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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 ;
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using System.Collections.Generic ;
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using System.Linq ;
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using osu.Game.Beatmaps ;
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using osu.Game.Rulesets.Catch.Difficulty.Preprocessing ;
using osu.Game.Rulesets.Catch.Difficulty.Skills ;
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using osu.Game.Rulesets.Catch.Objects ;
using osu.Game.Rulesets.Catch.UI ;
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using osu.Game.Rulesets.Difficulty ;
using osu.Game.Rulesets.Difficulty.Preprocessing ;
using osu.Game.Rulesets.Difficulty.Skills ;
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using osu.Game.Rulesets.Mods ;
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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public class CatchDifficultyCalculator : DifficultyCalculator
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{
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private const double star_scaling_factor = 0.145 ;
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protected override int SectionLength = > 750 ;
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private readonly float halfCatchWidth ;
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public CatchDifficultyCalculator ( Ruleset ruleset , WorkingBeatmap beatmap )
: base ( ruleset , beatmap )
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{
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var catcher = new CatcherArea . Catcher ( beatmap . BeatmapInfo . BaseDifficulty ) ;
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halfCatchWidth = catcher . CatchWidth * 0.5f ;
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// We're only using 80% of the catcher's width to simulate imperfect gameplay.
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halfCatchWidth * = 0.8f ;
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}
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protected override DifficultyAttributes CreateDifficultyAttributes ( IBeatmap beatmap , Mod [ ] mods , Skill [ ] skills , double clockRate )
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{
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if ( beatmap . HitObjects . Count = = 0 )
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return new CatchDifficultyAttributes { Mods = mods } ;
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// this is the same as osu!, so there's potential to share the implementation... maybe
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double preempt = BeatmapDifficulty . DifficultyRange ( beatmap . BeatmapInfo . BaseDifficulty . ApproachRate , 1800 , 1200 , 450 ) / clockRate ;
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return new CatchDifficultyAttributes
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{
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StarRating = Math . Sqrt ( skills [ 0 ] . DifficultyValue ( ) ) * star_scaling_factor ,
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Mods = mods ,
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ApproachRate = preempt > 1200.0 ? - ( preempt - 1800.0 ) / 120.0 : - ( preempt - 1200.0 ) / 150.0 + 5.0 ,
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MaxCombo = beatmap . HitObjects . Count ( h = > h is Fruit ) + beatmap . HitObjects . OfType < JuiceStream > ( ) . SelectMany ( j = > j . NestedHitObjects ) . Count ( h = > ! ( h is TinyDroplet ) )
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} ;
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}
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protected override IEnumerable < DifficultyHitObject > CreateDifficultyHitObjects ( IBeatmap beatmap , double clockRate )
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{
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CatchHitObject lastObject = null ;
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foreach ( var hitObject in beatmap . HitObjects . OfType < CatchHitObject > ( ) )
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{
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if ( lastObject = = null )
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{
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lastObject = hitObject ;
continue ;
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}
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switch ( hitObject )
{
// We want to only consider fruits that contribute to the combo. Droplets are addressed as accuracy and spinners are not relevant for "skill" calculations.
case Fruit fruit :
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yield return new CatchDifficultyHitObject ( fruit , lastObject , clockRate , halfCatchWidth ) ;
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lastObject = hitObject ;
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break ;
case JuiceStream _ :
foreach ( var nested in hitObject . NestedHitObjects . OfType < CatchHitObject > ( ) . Where ( o = > ! ( o is TinyDroplet ) ) )
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{
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yield return new CatchDifficultyHitObject ( nested , lastObject , clockRate , halfCatchWidth ) ;
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lastObject = nested ;
}
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break ;
}
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}
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}
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protected override Skill [ ] CreateSkills ( IBeatmap beatmap ) = > new Skill [ ]
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{
new Movement ( ) ,
} ;
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}
}