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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 ;
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using osu.Game.Rulesets.Difficulty.Preprocessing ;
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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 ;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
/// <summary>
/// Represents the skill required to correctly aim at every object in the map with a uniform CircleSize and normalized distances.
/// </summary>
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public class Aim : OsuStrainSkill
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{
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public Aim ( Mod [ ] mods )
: base ( mods )
{
}
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protected override int HistoryLength = > 2 ;
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private const double wide_angle_multiplier = 1.5 ;
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private const double acute_angle_multiplier = 2.0 ;
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private const double slider_multiplier = 1.5 ;
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private const double vel_change_multiplier = 0.75 ;
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private double currentStrain = 1 ;
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private double skillMultiplier = > 23.25 ;
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private double strainDecayBase = > 0.15 ;
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private double strainValueOf ( DifficultyHitObject current )
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{
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if ( current . BaseObject is Spinner | | Previous . Count < = 1 | | Previous [ 0 ] . BaseObject is Spinner )
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return 0 ;
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var osuCurrObj = ( OsuDifficultyHitObject ) current ;
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var osuLastObj = ( OsuDifficultyHitObject ) Previous [ 0 ] ;
var osuLastLastObj = ( OsuDifficultyHitObject ) Previous [ 1 ] ;
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// Calculate the velocity to the current hitobject, which starts with a base distance / time assuming the last object is a hitcircle.
double currVelocity = osuCurrObj . JumpDistance / osuCurrObj . StrainTime ;
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// But if the last object is a slider, then we extend the travel velocity through the slider into the current object.
if ( osuLastObj . BaseObject is Slider )
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{
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double movementVelocity = osuCurrObj . MovementDistance / osuCurrObj . MovementTime ; // calculate the movement velocity from slider end to current object
double travelVelocity = osuCurrObj . TravelDistance / osuCurrObj . TravelTime ; // calculate the slider velocity from slider head to slider end.
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currVelocity = Math . Max ( currVelocity , movementVelocity + travelVelocity ) ; // take the larger total combined velocity.
}
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// As above, do the same for the previous hitobject.
double prevVelocity = osuLastObj . JumpDistance / osuLastObj . StrainTime ;
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if ( osuLastLastObj . BaseObject is Slider )
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{
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double movementVelocity = osuLastObj . MovementDistance / osuLastObj . MovementTime ;
double travelVelocity = osuLastObj . TravelDistance / osuLastObj . TravelTime ;
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prevVelocity = Math . Max ( prevVelocity , movementVelocity + travelVelocity ) ;
}
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double angleBonus = 0 ;
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double sliderBonus = 0 ;
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double velChangeBonus = 0 ;
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double aimStrain = currVelocity ; // Start strain with regular velocity.
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if ( Math . Max ( osuCurrObj . StrainTime , osuLastObj . StrainTime ) < 1.25 * Math . Min ( osuCurrObj . StrainTime , osuLastObj . StrainTime ) ) // If rhythms are the same.
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{
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if ( osuCurrObj . Angle ! = null & & osuLastObj . Angle ! = null & & osuLastLastObj . Angle ! = null )
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{
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double currAngle = osuCurrObj . Angle . Value ;
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double lastAngle = osuLastObj . Angle . Value ;
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double lastLastAngle = osuLastLastObj . Angle . Value ;
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// Rewarding angles, take the smaller velocity as base.
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angleBonus = Math . Min ( currVelocity , prevVelocity ) ;
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double wideAngleBonus = calcWideAngleBonus ( currAngle ) ;
double acuteAngleBonus = calcAcuteAngleBonus ( currAngle ) ;
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if ( osuCurrObj . StrainTime > 100 ) // Only buff deltaTime exceeding 300 bpm 1/2.
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acuteAngleBonus = 0 ;
else
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{
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acuteAngleBonus * = calcAcuteAngleBonus ( lastAngle ) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
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* Math . Min ( angleBonus , 125 / osuCurrObj . StrainTime ) // The maximum velocity we buff is equal to 125 / strainTime
* Math . Pow ( Math . Sin ( Math . PI / 2 * Math . Min ( 1 , ( 100 - osuCurrObj . StrainTime ) / 25 ) ) , 2 ) // scale buff from 150 bpm 1/4 to 200 bpm 1/4
* Math . Pow ( Math . Sin ( Math . PI / 2 * ( Math . Clamp ( osuCurrObj . JumpDistance , 50 , 100 ) - 50 ) / 50 ) , 2 ) ; // Buff distance exceeding 50 (radius) up to 100 (diameter).
}
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wideAngleBonus * = angleBonus * ( 1 - Math . Min ( wideAngleBonus , Math . Pow ( calcWideAngleBonus ( lastAngle ) , 3 ) ) ) ; // Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
acuteAngleBonus * = 0.5 + 0.5 * ( 1 - Math . Min ( acuteAngleBonus , Math . Pow ( calcAcuteAngleBonus ( lastLastAngle ) , 3 ) ) ) ; // Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse.
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angleBonus = acuteAngleBonus * acute_angle_multiplier + wideAngleBonus * wide_angle_multiplier ; // add the angle buffs together.
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}
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}
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if ( Math . Max ( prevVelocity , currVelocity ) ! = 0 )
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{
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prevVelocity = ( osuPrevObj . JumpDistance + osuPrevObj . TravelDistance ) / osuPrevObj . StrainTime ; // We want to use the average velocity when awarding differences, not necessarily combined.
currVelocity = ( osuCurrObj . JumpDistance + osuCurrObj . TravelDistance ) / osuCurrObj . StrainTime ;
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velChangeBonus = Math . Max ( Math . Abs ( prevVelocity - currVelocity ) // reward for % distance slowed down compared to previous, paying attention to not award overlap
* Math . Pow ( Math . Sin ( Math . PI / 2 * Math . Min ( 1 , osuCurrObj . JumpDistance / 100 ) ) , 2 ) // do not award overlap
* Math . Pow ( Math . Sin ( Math . PI / 2 * Math . Abs ( prevVelocity - currVelocity ) / Math . Max ( prevVelocity , currVelocity ) ) , 2 ) , // scale with ratio of difference compared to max
Math . Min ( 125 / Math . Min ( osuCurrObj . StrainTime , osuPrevObj . StrainTime ) , Math . Abs ( prevVelocity - currVelocity ) ) // reward for % distance up to 125 / strainTime for overlaps where velocity is still changing.
* Math . Pow ( Math . Sin ( Math . PI / 2 * Math . Abs ( prevVelocity - currVelocity ) / Math . Max ( prevVelocity , currVelocity ) ) , 2 ) ) ; // scale with ratio of difference compared to max
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velChangeBonus * = Math . Pow ( Math . Min ( osuCurrObj . StrainTime , osuPrevObj . StrainTime ) / Math . Max ( osuCurrObj . StrainTime , osuPrevObj . StrainTime ) , 2 ) ; // penalize for rhythm changes.
}
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if ( osuCurrObj . TravelTime ! = 0 )
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{
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sliderBonus = osuCurrObj . TravelDistance / osuCurrObj . TravelTime ; // add some slider rewards
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}
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aimStrain + = Math . Max ( angleBonus , velChangeBonus * vel_change_multiplier ) ; // Add in angle bonus or velchange bonus, whichever is larger.
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aimStrain + = sliderBonus * slider_multiplier ; // Add in additional slider velocity.
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return aimStrain ;
}
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private double calcWideAngleBonus ( double angle ) = > Math . Pow ( Math . Sin ( 3.0 / 4 * ( Math . Min ( 5.0 / 6 * Math . PI , Math . Max ( Math . PI / 6 , angle ) ) - Math . PI / 6 ) ) , 2 ) ;
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private double calcAcuteAngleBonus ( double angle ) = > 1 - calcWideAngleBonus ( angle ) ;
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private double applyDiminishingExp ( double val ) = > Math . Pow ( val , 0.99 ) ;
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private double strainDecay ( double ms ) = > Math . Pow ( strainDecayBase , ms / 1000 ) ;
protected override double CalculateInitialStrain ( double time ) = > currentStrain * strainDecay ( time - Previous [ 0 ] . StartTime ) ;
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protected override double StrainValueAt ( DifficultyHitObject current )
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{
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currentStrain * = strainDecay ( current . DeltaTime ) ;
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currentStrain + = strainValueOf ( current ) * skillMultiplier ;
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return currentStrain ;
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}
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}
}