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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.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.Mods;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
using osu.Framework.Utils;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
/// <summary>
/// Represents the skill required to press keys with regards to keeping up with the speed at which objects need to be hit.
/// </summary>
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public class Speed : OsuStrainSkill
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{
private const double single_spacing_threshold = 125;
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private const double angle_bonus_begin = 5 * Math.PI / 6;
private const double pi_over_4 = Math.PI / 4;
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private const double pi_over_2 = Math.PI / 2;
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protected override double SkillMultiplier => 1400;
protected override double StrainDecayBase => 0.3;
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protected override int ReducedSectionCount => 5;
protected override double DifficultyMultiplier => 1.04;
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private const double min_speed_bonus = 75; // ~200BPM
private const double speed_balancing_factor = 40;
private double greatWindow;
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public Speed(Mod[] mods, float od, double clockRate)
: base(mods)
{
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greatWindow = (79 - (od * 6) + 0.5) / clockRate;
}
protected override double StrainValueOf(DifficultyHitObject current)
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{
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if (current.BaseObject is Spinner)
return 0;
var osuCurrent = (OsuDifficultyHitObject)current;
double distance = Math.Min(single_spacing_threshold, osuCurrent.TravelDistance + osuCurrent.JumpDistance);
double deltaTime = current.DeltaTime;
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// Aim to nerf cheesy rhythms (Very fast consecutive doubles with large deltatimes between)
double deltaTimeThreshold = greatWindow * 2;
if (Previous.Count > 0 && deltaTime < deltaTimeThreshold && Previous[0].DeltaTime > deltaTime)
{
double speedWindowRatio = deltaTime / deltaTimeThreshold;
deltaTime = Interpolation.Lerp(Previous[0].DeltaTime, deltaTime, speedWindowRatio);
}
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// Cap deltatime to the OD 300 hitwindow.
// 0.77 is derived from making sure 260bpm OD8 streams aren't nerfed
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var hitWindowNerf = deltaTime / (greatWindow * 2 * 0.77);
deltaTime /= Math.Clamp(hitWindowNerf, 0.92, 1);
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double speedBonus = 1.0;
if (deltaTime < min_speed_bonus)
speedBonus = 1 + Math.Pow((min_speed_bonus - deltaTime) / speed_balancing_factor, 2);
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double angleBonus = 1.0;
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if (osuCurrent.Angle != null && osuCurrent.Angle.Value < angle_bonus_begin)
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{
angleBonus = 1 + Math.Pow(Math.Sin(1.5 * (angle_bonus_begin - osuCurrent.Angle.Value)), 2) / 3.57;
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if (osuCurrent.Angle.Value < pi_over_2)
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{
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angleBonus = 1.28;
if (distance < 90 && osuCurrent.Angle.Value < pi_over_4)
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angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1);
else if (distance < 90)
angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1) * Math.Sin((pi_over_2 - osuCurrent.Angle.Value) / pi_over_4);
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}
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}
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return (1 + (speedBonus - 1) * 0.75) * angleBonus * (0.95 + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / deltaTime;
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}
}
}