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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 osu.Game.Rulesets.Difficulty.Preprocessing ;
using osu.Game.Rulesets.Objects ;
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using osu.Game.Rulesets.Osu.Objects ;
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using osuTK ;
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namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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{
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public class OsuDifficultyHitObject : DifficultyHitObject
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{
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private const int normalized_radius = 50 ; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
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private const int min_delta_time = 25 ;
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private const float maximum_slider_radius = normalized_radius * 2.4f ;
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private const float assumed_slider_radius = normalized_radius * 1.8f ;
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protected new OsuHitObject BaseObject = > ( OsuHitObject ) base . BaseObject ;
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/// <summary>
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/// Normalized distance from the end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double JumpDistance { get ; private set ; }
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/// <summary>
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/// Minimum distance from the end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double MovementDistance { get ; private set ; }
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/// <summary>
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/// Normalized distance between the start and end position of the previous <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
public double TravelDistance { get ; private set ; }
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/// <summary>
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/// Angle the player has to take to hit this <see cref="OsuDifficultyHitObject"/>.
/// Calculated as the angle between the circles (current-2, current-1, current).
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/// </summary>
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public double? Angle { get ; private set ; }
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/// <summary>
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/// Milliseconds elapsed since the end time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
public double MovementTime { get ; private set ; }
/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/> to the end time of the same previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
public double TravelTime { get ; private set ; }
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/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
public readonly double StrainTime ;
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private readonly OsuHitObject lastLastObject ;
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private readonly OsuHitObject lastObject ;
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public OsuDifficultyHitObject ( HitObject hitObject , HitObject lastLastObject , HitObject lastObject , double clockRate )
: base ( hitObject , lastObject , clockRate )
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{
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this . lastLastObject = ( OsuHitObject ) lastLastObject ;
this . lastObject = ( OsuHitObject ) lastObject ;
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// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
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StrainTime = Math . Max ( DeltaTime , min_delta_time ) ;
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setDistances ( clockRate ) ;
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}
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private void setDistances ( double clockRate )
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{
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// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner
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if ( BaseObject is Spinner | | lastObject is Spinner )
return ;
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// We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps.
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float scalingFactor = normalized_radius / ( float ) BaseObject . Radius ;
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if ( BaseObject . Radius < 30 )
{
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float smallCircleBonus = Math . Min ( 30 - ( float ) BaseObject . Radius , 5 ) / 50 ;
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scalingFactor * = 1 + smallCircleBonus ;
}
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Vector2 lastCursorPosition = getEndCursorPosition ( lastObject ) ;
JumpDistance = ( BaseObject . StackedPosition * scalingFactor - lastCursorPosition * scalingFactor ) . Length ;
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if ( lastObject is Slider lastSlider )
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{
computeSliderCursorPosition ( lastSlider ) ;
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TravelDistance = lastSlider . LazyTravelDistance ;
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TravelTime = Math . Max ( lastSlider . LazyTravelTime / clockRate , min_delta_time ) ;
MovementTime = Math . Max ( StrainTime - TravelTime , min_delta_time ) ;
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// Jump distance from the slider tail to the next object, as opposed to the lazy position of JumpDistance.
float tailJumpDistance = Vector2 . Subtract ( lastSlider . TailCircle . StackedPosition , BaseObject . StackedPosition ) . Length * scalingFactor ;
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// For hitobjects which continue in the direction of the slider, the player will normally follow through the slider,
// such that they're not jumping from the lazy position but rather from very close to (or the end of) the slider.
// In such cases, a leniency is applied by also considering the jump distance from the tail of the slider, and taking the minimum jump distance.
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// Additional distance is removed based on position of jump relative to slider follow circle radius.
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// JumpDistance is the leniency distance beyond the assumed_slider_radius. tailJumpDistance is maximum_slider_radius since the full distance of radial leniency is still possible.
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MovementDistance = Math . Max ( 0 , Math . Min ( JumpDistance - ( maximum_slider_radius - assumed_slider_radius ) , tailJumpDistance - maximum_slider_radius ) ) ;
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}
else
{
MovementTime = StrainTime ;
MovementDistance = JumpDistance ;
}
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if ( lastLastObject ! = null & & ! ( lastLastObject is Spinner ) )
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{
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Vector2 lastLastCursorPosition = getEndCursorPosition ( lastLastObject ) ;
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Vector2 v1 = lastLastCursorPosition - lastObject . StackedPosition ;
Vector2 v2 = BaseObject . StackedPosition - lastCursorPosition ;
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float dot = Vector2 . Dot ( v1 , v2 ) ;
float det = v1 . X * v2 . Y - v1 . Y * v2 . X ;
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Angle = Math . Abs ( Math . Atan2 ( det , dot ) ) ;
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}
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}
private void computeSliderCursorPosition ( Slider slider )
{
if ( slider . LazyEndPosition ! = null )
return ;
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slider . LazyTravelTime = slider . NestedHitObjects [ ^ 1 ] . StartTime - slider . StartTime ;
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double endTimeMin = slider . LazyTravelTime / slider . SpanDuration ;
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if ( endTimeMin % 2 > = 1 )
endTimeMin = 1 - endTimeMin % 1 ;
else
endTimeMin % = 1 ;
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slider . LazyEndPosition = slider . StackedPosition + slider . Path . PositionAt ( endTimeMin ) ; // temporary lazy end position until a real result can be derived.
var currCursorPosition = slider . StackedPosition ;
double scalingFactor = normalized_radius / slider . Radius ; // lazySliderDistance is coded to be sensitive to scaling, this makes the maths easier with the thresholds being used.
for ( int i = 1 ; i < slider . NestedHitObjects . Count ; i + + )
{
var currMovementObj = ( OsuHitObject ) slider . NestedHitObjects [ i ] ;
Vector2 currMovement = Vector2 . Subtract ( currMovementObj . StackedPosition , currCursorPosition ) ;
double currMovementLength = scalingFactor * currMovement . Length ;
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// Amount of movement required so that the cursor position needs to be updated.
double requiredMovement = assumed_slider_radius ;
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if ( i = = slider . NestedHitObjects . Count - 1 )
{
// The end of a slider has special aim rules due to the relaxed time constraint on position.
// There is both a lazy end position as well as the actual end slider position. We assume the player takes the simpler movement.
// For sliders that are circular, the lazy end position may actually be farther away than the sliders true end.
// This code is designed to prevent buffing situations where lazy end is actually a less efficient movement.
Vector2 lazyMovement = Vector2 . Subtract ( ( Vector2 ) slider . LazyEndPosition , currCursorPosition ) ;
if ( lazyMovement . Length < currMovement . Length )
currMovement = lazyMovement ;
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currMovementLength = scalingFactor * currMovement . Length ;
}
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else if ( currMovementObj is SliderRepeat )
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{
// For a slider repeat, assume a tighter movement threshold to better assess repeat sliders.
requiredMovement = normalized_radius ;
}
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if ( currMovementLength > requiredMovement )
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{
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// this finds the positional delta from the required radius and the current position, and updates the currCursorPosition accordingly, as well as rewarding distance.
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currCursorPosition = Vector2 . Add ( currCursorPosition , Vector2 . Multiply ( currMovement , ( float ) ( ( currMovementLength - requiredMovement ) / currMovementLength ) ) ) ;
currMovementLength * = ( currMovementLength - requiredMovement ) / currMovementLength ;
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slider . LazyTravelDistance + = ( float ) currMovementLength ;
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}
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if ( i = = slider . NestedHitObjects . Count - 1 )
slider . LazyEndPosition = currCursorPosition ;
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}
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slider . LazyTravelDistance * = ( float ) Math . Pow ( 1 + slider . RepeatCount / 2.5 , 1.0 / 2.5 ) ; // Bonus for repeat sliders until a better per nested object strain system can be achieved.
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}
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private Vector2 getEndCursorPosition ( OsuHitObject hitObject )
{
Vector2 pos = hitObject . StackedPosition ;
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if ( hitObject is Slider slider )
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{
computeSliderCursorPosition ( slider ) ;
pos = slider . LazyEndPosition ? ? pos ;
}
return pos ;
}
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}
}