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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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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 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 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 ;
var osuPrevObj = ( OsuDifficultyHitObject ) Previous [ 0 ] ;
var osuLastObj = ( OsuDifficultyHitObject ) Previous [ 1 ] ;
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double currVelocity = osuCurrObj . JumpDistance / osuCurrObj . StrainTime ; // Start with the base distance / time
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if ( osuPrevObj . BaseObject is Slider ) // If object is a slider
{
double movementVelocity = osuCurrObj . MovementDistance / osuCurrObj . MovementTime ; // calculate the movement velocity from slider end to next note
double travelVelocity = osuCurrObj . TravelDistance / osuCurrObj . TravelTime ; // calculate the slider velocity from slider head to lazy end.
currVelocity = Math . Max ( currVelocity , movementVelocity + travelVelocity ) ; // take the larger total combined velocity.
}
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double prevVelocity = osuPrevObj . JumpDistance / osuPrevObj . StrainTime ; // do the same for the previous velocity.
if ( osuLastObj . BaseObject is Slider )
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{
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double movementVelocity = osuPrevObj . MovementDistance / osuPrevObj . MovementTime ;
double travelVelocity = osuPrevObj . TravelDistance / osuPrevObj . TravelTime ;
prevVelocity = Math . Max ( prevVelocity , movementVelocity + travelVelocity ) ;
}
double angleBonus = 0 ;
double aimStrain = currVelocity ; // Start strain with regular velocity.
if ( Precision . AlmostEquals ( osuCurrObj . StrainTime , osuPrevObj . StrainTime , 10 ) ) // If rhythms are the same.
{
if ( osuCurrObj . Angle ! = null & & osuPrevObj . Angle ! = null )
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{
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double currAngle = osuCurrObj . Angle . Value ;
double prevAngle = osuPrevObj . Angle . Value ;
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double lastAngle = osuLastObj . 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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acuteAngleBonus * = calcAcuteAngleBonus ( prevAngle ) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
* 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 . Min ( 100 , osuCurrObj . JumpDistance ) - 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 ( prevAngle ) , 3 ) ) ) ; // Penalize wide angles if they're repeated, reducing the penalty as the prevAngle gets more acute.
acuteAngleBonus * = 0.5 + 0.5 * ( 1 - Math . Min ( acuteAngleBonus , Math . Pow ( calcAcuteAngleBonus ( lastAngle ) , 3 ) ) ) ; // Penalize acute angles if they're repeated, reducing the penalty as the lastAngle gets more obtuse.
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angleBonus = acuteAngleBonus * acute_angle_multiplier + wideAngleBonus * wide_angle_multiplier ; // add the anglebuffs together.
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}
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}
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aimStrain + = angleBonus ; // Add in angle bonus.
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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 ) ;
protected override double StrainValueAt ( DifficultyHitObject current )
{
currentStrain * = strainDecay ( current . DeltaTime ) ;
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currentStrain + = strainValueOf ( current ) * skillMultiplier ;
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return currentStrain ;
}
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}
}