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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 ;
using System.Linq ;
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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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{
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public class OsuDifficultyHitObject : DifficultyHitObject
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{
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private const int normalized_radius = 50 ; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
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private const int min_delta_time = 25 ;
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protected new OsuHitObject BaseObject = > ( OsuHitObject ) base . BaseObject ;
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/// <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 ; }
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/// <summary>
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/// 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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public double MovementDistance { get ; private set ; }
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/// <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>
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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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/// <summary>
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/// Milliseconds elapsed since the end time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
public double MovementTime { get ; private set ; }
/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/> to the end time of the same previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
public double TravelTime { get ; private set ; }
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/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
public readonly double StrainTime ;
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private readonly OsuHitObject lastLastObject ;
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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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{
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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.
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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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{
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// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner
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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 = 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 = getEndCursorPosition ( lastObject ) ;
JumpDistance = ( BaseObject . StackedPosition * scalingFactor - lastCursorPosition * scalingFactor ) . Length ;
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if ( lastObject is Slider lastSlider )
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{
computeSliderCursorPosition ( lastSlider ) ;
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TravelDistance = 0 ;
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TravelTime = Math . Max ( lastSlider . LazyTravelTime / clockRate , min_delta_time ) ;
MovementTime = Math . Max ( StrainTime - TravelTime , min_delta_time ) ;
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MovementDistance = Vector2 . Subtract ( lastSlider . TailCircle . StackedPosition , BaseObject . StackedPosition ) . Length * scalingFactor ;
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int repeatCount = 0 ;
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Vector2 currSliderPosition = ( ( OsuHitObject ) lastSlider . NestedHitObjects [ 0 ] ) . StackedPosition ;
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for ( int i = 1 ; i < lastSlider . NestedHitObjects . Count ; i + + )
{
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var currSliderObj = ( OsuHitObject ) lastSlider . NestedHitObjects [ i ] ;
Vector2 currSlider = Vector2 . Subtract ( currSliderObj . StackedPosition , currSliderPosition ) ;
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double currSliderLength = currSlider . Length * scalingFactor ;
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if ( currSliderObj is SliderEndCircle & & ! ( currSliderObj is SliderRepeat ) )
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{
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Vector2 lazySlider = Vector2 . Subtract ( ( Vector2 ) lastSlider . LazyEndPosition , currSliderPosition ) ;
if ( lazySlider . Length < currSlider . Length )
currSlider = lazySlider ; // Take the least distance from slider end vs lazy end.
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currSliderLength = currSlider . Length * scalingFactor ;
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}
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if ( currSliderObj is SliderTick )
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{
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if ( currSliderLength > 120 ) // 120 is used here as 120 = 2.4 * radius, which means that the cursor assumes the position of least movement required to reach the active tick window.
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{
currSliderPosition = Vector2 . Add ( currSliderPosition , Vector2 . Multiply ( currSlider , ( float ) ( ( currSliderLength - 120 ) / currSliderLength ) ) ) ;
currSliderLength * = ( currSliderLength - 120 ) / currSliderLength ;
}
else
currSliderLength = 0 ;
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}
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else if ( currSliderObj is SliderRepeat )
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{
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if ( currSliderLength > 50 ) // 50 is used here as 50 = radius. This is a way to reward motion of back and forths sliders where we assume the player moves to atleast the rim of the hitcircle.
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{
currSliderPosition = Vector2 . Add ( currSliderPosition , Vector2 . Multiply ( currSlider , ( float ) ( ( currSliderLength - 50 ) / currSliderLength ) ) ) ;
currSliderLength * = ( currSliderLength - 50 ) / currSliderLength ;
}
else
currSliderLength = 0 ;
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}
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else
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{
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currSliderPosition = Vector2 . Add ( currSliderPosition , currSlider ) ;
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}
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if ( currSliderObj is SliderRepeat )
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repeatCount + + ;
TravelDistance + = currSliderLength ;
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}
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TravelDistance * = Math . Pow ( 1 + 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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// Jump distance from the slider tail to the next object, as opposed to the lazy position of JumpDistance.
float tailJumpDistance = Vector2 . Subtract ( lastSlider . TailCircle . StackedPosition , BaseObject . StackedPosition ) . Length * scalingFactor ;
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// For hitobjects which continue in the direction of the slider, the player will normally follow through the slider,
// such that they're not jumping from the lazy position but rather from very close to (or the end of) the slider.
// In such cases, a leniency is applied by also considering the jump distance from the tail of the slider, and taking the minimum jump distance.
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// Additional distance is removed based on position of jump relative to slider follow circle radius.
// JumpDistance is 50 since follow radius = 1.4 * radius. tailJumpDistance is 120 since the full distance of radial leniency is still possible.
MovementDistance = Math . Max ( 0 , Math . Min ( JumpDistance - 50 , tailJumpDistance - 120 ) ) ;
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}
else
{
MovementTime = StrainTime ;
MovementDistance = JumpDistance ;
}
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if ( lastLastObject ! = null & & ! ( lastLastObject is Spinner ) )
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{
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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 . LazyEndPosition = slider . StackedPosition ;
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float approxFollowCircleRadius = ( float ) ( slider . Radius * 1.4 ) ; // using 1.4 to better follow the real movement of a cursor.
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var computeVertex = new Action < double > ( t = >
{
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double progress = ( t - slider . StartTime ) / slider . SpanDuration ;
if ( progress % 2 > = 1 )
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progress = 1 - progress % 1 ;
else
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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 ;
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slider . LazyTravelTime = t - slider . StartTime ;
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if ( dist > approxFollowCircleRadius )
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{
// The cursor would be outside the follow circle, we need to move it
diff . Normalize ( ) ; // Obtain direction of diff
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dist - = approxFollowCircleRadius ;
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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 ( double time in scoringTimes )
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computeVertex ( time ) ;
}
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private Vector2 getEndCursorPosition ( OsuHitObject hitObject )
{
Vector2 pos = hitObject . StackedPosition ;
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if ( hitObject is Slider slider )
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{
computeSliderCursorPosition ( slider ) ;
pos = slider . LazyEndPosition ? ? pos ;
}
return pos ;
}
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}
}