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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.Catch.Objects ;
using osu.Game.Rulesets.Catch.UI ;
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using osuTK ;
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namespace osu.Game.Rulesets.Catch.Difficulty
{
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public class CatchDifficultyHitObject
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{
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internal static readonly double DECAY_BASE = 0.20 ;
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private const float normalized_hitobject_radius = 41.0f ;
private const float absolute_player_positioning_error = 16f ;
private readonly float playerPositioningError ;
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internal CatchHitObject BaseHitObject ;
/// <summary>
/// Measures jump difficulty. CtB doesn't have something like button pressing speed or accuracy
/// </summary>
internal double Strain = 1 ;
/// <summary>
/// This is required to keep track of lazy player movement (always moving only as far as necessary)
/// Without this quick repeat sliders / weirdly shaped streams might become ridiculously overrated
/// </summary>
internal float PlayerPositionOffset ;
internal float LastMovement ;
internal float NormalizedPosition ;
internal float ActualNormalizedPosition = > NormalizedPosition + PlayerPositionOffset ;
internal CatchDifficultyHitObject ( CatchHitObject baseHitObject , float catcherWidthHalf )
{
BaseHitObject = baseHitObject ;
// We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps.
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float scalingFactor = normalized_hitobject_radius / catcherWidthHalf ;
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playerPositioningError = absolute_player_positioning_error ; // * scalingFactor;
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NormalizedPosition = baseHitObject . X * CatchPlayfield . BASE_WIDTH * scalingFactor ;
}
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private const double direction_change_bonus = 12.5 ;
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internal void CalculateStrains ( CatchDifficultyHitObject previousHitObject , double timeRate )
{
// Rather simple, but more specialized things are inherently inaccurate due to the big difference playstyles and opinions make.
// See Taiko feedback thread.
double timeElapsed = ( BaseHitObject . StartTime - previousHitObject . BaseHitObject . StartTime ) / timeRate ;
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double decay = Math . Pow ( DECAY_BASE , timeElapsed / 1000 ) ;
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// Update new position with lazy movement.
PlayerPositionOffset =
MathHelper . Clamp (
previousHitObject . ActualNormalizedPosition ,
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NormalizedPosition - ( normalized_hitobject_radius - playerPositioningError ) ,
NormalizedPosition + ( normalized_hitobject_radius - playerPositioningError ) ) // Obtain new lazy position, but be stricter by allowing for an error of a certain degree of the player.
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- NormalizedPosition ; // Subtract HitObject position to obtain offset
LastMovement = DistanceTo ( previousHitObject ) ;
double addition = spacingWeight ( LastMovement ) ;
if ( NormalizedPosition < previousHitObject . NormalizedPosition )
{
LastMovement = - LastMovement ;
}
CatchHitObject previousHitCircle = previousHitObject . BaseHitObject ;
double additionBonus = 0 ;
double sqrtTime = Math . Sqrt ( Math . Max ( timeElapsed , 25 ) ) ;
// Direction changes give an extra point!
if ( Math . Abs ( LastMovement ) > 0.1 )
{
if ( Math . Abs ( previousHitObject . LastMovement ) > 0.1 & & Math . Sign ( LastMovement ) ! = Math . Sign ( previousHitObject . LastMovement ) )
{
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double bonus = direction_change_bonus / sqrtTime ;
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// Weight bonus by how
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double bonusFactor = Math . Min ( playerPositioningError , Math . Abs ( LastMovement ) ) / playerPositioningError ;
// We want time to play a role twice here!
addition + = bonus * bonusFactor ;
// Bonus for tougher direction switches and "almost" hyperdashes at this point
if ( previousHitCircle ! = null & & previousHitCircle . DistanceToHyperDash < = 10.0f / CatchPlayfield . BASE_WIDTH )
{
additionBonus + = 0.3 * bonusFactor ;
}
}
// Base bonus for every movement, giving some weight to streams.
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addition + = 7.5 * Math . Min ( Math . Abs ( LastMovement ) , normalized_hitobject_radius * 2 ) / ( normalized_hitobject_radius * 6 ) / sqrtTime ;
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}
// Bonus for "almost" hyperdashes at corner points
if ( previousHitCircle ! = null & & previousHitCircle . DistanceToHyperDash < = 10.0f / CatchPlayfield . BASE_WIDTH )
{
if ( ! previousHitCircle . HyperDash )
{
additionBonus + = 1.0 ;
}
else
{
// After a hyperdash we ARE in the correct position. Always!
PlayerPositionOffset = 0 ;
}
addition * = 1.0 + additionBonus * ( ( 10 - previousHitCircle . DistanceToHyperDash * CatchPlayfield . BASE_WIDTH ) / 10 ) ;
}
addition * = 850.0 / Math . Max ( timeElapsed , 25 ) ;
Strain = previousHitObject . Strain * decay + addition ;
}
private static double spacingWeight ( float distance )
{
return Math . Pow ( distance , 1.3 ) / 500 ;
}
internal float DistanceTo ( CatchDifficultyHitObject other )
{
return Math . Abs ( ActualNormalizedPosition - other . ActualNormalizedPosition ) ;
}
}
}