2019-02-18 13:46:32 +08:00
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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.
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using System;
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using osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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2019-02-16 10:11:31 +08:00
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using osuTK;
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2019-02-18 13:46:32 +08:00
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namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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{
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public class Movement : Skill
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{
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private const float absolute_player_positioning_error = 16f;
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private const float normalized_hitobject_radius = 41.0f;
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private const double direction_change_bonus = 12.5;
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protected override double SkillMultiplier => 850;
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protected override double StrainDecayBase => 0.2;
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protected override double DecayWeight => 0.94;
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private float? lastPlayerPosition;
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private float lastDistanceMoved;
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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var catchCurrent = (CatchDifficultyHitObject)current;
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if (lastPlayerPosition == null)
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lastPlayerPosition = catchCurrent.LastNormalizedPosition;
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2019-02-16 10:11:31 +08:00
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float playerPosition = MathHelper.Clamp(
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lastPlayerPosition.Value,
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catchCurrent.NormalizedPosition - (normalized_hitobject_radius - absolute_player_positioning_error),
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catchCurrent.NormalizedPosition + (normalized_hitobject_radius - absolute_player_positioning_error)
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);
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2019-02-20 13:13:54 +08:00
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float distanceMoved = playerPosition - lastPlayerPosition.Value;
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2019-02-16 10:11:31 +08:00
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double distanceAddition = Math.Pow(Math.Abs(distanceMoved), 1.3) / 500;
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double sqrtStrain = Math.Sqrt(catchCurrent.StrainTime);
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double bonus = 0;
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// Direction changes give an extra point!
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if (Math.Abs(distanceMoved) > 0.1)
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{
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if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved))
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{
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double bonusFactor = Math.Min(absolute_player_positioning_error, Math.Abs(distanceMoved)) / absolute_player_positioning_error;
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distanceAddition += direction_change_bonus / sqrtStrain * bonusFactor;
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// Bonus for tougher direction switches and "almost" hyperdashes at this point
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if (catchCurrent.LastObject.DistanceToHyperDash <= 10 / CatchPlayfield.BASE_WIDTH)
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bonus = 0.3 * bonusFactor;
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}
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// Base bonus for every movement, giving some weight to streams.
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distanceAddition += 7.5 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
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}
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// Bonus for "almost" hyperdashes at corner points
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if (catchCurrent.LastObject.DistanceToHyperDash <= 10.0f / CatchPlayfield.BASE_WIDTH)
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{
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if (!catchCurrent.LastObject.HyperDash)
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bonus += 1.0;
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else
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{
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// After a hyperdash we ARE in the correct position. Always!
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playerPosition = catchCurrent.NormalizedPosition;
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}
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2019-02-16 10:11:31 +08:00
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distanceAddition *= 1.0 + bonus * ((10 - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 10);
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}
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2019-02-16 10:11:31 +08:00
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lastPlayerPosition = playerPosition;
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lastDistanceMoved = distanceMoved;
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2019-02-18 13:46:32 +08:00
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return distanceAddition / catchCurrent.StrainTime;
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}
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}
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}
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