentObjectInfo
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);
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circle.Position = currentObjectInfo.PosChanged;
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}
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// TODO: Implement slider position randomisation
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prevObjectInfo = currentObjectInfo;
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i++;
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}
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}
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/// <summary>
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/// Returns the final position of the hit object
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/// </summary>
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/// <returns>Final position of the hit object</returns>
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private void getObjectInfo(
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float rateOfChangeMultiplier,
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HitObjectInfo prevObjectInfo,
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float distanceToPrev,
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ref HitObjectInfo currentObjectInfo)
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{
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// The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object)
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// is proportional to the distance between the last and the current hit object
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// to allow jumps and prevent too sharp turns during streams.
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var maxDistance = OsuPlayfield.BASE_SIZE.LengthFast;
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var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / maxDistance;
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currentObjectInfo.AngleRad = (float)randomAngleRad + prevObjectInfo.AngleRad;
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if (currentObjectInfo.AngleRad < 0)
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currentObjectInfo.AngleRad += 2 * (float)Math.PI;
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var posRelativeToPrev = new Vector2(
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distanceToPrev * (float)Math.Cos(currentObjectInfo.AngleRad),
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distanceToPrev * (float)Math.Sin(currentObjectInfo.AngleRad)
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);
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posRelativeToPrev = getRotatedVector(prevObjectInfo.PosChanged, posRelativeToPrev);
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currentObjectInfo.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
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var position = Vector2.Add(prevObjectInfo.PosChanged, posRelativeToPrev);
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// Move hit objects back into the playfield if they are outside of it,
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// which would sometimes happen during big jumps otherwise.
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if (position.X < 0)
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position.X = 0;
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else if (position.X > OsuPlayfield.BASE_SIZE.X)
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position.X = OsuPlayfield.BASE_SIZE.X;
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if (position.Y < 0)
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position.Y = 0;
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else if (position.Y > OsuPlayfield.BASE_SIZE.Y)
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position.Y = OsuPlayfield.BASE_SIZE.Y;
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currentObjectInfo.PosChanged = position;
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}
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/// <summary>
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/// Determines the position of the current hit object relative to the previous one.
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/// </summary>
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/// <returns>The position of the current hit object relative to the previous one</returns>
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private Vector2 getRotatedVector(Vector2 prevPosChanged, Vector2 posRelativeToPrev)
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{
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var relativeRotationDistance = 0f;
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var playfieldMiddle = Vector2.Divide(OsuPlayfield.BASE_SIZE, 2);
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if (prevPosChanged.X < playfieldMiddle.X)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_x - prevPosChanged.X) / border_distance_x,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevPosChanged.X - (OsuPlayfield.BASE_SIZE.X - border_distance_x)) / border_distance_x,
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relativeRotationDistance
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);
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}
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if (prevPosChanged.Y < playfieldMiddle.Y)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_y - prevPosChanged.Y) / border_distance_y,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevPosChanged.Y - (OsuPlayfield.BASE_SIZE.Y - border_distance_y)) / border_distance_y,
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relativeRotationDistance
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);
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}
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return rotateVectorTowardsVector(
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posRelativeToPrev,
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Vector2.Subtract(playfieldMiddle, prevPosChanged),
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relativeRotationDistance / 2
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);
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}
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/// <summary>
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/// Rotates vector "initial" towards vector "destinantion"
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/// </summary>
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/// <param name="initial">Vector to rotate to "destination"</param>
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/// <param name="destination">Vector "initial" should be rotated to</param>
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/// <param name="relativeDistance">The angle the vector should be rotated relative to the difference between the angles of the the two vectors.</param>
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/// <returns>Resulting vector</returns>
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private Vector2 rotateVectorTowardsVector(Vector2 initial, Vector2 destination, float relativeDistance)
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{
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var initialAngleRad = Math.Atan2(initial.Y, initial.X);
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var destAngleRad = Math.Atan2(destination.Y, destination.X);
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var diff = destAngleRad - initialAngleRad;
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while (diff < -Math.PI)
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{
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diff += 2 * Math.PI;
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}
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while (diff > Math.PI)
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{
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diff -= 2 * Math.PI;
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}
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var finalAngleRad = initialAngleRad + relativeDistance * diff;
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return new Vector2(
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initial.Length * (float)Math.Cos(finalAngleRad),
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initial.Length * (float)Math.Sin(finalAngleRad)
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);
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}
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private struct HitObjectInfo
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{
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internal float AngleRad { get; set; }
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internal Vector2 PosUnchanged { get; set; }
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internal Vector2 PosChanged { get; set; }
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}
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}
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public class OsuModRandomSettingsControl : SettingsItem<int?>
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{
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protected override Drawable CreateControl() => new SeedControl
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{
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RelativeSizeAxes = Axes.X,
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Margin = new MarginPadding { Top = 5 }
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};
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private sealed class SeedControl : CompositeDrawable, IHasCurrentValue<int?>
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{
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private readonly BindableWithCurrent<int?> current = new BindableWithCurrent<int?>();
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public Bindable<int?> Current
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{
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get => current;
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set
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{
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current.Current = value;
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seedNumberBox.Text = value.Value.ToString();
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}
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}
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private readonly OsuNumberBox seedNumberBox;
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public SeedControl()
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{
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AutoSizeAxes = Axes.Y;
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InternalChildren = new[]
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{
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new GridContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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ColumnDimensions = new[]
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{
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new Dimension(),
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new Dimension(GridSizeMode.Absolute, 2),
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new Dimension(GridSizeMode.Relative, 0.25f)
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},
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RowDimensions = new[]
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{
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new Dimension(GridSizeMode.AutoSize)
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},
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Content = new[]
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{
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new Drawable[]
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{
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seedNumberBox = new OsuNumberBox
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{
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RelativeSizeAxes = Axes.X,
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CommitOnFocusLost = true
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}
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}
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}
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}
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};
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seedNumberBox.Current.BindValueChanged(e =>
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{
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int? value = null;
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if (int.TryParse(e.NewValue, out var intVal))
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value = intVal;
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current.Value = value;
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});
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}
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protected override void Update()
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{
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if (current.Value == null)
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seedNumberBox.Text = current.Current.Value.ToString();
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}
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}
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}
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}
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