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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System ;
using System.Linq ;
using osu.Game.Rulesets.Osu.Objects ;
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using osuTK ;
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namespace osu.Game.Rulesets.Osu.Difficulty.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
{
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private const int normalized_radius = 52 ;
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/// <summary>
/// The <see cref="OsuHitObject"/> this <see cref="OsuDifficultyHitObject"/> refers to.
/// </summary>
public OsuHitObject BaseObject { get ; }
/// <summary>
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/// Normalized distance from the end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double JumpDistance { get ; private set ; }
/// <summary>
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/// Normalized distance between the start and end position of the previous <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
public double TravelDistance { get ; private set ; }
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/// <summary>
/// Milliseconds elapsed since the StartTime of the previous <see cref="OsuDifficultyHitObject"/>.
/// </summary>
public double DeltaTime { get ; private set ; }
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/// <summary>
/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 50ms.
/// </summary>
public double StrainTime { get ; private set ; }
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public double? Angle { get ; private set ; }
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private readonly OsuHitObject lastObject ;
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private readonly OsuHitObject nextObject ;
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private readonly double timeRate ;
/// <summary>
/// Initializes the object calculating extra data required for difficulty calculation.
/// </summary>
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public OsuDifficultyHitObject ( OsuHitObject lastObject , OsuHitObject currentObject , OsuHitObject nextObject , double timeRate )
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{
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this . lastObject = lastObject ;
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this . nextObject = nextObject ;
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this . timeRate = timeRate ;
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BaseObject = currentObject ;
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setDistances ( ) ;
setTimingValues ( ) ;
// Calculate angle here
}
private void setDistances ( )
{
// We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps.
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float scalingFactor = normalized_radius / ( float ) BaseObject . Radius ;
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if ( BaseObject . Radius < 30 )
{
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float smallCircleBonus = Math . Min ( 30 - ( float ) BaseObject . Radius , 5 ) / 50 ;
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scalingFactor * = 1 + smallCircleBonus ;
}
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Vector2 lastCursorPosition = lastObject . StackedPosition ;
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var lastSlider = lastObject as Slider ;
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if ( lastSlider ! = null )
{
computeSliderCursorPosition ( lastSlider ) ;
lastCursorPosition = lastSlider . LazyEndPosition ? ? lastCursorPosition ;
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TravelDistance = lastSlider . LazyTravelDistance * scalingFactor ;
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}
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// Don't need to jump to reach spinners
if ( ! ( BaseObject is Spinner ) )
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JumpDistance = ( BaseObject . StackedPosition * scalingFactor - lastCursorPosition * scalingFactor ) . Length ;
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if ( nextObject ! = null )
{
var endCursorPosition = BaseObject . StackedPosition ;
var currentSlider = BaseObject as Slider ;
if ( currentSlider ! = null )
{
computeSliderCursorPosition ( currentSlider ) ;
endCursorPosition = currentSlider . LazyEndPosition ? ? endCursorPosition ;
}
Vector2 v1 = lastCursorPosition - BaseObject . StackedPosition ;
Vector2 v2 = nextObject . StackedPosition - endCursorPosition ;
float dot = Vector2 . Dot ( v1 , v2 ) ;
float det = v1 . X * v2 . Y - v1 . Y * v2 . X ;
Angle = Math . Atan2 ( det , dot ) ;
}
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}
private void setTimingValues ( )
{
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DeltaTime = ( BaseObject . StartTime - lastObject . StartTime ) / timeRate ;
// Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure
StrainTime = Math . Max ( 50 , DeltaTime ) ;
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}
private void computeSliderCursorPosition ( Slider slider )
{
if ( slider . LazyEndPosition ! = null )
return ;
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slider . LazyEndPosition = slider . StackedPosition ;
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float approxFollowCircleRadius = ( float ) ( slider . Radius * 3 ) ;
var computeVertex = new Action < double > ( t = >
{
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double progress = ( ( int ) t - ( int ) slider . StartTime ) / ( float ) ( int ) slider . SpanDuration ;
if ( progress % 2 > 1 )
progress = 1 - progress % 1 ;
else
progress = progress % 1 ;
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// ReSharper disable once PossibleInvalidOperationException (bugged in current r# version)
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var diff = slider . StackedPosition + slider . Path . PositionAt ( progress ) - slider . LazyEndPosition . Value ;
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float dist = diff . Length ;
if ( dist > approxFollowCircleRadius )
{
// The cursor would be outside the follow circle, we need to move it
diff . Normalize ( ) ; // Obtain direction of diff
dist - = approxFollowCircleRadius ;
slider . LazyEndPosition + = diff * dist ;
slider . LazyTravelDistance + = dist ;
}
} ) ;
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// Skip the head circle
var scoringTimes = slider . NestedHitObjects . Skip ( 1 ) . Select ( t = > t . StartTime ) ;
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foreach ( var time in scoringTimes )
computeVertex ( time ) ;
computeVertex ( slider . EndTime ) ;
}
}
}