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implemented Strict Tracking pp

This commit is contained in:
Givikap120 2024-10-11 22:26:21 +03:00
parent 5d48b9c6af
commit 2ad4ee2e07

View File

@ -88,11 +88,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
private readonly OsuHitObject? lastLastObject;
private readonly OsuHitObject lastObject;
private readonly Mod[] mods;
public OsuDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject? lastLastObject, double clockRate, List<DifficultyHitObject> objects, int index, Mod[] mods)
: base(hitObject, lastObject, clockRate, objects, index)
{
this.lastLastObject = lastLastObject as OsuHitObject;
this.lastObject = (OsuHitObject)lastObject;
this.mods = mods;
// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
StrainTime = Math.Max(DeltaTime, MIN_DELTA_TIME);
@ -333,6 +336,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
if (i == nestedObjects.Count - 1)
slider.LazyEndPosition = currCursorPosition;
}
if (mods.OfType<OsuModStrictTracking>().Any())
{
double strictVelocity = calculateStrictSliderVelocity(slider);
double strictDistance = strictVelocity * slider.LazyTravelTime;
Console.WriteLine($"Normal = {slider.LazyTravelDistance:0.00}, Strict = {strictDistance:0.00}");
slider.LazyTravelDistance = Math.Max(slider.LazyTravelDistance, (float)strictDistance);
}
}
private static Vector2 positionWithRepeats(double relativeTime, Slider slider)
@ -343,10 +355,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
return slider.Position + slider.Path.PositionAt(progress);
}
private void calculateStrictSliderPath(Slider slider)
private double calculateStrictSliderVelocity(Slider slider)
{
//Console.WriteLine($"Calculating strict path for {slider.StartTime}");
float scalingFactor = (float)(NORMALISED_RADIUS / slider.Radius);
double updateDistance = slider.Radius;
float followCircleRadius = (float)(slider.Radius * 2.4);
float followCircleRadius = assumed_slider_radius / scalingFactor;
// WARNING, this is lazer-correct implementation because stable doesn't have Strict Tracking mod
// This means that path of this function can be lower than normal path
@ -355,6 +371,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
slider.NestedHitObjects.LastOrDefault(n => n is not SliderTailCircle)?.StartTime ?? double.MinValue
);
trackingEndTime = Math.Max(trackingEndTime, slider.StartTime + slider.Duration / 2);
OsuHitObject head;
if (slider.RepeatCount == 0)
head = (OsuHitObject)slider.NestedHitObjects[0];
@ -364,12 +382,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
var tail = (OsuHitObject)slider.NestedHitObjects[^1];
double totalTrackingTime = trackingEndTime - head.StartTime;
if (totalTrackingTime == 0)
return 0;
double numberOfUpdates = Math.Ceiling(slider.Path.Distance / updateDistance);
double deltaT = totalTrackingTime / numberOfUpdates;
double totalPath = 0;
Vector2 currentCursorPosition = head.StackedPosition;
double peakVelocity = 0;
double lastTimeWithMovement = 0;
for (double relativeTime = 0; relativeTime <= totalTrackingTime; relativeTime += deltaT)
@ -382,14 +405,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
if (distanceToCursor <= followCircleRadius)
continue;
lastTimeWithMovement = relativeTime;
float neededMovement = distanceToCursor - followCircleRadius;
double currentVelocity = neededMovement / (relativeTime - lastTimeWithMovement);
peakVelocity = Math.Max(peakVelocity, currentVelocity);
lastTimeWithMovement = relativeTime;
totalPath += neededMovement;
currentCursorPosition = Vector2.Lerp(currentCursorPosition, ballPosition, neededMovement / distanceToCursor);
}
return peakVelocity * scalingFactor;
}
private Vector2 getEndCursorPosition(OsuHitObject hitObject)