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.PolyMover;
import awlex.ospu.polymover.factory.ArcFactory;
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.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;
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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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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};
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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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};
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public static SliderMoverController[] sliderMovers = new SliderMoverController[]{
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new DefaultSliderMoverController(),
new InheritedSliderMoverController(),
};
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public static PolyMoverFactory[] polyMoverFactories = new PolyMoverFactory[]{
new ArcFactory()
};
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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 p;
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private MoverFactory moverFactory;
private PolyMoverFactory polyMoverFactory;
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private Mover mover;
private Spinner spinner;
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public static SliderMoverController sliderMoverController;
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private int moverFactoryIndex;
private int polyMoverFactoryIndex;
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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;
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p = null;
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dir = 1;
for (Spinner s : spinners) {
s.init();
}
}
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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];
}
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public int getPolyMoverFactoryIndex() {
return polyMoverFactoryIndex;
}
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public void setPolyMoverFactoryIndex(int polyMoverFactoryIndex) {
if (polyMoverFactoryIndex < 0 || polyMoverFactoryIndex >= polyMoverFactories.length) {
polyMoverFactoryIndex = 0;
}
this.polyMoverFactoryIndex = polyMoverFactoryIndex;
polyMoverFactory = polyMoverFactories[polyMoverFactoryIndex];
}
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public void update(int time, GameObject p, GameObject c) {
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GameObject[] e = sliderMoverController.process(p, c, time);
p = e[0];
c = e[1];
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if (this.p != p) {
this.p = p;
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if (this.p == d) {
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]);
}
if (mover == null || mover.getEnd() != c)
if (p == d) {
mover = new LinearMover(p, c, dir);
}
else {
mover = moverFactory.create(p, c, dir);
}
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}
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if (time < c.getTime()) {
if (!p.isSpinner() || !c.isSpinner()) {
double[] point = mover.getPointAt(time);
x = (float) point[0];
y = (float) point[1];
}
}
else {
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if (c.isSpinner()) {
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Spinner.PROGRESS = (double) (time - c.getTime()) / (double) (c.getEndTime() - c.getTime());
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double[] point = spinner.getPoint();
x = (float) point[0];
y = (float) point[1];
c.end = new Vec2f(x, y);
}
else {
Vec2f point = c.getPointAt(time);
if (isCurrentLazySlider) {
point = c.start;
}
x = point.x;
y = point.y;
}
}
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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public void update(int time, GameObject[] gameObjects, int objectIndex) {
GameObject p, c;
GameObject[] e = objectIndex > 0 ? sliderMoverController.process(gameObjects[objectIndex - 1], gameObjects[objectIndex], time)
: sliderMoverController.process(d, gameObjects[objectIndex], time);
p = e[0];
c = e[1];
if (this.p != p) {
this.p = p;
if (this.p == d) {
if (c.isSpinner()) {
double[] spinnerStartPoint = spinner.getPoint();
c.start.set((float) spinnerStartPoint[0], (float) spinnerStartPoint[1]);
}
}
isCurrentLazySlider = false;
// detect lazy sliders, should work pretty good
if (c.isSlider() && LAZY_SLIDERS && Utils.distance(c.start.x, c.start.y, c.end.x, c.end.y) <= Circle.diameter * 0.8f) {
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;
}
}
}
dir = moverDirection.getDirection(dir);
if (c.isSpinner()) {
double[] spinnerStartPoint = spinner.getPoint();
c.start = new Vec2f((float) spinnerStartPoint[0], (float) spinnerStartPoint[1]);
}
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if (polyMoverFactory.isInitialized() && polyMoverFactory.getLatestIndex() < objectIndex + polyMoverFactory.getPrefferedBufferSize()) {
polyMoverFactory.update(gameObjects[polyMoverFactory.getLatestIndex()]);
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}
else {
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polyMoverFactory.init(gameObjects, objectIndex - 1);
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}
}
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if (time < c.getTime()) {
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if (!p.isSpinner() || !c.isSpinner() && polyMoverFactory.isInitialized()) {
double[] point = polyMoverFactory.getPointAt(time);
x = (float) point[0];
y = (float) point[1];
}
}
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);
}
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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}
}