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osu-lazer/osu.Game.Rulesets.Osu/OsuDifficulty/Preprocessing/OsuDifficultyHitObject.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
{
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/// <summary>
/// A wrapper around <see cref="OsuHitObject"/> extending it with additional data required for difficulty calculation.
/// </summary>
public class OsuDifficultyHitObject
{
/// <summary>
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/// The <see cref="OsuHitObject"/> this <see cref="OsuDifficultyHitObject"/> refers to.
/// </summary>
public OsuHitObject BaseObject { get; }
/// <summary>
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/// Normalized distance from the <see cref="OsuHitObject.StackedPosition"/> of the previous <see cref="OsuDifficultyHitObject"/>.
/// </summary>
public double Distance { get; private set; }
/// <summary>
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/// Milliseconds elapsed since the StartTime of the previous <see cref="OsuDifficultyHitObject"/>.
/// </summary>
public double DeltaTime { get; private set; }
/// <summary>
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/// Number of milliseconds until the <see cref="OsuDifficultyHitObject"/> has to be hit.
/// </summary>
public double TimeUntilHit { get; set; }
private const int normalized_radius = 52;
private readonly OsuHitObject[] t;
/// <summary>
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/// Initializes the object calculating extra data required for difficulty calculation.
/// </summary>
public OsuDifficultyHitObject(OsuHitObject[] triangle)
{
t = triangle;
BaseObject = t[0];
setDistances();
setTimingValues();
// Calculate angle here
}
private void setDistances()
{
// We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps.
double scalingFactor = normalized_radius / BaseObject.Radius;
if (BaseObject.Radius < 30)
{
double smallCircleBonus = Math.Min(30 - BaseObject.Radius, 5) / 50;
scalingFactor *= 1 + smallCircleBonus;
}
Distance = (t[0].StackedPosition - t[1].StackedPosition).Length * scalingFactor;
}
private void setTimingValues()
{
// Every timing inverval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure.
DeltaTime = Math.Max(40, t[0].StartTime - t[1].StartTime);
TimeUntilHit = 450; // BaseObject.PreEmpt;
}
}
}