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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 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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{
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private const double single_spacing_threshold = 125 ;
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private const double rhythm_multiplier = 0.75 ;
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private const int history_time_max = 5000 ; // 5 seconds of calculatingRhythmBonus max.
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private const double min_speed_bonus = 75 ; // ~200BPM
private const double speed_balancing_factor = 40 ;
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private double skillMultiplier = > 1375 ;
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private double strainDecayBase = > 0.3 ;
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private double currentStrain ;
private double currentRhythm ;
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protected override int ReducedSectionCount = > 5 ;
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protected override double DifficultyMultiplier = > 1.04 ;
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protected override int HistoryLength = > 32 ;
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private readonly double greatWindow ;
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public Speed ( Mod [ ] mods , double hitWindowGreat )
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: base ( mods )
{
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greatWindow = hitWindowGreat ;
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}
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/// <summary>
/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
/// </summary>
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private double calculateRhythmBonus ( DifficultyHitObject current )
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{
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if ( current . BaseObject is Spinner )
return 0 ;
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int previousIslandSize = 0 ;
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double rhythmComplexitySum = 0 ;
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int islandSize = 1 ;
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double startRatio = 0 ; // store the ratio of the current start of an island to buff for tighter rhythms
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bool firstDeltaSwitch = false ;
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for ( int i = Previous . Count - 2 ; i > 0 ; i - - )
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{
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OsuDifficultyHitObject currObj = ( OsuDifficultyHitObject ) Previous [ i - 1 ] ;
OsuDifficultyHitObject prevObj = ( OsuDifficultyHitObject ) Previous [ i ] ;
OsuDifficultyHitObject lastObj = ( OsuDifficultyHitObject ) Previous [ i + 1 ] ;
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double currHistoricalDecay = Math . Max ( 0 , ( history_time_max - ( current . StartTime - currObj . StartTime ) ) ) / history_time_max ; // scales note 0 to 1 from history to now
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if ( currHistoricalDecay ! = 0 )
{
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currHistoricalDecay = Math . Min ( ( double ) ( Previous . Count - i ) / Previous . Count , currHistoricalDecay ) ; // either we're limited by time or limited by object count.
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double currDelta = currObj . StrainTime ;
double prevDelta = prevObj . StrainTime ;
double lastDelta = lastObj . StrainTime ;
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double currRatio = 1.0 + 6.0 * Math . Min ( 0.5 , Math . Pow ( Math . Sin ( Math . PI / ( Math . Min ( prevDelta , currDelta ) / Math . Max ( prevDelta , currDelta ) ) ) , 2 ) ) ; // fancy function to calculate rhythmbonuses.
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double windowPenalty = Math . Min ( 1 , Math . Max ( 0 , Math . Abs ( prevDelta - currDelta ) - greatWindow * 0.6 ) / ( greatWindow * 0.6 ) ) ;
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windowPenalty = Math . Min ( 1 , windowPenalty ) ;
double effectiveRatio = windowPenalty * currRatio ;
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if ( firstDeltaSwitch )
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{
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if ( ! ( prevDelta > 1.25 * currDelta | | prevDelta * 1.25 < currDelta ) )
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{
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if ( islandSize < 7 )
islandSize + + ; // island is still progressing, count size.
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}
else
{
if ( Previous [ i - 1 ] . BaseObject is Slider ) // bpm change is into slider, this is easy acc window
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effectiveRatio * = 0.125 ;
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if ( Previous [ i ] . BaseObject is Slider ) // bpm change was from a slider, this is easier typically than circle -> circle
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effectiveRatio * = 0.25 ;
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if ( previousIslandSize = = islandSize ) // repeated island size (ex: triplet -> triplet)
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effectiveRatio * = 0.25 ;
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if ( previousIslandSize % 2 = = islandSize % 2 ) // repeated island polartiy (2 -> 4, 3 -> 5)
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effectiveRatio * = 0.50 ;
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if ( lastDelta > prevDelta + 10 & & prevDelta > currDelta + 10 ) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
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effectiveRatio * = 0.125 ;
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rhythmComplexitySum + = Math . Sqrt ( effectiveRatio * startRatio ) * currHistoricalDecay * Math . Sqrt ( 4 + islandSize ) / 2 * Math . Sqrt ( 4 + previousIslandSize ) / 2 ;
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startRatio = effectiveRatio ;
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previousIslandSize = islandSize ; // log the last island size.
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if ( prevDelta * 1.25 < currDelta ) // we're slowing down, stop counting
firstDeltaSwitch = false ; // if we're speeding up, this stays true and we keep counting island size.
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islandSize = 1 ;
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}
}
else if ( prevDelta > 1.25 * currDelta ) // we want to be speeding up.
{
// Begin counting island until we change speed again.
firstDeltaSwitch = true ;
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startRatio = effectiveRatio ;
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islandSize = 1 ;
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}
}
}
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return Math . Sqrt ( 4 + rhythmComplexitySum * rhythm_multiplier ) / 2 ; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)
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}
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private double strainValueOf ( DifficultyHitObject current )
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{
if ( current . BaseObject is Spinner )
return 0 ;
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// derive strainTime for calculation
var osuCurrObj = ( OsuDifficultyHitObject ) current ;
var osuPrevObj = Previous . Count > 0 ? ( OsuDifficultyHitObject ) Previous [ 0 ] : null ;
double strainTime = osuCurrObj . StrainTime ;
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double greatWindowFull = greatWindow * 2 ;
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double speedWindowRatio = strainTime / greatWindowFull ;
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// Aim to nerf cheesy rhythms (Very fast consecutive doubles with large deltatimes between)
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if ( osuPrevObj ! = null & & strainTime < greatWindowFull & & osuPrevObj . StrainTime > strainTime )
strainTime = Interpolation . Lerp ( osuPrevObj . StrainTime , strainTime , speedWindowRatio ) ;
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// Cap deltatime to the OD 300 hitwindow.
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// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.
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strainTime / = Math . Clamp ( ( strainTime / greatWindowFull ) / 0.93 , 0.92 , 1 ) ;
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// derive speedBonus for calculation
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double speedBonus = 1.0 ;
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if ( strainTime < min_speed_bonus )
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speedBonus = 1 + 0.75 * Math . Pow ( ( min_speed_bonus - strainTime ) / speed_balancing_factor , 2 ) ;
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double distance = Math . Min ( single_spacing_threshold , osuCurrObj . TravelDistance + osuCurrObj . JumpDistance ) ;
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return ( speedBonus + speedBonus * Math . Pow ( distance / single_spacing_threshold , 3.5 ) ) / strainTime ;
}
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private double strainDecay ( double ms ) = > Math . Pow ( strainDecayBase , ms / 1000 ) ;
protected override double CalculateInitialStrain ( double time ) = > ( currentStrain * currentRhythm ) * strainDecay ( time - Previous [ 0 ] . StartTime ) ;
protected override double StrainValueAt ( DifficultyHitObject current )
{
currentStrain * = strainDecay ( current . DeltaTime ) ;
currentStrain + = strainValueOf ( current ) * skillMultiplier ;
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currentRhythm = calculateRhythmBonus ( current ) ;
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return currentStrain * currentRhythm ;
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}
}
}