opsu-dance/src/yugecin/opsudance/Dancer.java

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/*
* opsu!dance - fork of opsu! with cursordance auto
* Copyright (C) 2016 yugecin
*
* opsu!dance is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
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* opsu!dance is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with opsu!dance. If not, see <http://www.gnu.org/licenses/>.
*/
package yugecin.opsudance;
import awlex.ospu.movers.factories.CenterSpiralMoverFactory;
import awlex.ospu.movers.factories.SpiralMoverFactory;
import awlex.ospu.polymover.factory.ArcFactory;
import awlex.ospu.polymover.factory.LinearFactory;
import awlex.ospu.polymover.factory.PolyMoverFactory;
import awlex.ospu.spinners.SpiralSpinner;
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import itdelatrisu.opsu.Options;
import itdelatrisu.opsu.Utils;
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import itdelatrisu.opsu.audio.MusicController;
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import itdelatrisu.opsu.objects.Circle;
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import itdelatrisu.opsu.objects.DummyObject;
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import itdelatrisu.opsu.objects.GameObject;
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import itdelatrisu.opsu.objects.Slider;
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import itdelatrisu.opsu.objects.curves.Vec2f;
import yugecin.opsudance.movers.LinearMover;
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import yugecin.opsudance.movers.Mover;
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import yugecin.opsudance.movers.QuadraticBezierMover;
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import yugecin.opsudance.movers.factories.*;
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import yugecin.opsudance.movers.slidermovers.DefaultSliderMoverController;
import yugecin.opsudance.movers.slidermovers.InheritedSliderMoverController;
import yugecin.opsudance.movers.slidermovers.SliderMoverController;
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import yugecin.opsudance.spinners.*;
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import java.awt.*;
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public class Dancer {
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public static MoverFactory[] moverFactories = new MoverFactory[] {
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new AutoMoverFactory(),
new AutoEllipseMoverFactory(),
new CircleMoverFactory(),
new HalfCircleMoverFactory(),
new HalfEllipseMoverFactory(),
new HalfLowEllipseMoverFactory(),
new JumpMoverFactory(),
new LinearMoverFactory(),
new QuartCircleMoverFactory(),
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new SpiralMoverFactory(),
new CenterSpiralMoverFactory(),
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//new LinearFactory(),
new ArcFactory(),
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new QuadraticBezierMoverFactory(),
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};
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public static Spinner[] spinners = new Spinner[] {
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new RektSpinner(),
new BeamSpinner(),
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new CircleSpinner(),
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new DonutSpinner(),
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new CubeSpinner(),
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new HalfCircleSpinner(),
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new IlluminatiSpinner(),
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new LessThanThreeSpinner(),
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new RektCircleSpinner(),
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new ApproachCircleSpinner(),
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new SpiralSpinner(),
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new FivePointStarSpinner(),
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new FivePointStarApproachSpinner(),
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};
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public static SliderMoverController[] sliderMovers = new SliderMoverController[] {
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new DefaultSliderMoverController(),
new InheritedSliderMoverController(),
};
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public static Dancer instance = new Dancer();
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public static boolean multipoint = false;
public static boolean mirror = false; // this should really get its own place somewhere...
public static boolean drawApproach = true; // this should really get its own place somewhere...
public static boolean removebg = true; // this should really get its own place somewhere...
public static boolean hideui = true; // this should really get its own place somewhere...
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public static ObjectColorOverrides colorOverride = ObjectColorOverrides.NONE;
public static ObjectColorOverrides colorMirrorOverride = ObjectColorOverrides.NONE;
public static int rgbhueinc = 70; // this should really get its own place somewhere...
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public static CursorColorOverrides cursorColorOverride = CursorColorOverrides.NONE;
public static CursorColorOverrides cursorColorMirrorOverride = CursorColorOverrides.NONE;
public static int rgbcursorhueinc = 100; // this should really get its own place somewhere...
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public static MoverDirection moverDirection = MoverDirection.RANDOM;
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public static boolean hideobjects = false;
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public static int cursortraillength = 20;
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public static boolean hidewatermark = false;
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public static boolean onlycolortrail = false;
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private int dir;
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public static final GameObject d = new DummyObject();
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private GameObject[] gameObjects;
private int objectIndex;
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private MoverFactory moverFactory;
private Mover mover;
private Spinner spinner;
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public static SliderMoverController sliderMoverController;
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private int moverFactoryIndex;
private int spinnerIndex;
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public float x;
public float y;
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private boolean isCurrentLazySlider;
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public static boolean LAZY_SLIDERS;
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public Dancer() {
moverFactory = moverFactories[0];
spinner = spinners[0];
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sliderMoverController = sliderMovers[0];
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}
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public void reset() {
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isCurrentLazySlider = false;
objectIndex = -1;
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dir = 1;
for (Spinner s : spinners) {
s.init();
}
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QuadraticBezierMover.reset();
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}
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public int getSpinnerIndex() {
return spinnerIndex;
}
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public void setSpinnerIndex(int spinnerIndex) {
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if (spinnerIndex < 0 || spinnerIndex >= spinners.length) {
spinnerIndex = 0;
}
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this.spinnerIndex = spinnerIndex;
spinner = spinners[spinnerIndex];
}
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public int getMoverFactoryIndex() {
return moverFactoryIndex;
}
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public void setMoverFactoryIndex(int moverFactoryIndex) {
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if (moverFactoryIndex < 0 || moverFactoryIndex >= moverFactories.length) {
moverFactoryIndex = 0;
}
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this.moverFactoryIndex = moverFactoryIndex;
moverFactory = moverFactories[moverFactoryIndex];
multipoint = moverFactory instanceof MoverFactory.MultiPoint;
// to prevent crashes when changing mover in storyboard, create mover now
createNewMover();
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}
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public int getPolyMoverFactoryMinBufferSize() {
if (!multipoint) {
return 0;
}
return ((PolyMoverFactory) moverFactory).getMinBufferSize();
}
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public void setGameObjects(GameObject[] objs) {
this.gameObjects = objs;
}
public void setObjectIndex(int objectIndex) {
this.objectIndex = objectIndex;
// storyboard
createNewMover();
}
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public void update(int time, int objectIndex) {
GameObject p;
if (objectIndex == 0) {
p = d;
} else {
p = gameObjects[objectIndex - 1];
}
GameObject c = gameObjects[objectIndex];
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if (!multipoint) {
GameObject[] e = sliderMoverController.process(p, c, time);
p = e[0];
c = e[1];
}
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if (this.objectIndex != objectIndex || c != gameObjects[objectIndex]) {
this.objectIndex = objectIndex;
if (objectIndex == 0) {
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if (c.isSpinner()) {
double[] spinnerStartPoint = spinner.getPoint();
c.start.set((float) spinnerStartPoint[0], (float) spinnerStartPoint[1]);
}
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}
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isCurrentLazySlider = false;
// detect lazy sliders, should work pretty good
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if (c.isSlider() && LAZY_SLIDERS && Utils.distance(c.start.x, c.start.y, c.end.x, c.end.y) <= Circle.diameter * 0.8f) {
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Slider s = (Slider) c;
Vec2f mid = s.getCurve().pointAt(1f);
if (s.getRepeats() == 1 || Utils.distance(c.start.x, c.start.y, mid.x, mid.y) <= Circle.diameter * 0.8f) {
mid = s.getCurve().pointAt(0.5f);
if (Utils.distance(c.start.x, c.start.y, mid.x, mid.y) <= Circle.diameter * 0.8f) {
isCurrentLazySlider = true;
}
}
}
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dir = moverDirection.getDirection(dir);
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if (c.isSpinner()) {
double[] spinnerStartPoint = spinner.getPoint();
c.start = new Vec2f((float) spinnerStartPoint[0], (float) spinnerStartPoint[1]);
}
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// specific mover stuff
if (p.isSlider() && sliderMoverController instanceof DefaultSliderMoverController) {
Vec2f st = p.getPointAt(p.getEndTime() - 10);
Vec2f en = p.getPointAt(p.getEndTime());
//double atan = Math.atan2(en.y - st.y, en.x - st.x);
double distance = Utils.distance(st.x, st.y, en.x, en.y);
QuadraticBezierMover.p = new Point((int) st.x, (int) st.y);
QuadraticBezierMover.setPrevspeed(distance, 10);
}
createNewMover();
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}
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if (time < c.getTime()) {
if (!p.isSpinner() || !c.isSpinner()) {
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double[] point;
if (multipoint) {
point = ((PolyMoverFactory) moverFactory).getPointAt(time);
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} else {
point = mover.getPointAt(time);
}
x = (float) point[0];
y = (float) point[1];
}
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} else {
if (c.isSpinner()) {
Spinner.PROGRESS = (double) (time - c.getTime()) / (double) (c.getEndTime() - c.getTime());
double[] point = spinner.getPoint();
x = (float) point[0];
y = (float) point[1];
c.end = new Vec2f(x, y);
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} else {
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Vec2f point = c.getPointAt(time);
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if (isCurrentLazySlider) {
point = c.start;
}
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x = point.x;
y = point.y;
}
}
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Pippi.dance(time, c, isCurrentLazySlider);
x = Utils.clamp(x, 10, Options.width - 10);
y = Utils.clamp(y, 10, Options.height - 10);
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}
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private void createNewMover() {
if (gameObjects == null) {
return;
}
if (objectIndex < 0) {
objectIndex = 0;
}
GameObject c = gameObjects[objectIndex];
if (multipoint) {
PolyMoverFactory pmf = (PolyMoverFactory) moverFactory;
if (pmf.isInitialized() && pmf.getLatestIndex() < objectIndex + pmf.getLatestIndex() - 1) {
pmf.update(gameObjects[objectIndex + pmf.getMaxBufferSize() - 1]);
} else {
pmf.create(gameObjects, objectIndex - 1);
}
return;
}
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GameObject p = d;
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if (objectIndex > 0) {
p = gameObjects[objectIndex - 1];
}
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GameObject[] e = sliderMoverController.process(p, c, MusicController.getPosition());
p = e[0];
c = e[1];
if (mover == null || p == d) {
mover = new LinearMover(d, c, dir);
} else if (mover.getEnd() != c) {
mover = moverFactory.create(p, c, dir);
}
}
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}