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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.
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// 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)
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: base(mods)
{
hidden = mods.Any(m => m is OsuModHidden);
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}
private double skillMultiplier => 0.05;
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 readonly bool hidden;
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private const double max_opacity_bonus = 0.4;
private const double hidden_bonus = 0.2;
private double currentStrain;
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private double strainValueOf(DifficultyHitObject current)
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{
if (current.BaseObject is Spinner)
return 0;
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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OsuDifficultyHitObject lastObj = osuCurrent;
// This is iterating backwards in time from the current object.
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for (int i = 0; i < Previous.Count; i++)
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{
var currentObj = (OsuDifficultyHitObject)Previous[i];
var currentHitObject = (OsuHitObject)(currentObj.BaseObject);
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if (!(currentObj.BaseObject is Spinner))
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{
double jumpDistance = (osuHitObject.StackedPosition - currentHitObject.EndPosition).Length;
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cumulativeStrainTime += lastObj.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, (currentObj.LazyJumpDistance / scalingFactor) / 25.0);
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// Bonus based on how visible the object is.
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double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, hidden));
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result += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
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}
lastObj = currentObj;
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}
result = Math.Pow(smallDistNerf * result, 2.0);
// Additional bonus for Hidden due to there being no approach circles.
if (hidden)
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result *= 1.0 + hidden_bonus;
return result;
}
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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}
}