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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs

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// 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 System.Linq;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
/// <summary>
/// Represents the skill required to memorise and hit every object in a map with the Flashlight mod enabled.
/// </summary>
public class Flashlight : OsuStrainSkill
{
public Flashlight(Mod[] mods, double preemptTime)
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: base(mods)
{
this.mods = mods;
this.preemptTime = preemptTime;
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}
private double skillMultiplier => 0.12;
private double strainDecayBase => 0.15;
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protected override double DecayWeight => 1.0;
protected override int HistoryLength => 10; // Look back for 10 notes is added for the sake of flashlight calculations.
private Mod[] mods;
private bool hidden;
private double preemptTime;
private const double max_opacity_bonus = 0.4;
private double currentStrain;
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private double strainValueOf(DifficultyHitObject current)
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{
if (current.BaseObject is Spinner)
return 0;
hidden = mods.Any(m => m is OsuModHidden);
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var osuCurrent = (OsuDifficultyHitObject)current;
var osuHitObject = (OsuHitObject)(osuCurrent.BaseObject);
double scalingFactor = 52.0 / osuHitObject.Radius;
double smallDistNerf = 1.0;
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double cumulativeStrainTime = 0.0;
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double result = 0.0;
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for (int i = 0; i < Previous.Count; i++)
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{
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var osuPrevious = (OsuDifficultyHitObject)Previous[i];
var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject);
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if (!(osuPrevious.BaseObject is Spinner))
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{
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double jumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length;
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cumulativeStrainTime += osuPrevious.StrainTime;
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// We want to nerf objects that can be easily seen within the Flashlight circle radius.
if (i == 0)
smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
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// We also want to nerf stacks so that only the first object of the stack is accounted for.
double stackNerf = Math.Min(1.0, (osuPrevious.JumpDistance / scalingFactor) / 25.0);
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// Bonus based on how visible the object is.
double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - opacity(cumulativeStrainTime, preemptTime, hidden));
result += Math.Pow(0.8, i) * stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
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}
}
result = Math.Pow(smallDistNerf * result, 2.0);
if (hidden) {
result *= 1.0 + max_opacity_bonus;
}
return result;
}
private double opacity(double ms, double preemptTime, bool hidden) {
if (hidden) {
return Math.Clamp(Math.Min((1 - ms / preemptTime) * 2.5, (ms / preemptTime) * (1.0 / 0.3)), 0.0, 1.0);
}
else
{
return Math.Clamp((1.0 - ms / preemptTime) * 1.5, 0.0, 1.0);
}
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}
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
protected override double CalculateInitialStrain(double time) => currentStrain * strainDecay(time - Previous[0].StartTime);
protected override double StrainValueAt(DifficultyHitObject current)
{
currentStrain *= strainDecay(current.DeltaTime);
currentStrain += strainValueOf(current) * skillMultiplier;
return currentStrain;
}
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}
}