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add strict path calculation
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@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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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.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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@ -87,7 +88,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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private readonly OsuHitObject? lastLastObject;
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private readonly OsuHitObject? lastLastObject;
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private readonly OsuHitObject lastObject;
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private readonly OsuHitObject lastObject;
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public OsuDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject? lastLastObject, double clockRate, List<DifficultyHitObject> objects, int index)
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public OsuDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject? lastLastObject, double clockRate, List<DifficultyHitObject> objects, int index, Mod[] mods)
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: base(hitObject, lastObject, clockRate, objects, index)
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: base(hitObject, lastObject, clockRate, objects, index)
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{
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{
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this.lastLastObject = lastLastObject as OsuHitObject;
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this.lastLastObject = lastLastObject as OsuHitObject;
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@ -334,6 +335,63 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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}
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}
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}
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}
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private static Vector2 positionWithRepeats(double relativeTime, Slider slider)
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{
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double progress = relativeTime / slider.SpanDuration;
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if (slider.RepeatCount % 2 == 1)
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progress = 1 - progress; // revert if odd number of repeats
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return slider.Position + slider.Path.PositionAt(progress);
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}
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private void calculateStrictSliderPath(Slider slider)
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{
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double updateDistance = slider.Radius;
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float followCircleRadius = (float)(slider.Radius * 2.4);
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// WARNING, this is lazer-correct implementation because stable doesn't have Strict Tracking mod
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// This means that path of this function can be lower than normal path
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double trackingEndTime = Math.Max(
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slider.StartTime + slider.Duration + SliderEventGenerator.TAIL_LENIENCY,
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slider.NestedHitObjects.LastOrDefault(n => n is not SliderTailCircle)?.StartTime ?? double.MinValue
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);
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OsuHitObject head;
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if (slider.RepeatCount == 0)
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head = (OsuHitObject)slider.NestedHitObjects[0];
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else
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head = (OsuHitObject)slider.NestedHitObjects.Where(o => o is SliderRepeat).Last();
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var tail = (OsuHitObject)slider.NestedHitObjects[^1];
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double totalTrackingTime = trackingEndTime - head.StartTime;
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double numberOfUpdates = Math.Ceiling(slider.Path.Distance / updateDistance);
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double deltaT = totalTrackingTime / numberOfUpdates;
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double totalPath = 0;
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Vector2 currentCursorPosition = head.StackedPosition;
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double lastTimeWithMovement = 0;
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for (double relativeTime = 0; relativeTime <= totalTrackingTime; relativeTime += deltaT)
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{
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// calculating position of the normal path
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Vector2 ballPosition = positionWithRepeats(relativeTime, slider);
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float distanceToCursor = Vector2.Distance(ballPosition, currentCursorPosition);
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if (distanceToCursor <= followCircleRadius)
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continue;
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lastTimeWithMovement = relativeTime;
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float neededMovement = distanceToCursor - followCircleRadius;
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totalPath += neededMovement;
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currentCursorPosition = Vector2.Lerp(currentCursorPosition, ballPosition, neededMovement / distanceToCursor);
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}
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}
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private Vector2 getEndCursorPosition(OsuHitObject hitObject)
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private Vector2 getEndCursorPosition(OsuHitObject hitObject)
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{
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{
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Vector2 pos = hitObject.StackedPosition;
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Vector2 pos = hitObject.StackedPosition;
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