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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.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.
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using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects;
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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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{
public class OsuDifficultyHitObject : DifficultyHitObject
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{
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private const int normalised_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
private const int min_delta_time = 25;
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private const float maximum_slider_radius = normalised_radius * 2.4f;
private const float assumed_slider_radius = normalised_radius * 1.8f;
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protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;
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/// <summary>
/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
/// </summary>
public readonly double StrainTime;
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/// <summary>
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/// Normalised 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; }
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/// <summary>
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/// Normalised minimum 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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/// <remarks>
/// This is bounded by <see cref="JumpDistance"/>, but may be smaller if a more natural path is able to be taken through a preceding slider.
/// </remarks>
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public double MovementDistance { get; private set; }
/// <summary>
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/// The time taken to travel through <see cref="MovementDistance"/>, with a minimum value of 25ms.
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/// </summary>
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public double MovementTime { get; private set; }
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/// <summary>
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/// Normalised distance between the start and end position of this <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double TravelDistance { get; private set; }
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/// <summary>
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/// The time taken to travel through <see cref="TravelDistance"/>, with a minimum value of 25ms for a non-zero distance.
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/// </summary>
public double TravelTime { get; private set; }
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/// <summary>
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/// Angle the player has to take to hit this <see cref="OsuDifficultyHitObject"/>.
/// Calculated as the angle between the circles (current-2, current-1, current).
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/// </summary>
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public double? Angle { get; private set; }
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private readonly OsuHitObject lastLastObject;
private readonly OsuHitObject lastObject;
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public OsuDifficultyHitObject(HitObject hitObject, HitObject lastLastObject, HitObject lastObject, double clockRate)
: base(hitObject, lastObject, clockRate)
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{
this.lastLastObject = (OsuHitObject)lastLastObject;
this.lastObject = (OsuHitObject)lastObject;
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// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
StrainTime = Math.Max(DeltaTime, min_delta_time);
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setDistances(clockRate);
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}
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private void setDistances(double clockRate)
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{
if (BaseObject is Slider currentSlider)
{
computeSliderCursorPosition(currentSlider);
TravelDistance = currentSlider.LazyTravelDistance;
TravelTime = Math.Max(currentSlider.LazyTravelTime / clockRate, min_delta_time);
}
// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner
if (BaseObject is Spinner || lastObject is Spinner)
return;
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// We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps.
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float scalingFactor = normalised_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;
}
Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
MovementTime = StrainTime;
MovementDistance = JumpDistance;
if (lastObject is Slider lastSlider)
{
double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
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MovementTime = Math.Max(StrainTime - lastTravelTime, min_delta_time);
//
// We'll try to better approximate the real movements a player will take in patterns following on from sliders. Consider the following slider-to-object patterns:
//
// 1. <======o==>
// | /
// o
//
// 2. <======o==>---o
// |______|
//
// Where "<==>" represents a slider, and "o" represents where the cursor needs to be for either hitobject (for a slider, this is the lazy cursor position).
//
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// The pattern (o--o) has distance JumpDistance.
// The pattern (>--o) is a new distance we'll call "tailJumpDistance".
//
// Case (1) is an anti-flow pattern, where players will cut the slider short in order to move to the next object. The most natural jump pattern is (o--o).
// Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The most natural jump pattern is (>--o).
//
// A lenience is applied by assuming that the player jumps the minimum of these two distances in all cases.
//
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float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
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MovementDistance = Math.Max(0, Math.Min(JumpDistance - (maximum_slider_radius - assumed_slider_radius), tailJumpDistance - maximum_slider_radius));
}
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if (lastLastObject != null && !(lastLastObject is Spinner))
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{
Vector2 lastLastCursorPosition = getEndCursorPosition(lastLastObject);
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Vector2 v1 = lastLastCursorPosition - lastObject.StackedPosition;
Vector2 v2 = BaseObject.StackedPosition - lastCursorPosition;
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float dot = Vector2.Dot(v1, v2);
float det = v1.X * v2.Y - v1.Y * v2.X;
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Angle = Math.Abs(Math.Atan2(det, dot));
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}
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}
private void computeSliderCursorPosition(Slider slider)
{
if (slider.LazyEndPosition != null)
return;
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slider.LazyTravelTime = slider.NestedHitObjects[^1].StartTime - slider.StartTime;
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double endTimeMin = slider.LazyTravelTime / slider.SpanDuration;
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if (endTimeMin % 2 >= 1)
endTimeMin = 1 - endTimeMin % 1;
else
endTimeMin %= 1;
slider.LazyEndPosition = slider.StackedPosition + slider.Path.PositionAt(endTimeMin); // temporary lazy end position until a real result can be derived.
var currCursorPosition = slider.StackedPosition;
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double scalingFactor = normalised_radius / slider.Radius; // lazySliderDistance is coded to be sensitive to scaling, this makes the maths easier with the thresholds being used.
for (int i = 1; i < slider.NestedHitObjects.Count; i++)
{
var currMovementObj = (OsuHitObject)slider.NestedHitObjects[i];
Vector2 currMovement = Vector2.Subtract(currMovementObj.StackedPosition, currCursorPosition);
double currMovementLength = scalingFactor * currMovement.Length;
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// Amount of movement required so that the cursor position needs to be updated.
double requiredMovement = assumed_slider_radius;
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if (i == slider.NestedHitObjects.Count - 1)
{
// The end of a slider has special aim rules due to the relaxed time constraint on position.
// There is both a lazy end position as well as the actual end slider position. We assume the player takes the simpler movement.
// For sliders that are circular, the lazy end position may actually be farther away than the sliders true end.
// This code is designed to prevent buffing situations where lazy end is actually a less efficient movement.
Vector2 lazyMovement = Vector2.Subtract((Vector2)slider.LazyEndPosition, currCursorPosition);
if (lazyMovement.Length < currMovement.Length)
currMovement = lazyMovement;
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currMovementLength = scalingFactor * currMovement.Length;
}
else if (currMovementObj is SliderRepeat)
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{
// For a slider repeat, assume a tighter movement threshold to better assess repeat sliders.
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requiredMovement = normalised_radius;
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}
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if (currMovementLength > requiredMovement)
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{
// this finds the positional delta from the required radius and the current position, and updates the currCursorPosition accordingly, as well as rewarding distance.
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currCursorPosition = Vector2.Add(currCursorPosition, Vector2.Multiply(currMovement, (float)((currMovementLength - requiredMovement) / currMovementLength)));
currMovementLength *= (currMovementLength - requiredMovement) / currMovementLength;
slider.LazyTravelDistance += (float)currMovementLength;
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}
if (i == slider.NestedHitObjects.Count - 1)
slider.LazyEndPosition = currCursorPosition;
}
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slider.LazyTravelDistance *= (float)Math.Pow(1 + slider.RepeatCount / 2.5, 1.0 / 2.5); // Bonus for repeat sliders until a better per nested object strain system can be achieved.
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}
private Vector2 getEndCursorPosition(OsuHitObject hitObject)
{
Vector2 pos = hitObject.StackedPosition;
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if (hitObject is Slider slider)
{
computeSliderCursorPosition(slider);
pos = slider.LazyEndPosition ?? pos;
}
return pos;
}
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}
}