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Merge pull request #2593 from frankhjwx/catch_star_rating
Implement osu!catch star rating
This commit is contained in:
commit
8706740825
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Difficulty;
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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 CatchDifficultyAttributes : DifficultyAttributes
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{
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public double ApproachRate;
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public int MaxCombo;
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public CatchDifficultyAttributes(Mod[] mods, double starRating)
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: base(mods, starRating)
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{
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}
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}
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}
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@ -1,19 +1,146 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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namespace osu.Game.Rulesets.Catch.Difficulty
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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{
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public class CatchDifficultyCalculator : DifficultyCalculator
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public class CatchDifficultyCalculator : DifficultyCalculator
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{
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{
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/// <summary>
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/// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size STRAIN_STEP.
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/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
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/// The higher this value, the less strains there will be, indirectly giving long beatmaps an advantage.
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/// </summary>
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private const double strain_step = 750;
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/// <summary>
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/// The weighting of each strain value decays to this number * it's previous value
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/// </summary>
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private const double decay_weight = 0.94;
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private const double star_scaling_factor = 0.145;
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public CatchDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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public CatchDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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: base(ruleset, beatmap)
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{
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{
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}
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}
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate) => new DifficultyAttributes(mods, 0);
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
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{
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if (!beatmap.HitObjects.Any())
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return new CatchDifficultyAttributes(mods, 0);
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var catcher = new CatcherArea.Catcher(beatmap.BeatmapInfo.BaseDifficulty);
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float halfCatchWidth = catcher.CatchWidth * 0.5f;
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var difficultyHitObjects = new List<CatchDifficultyHitObject>();
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foreach (var hitObject in beatmap.HitObjects)
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{
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// We want to only consider fruits that contribute to the combo. Droplets are addressed as accuracy and spinners are not relevant for "skill" calculations.
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if (hitObject is Fruit)
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{
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difficultyHitObjects.Add(new CatchDifficultyHitObject((CatchHitObject)hitObject, halfCatchWidth));
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}
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if (hitObject is JuiceStream)
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difficultyHitObjects.AddRange(hitObject.NestedHitObjects.OfType<CatchHitObject>().Where(o => !(o is TinyDroplet)).Select(o => new CatchDifficultyHitObject(o, halfCatchWidth)));
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}
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difficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime));
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if (!calculateStrainValues(difficultyHitObjects, timeRate))
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return new CatchDifficultyAttributes(mods, 0);
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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) / timeRate;
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double starRating = Math.Sqrt(calculateDifficulty(difficultyHitObjects, timeRate)) * star_scaling_factor;
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return new CatchDifficultyAttributes(mods, starRating)
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{
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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 = difficultyHitObjects.Count
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};
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}
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private bool calculateStrainValues(List<CatchDifficultyHitObject> objects, double timeRate)
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{
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CatchDifficultyHitObject lastObject = null;
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if (!objects.Any()) return false;
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// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
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foreach (var currentObject in objects)
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{
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if (lastObject != null)
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currentObject.CalculateStrains(lastObject, timeRate);
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lastObject = currentObject;
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}
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return true;
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}
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private double calculateDifficulty(List<CatchDifficultyHitObject> objects, double timeRate)
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{
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// The strain step needs to be adjusted for the algorithm to be considered equal with speed changing mods
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double actualStrainStep = strain_step * timeRate;
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// Find the highest strain value within each strain step
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var highestStrains = new List<double>();
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double intervalEndTime = actualStrainStep;
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double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval
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CatchDifficultyHitObject previousHitObject = null;
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foreach (CatchDifficultyHitObject hitObject in objects)
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{
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// While we are beyond the current interval push the currently available maximum to our strain list
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while (hitObject.BaseHitObject.StartTime > intervalEndTime)
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{
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highestStrains.Add(maximumStrain);
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// The maximum strain of the next interval is not zero by default! We need to take the last hitObject we encountered, take its strain and apply the decay
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// until the beginning of the next interval.
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if (previousHitObject == null)
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{
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maximumStrain = 0;
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}
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else
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{
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double decay = Math.Pow(CatchDifficultyHitObject.DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000);
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maximumStrain = previousHitObject.Strain * decay;
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}
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// Go to the next time interval
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intervalEndTime += actualStrainStep;
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}
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// Obtain maximum strain
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maximumStrain = Math.Max(hitObject.Strain, maximumStrain);
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previousHitObject = hitObject;
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}
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// Build the weighted sum over the highest strains for each interval
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double difficulty = 0;
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double weight = 1;
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highestStrains.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
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foreach (double strain in highestStrains)
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{
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difficulty += weight * strain;
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weight *= decay_weight;
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}
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return difficulty;
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}
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}
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}
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}
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}
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130
osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyHitObject.cs
Normal file
130
osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyHitObject.cs
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using OpenTK;
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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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;
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private const float absolute_player_positioning_error = 16f;
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private readonly float playerPositioningError;
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internal CatchHitObject BaseHitObject;
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/// <summary>
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/// Measures jump difficulty. CtB doesn't have something like button pressing speed or accuracy
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/// </summary>
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internal double Strain = 1;
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/// <summary>
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/// This is required to keep track of lazy player movement (always moving only as far as necessary)
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/// Without this quick repeat sliders / weirdly shaped streams might become ridiculously overrated
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/// </summary>
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internal float PlayerPositionOffset;
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internal float LastMovement;
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internal float NormalizedPosition;
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internal float ActualNormalizedPosition => NormalizedPosition + PlayerPositionOffset;
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internal CatchDifficultyHitObject(CatchHitObject baseHitObject, float catcherWidthHalf)
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{
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BaseHitObject = baseHitObject;
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// 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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}
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private const double direction_change_bonus = 12.5;
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internal void CalculateStrains(CatchDifficultyHitObject previousHitObject, double timeRate)
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{
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// Rather simple, but more specialized things are inherently inaccurate due to the big difference playstyles and opinions make.
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// See Taiko feedback thread.
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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.
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PlayerPositionOffset =
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MathHelper.Clamp(
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previousHitObject.ActualNormalizedPosition,
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NormalizedPosition - (normalized_hitobject_radius - playerPositioningError),
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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
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LastMovement = DistanceTo(previousHitObject);
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double addition = spacingWeight(LastMovement);
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if (NormalizedPosition < previousHitObject.NormalizedPosition)
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{
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LastMovement = -LastMovement;
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}
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CatchHitObject previousHitCircle = previousHitObject.BaseHitObject;
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double additionBonus = 0;
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double sqrtTime = Math.Sqrt(Math.Max(timeElapsed, 25));
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// Direction changes give an extra point!
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if (Math.Abs(LastMovement) > 0.1)
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{
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if (Math.Abs(previousHitObject.LastMovement) > 0.1 && Math.Sign(LastMovement) != Math.Sign(previousHitObject.LastMovement))
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{
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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;
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// We want time to play a role twice here!
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addition += bonus * bonusFactor;
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// Bonus for tougher direction switches and "almost" hyperdashes at this point
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if (previousHitCircle != null && previousHitCircle.DistanceToHyperDash <= 10.0f / CatchPlayfield.BASE_WIDTH)
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{
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additionBonus += 0.3 * bonusFactor;
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}
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}
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// 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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}
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// Bonus for "almost" hyperdashes at corner points
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if (previousHitCircle != null && previousHitCircle.DistanceToHyperDash <= 10.0f / CatchPlayfield.BASE_WIDTH)
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{
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if (!previousHitCircle.HyperDash)
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{
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additionBonus += 1.0;
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}
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else
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{
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// After a hyperdash we ARE in the correct position. Always!
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PlayerPositionOffset = 0;
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}
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addition *= 1.0 + additionBonus * ((10 - previousHitCircle.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 10);
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}
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addition *= 850.0 / Math.Max(timeElapsed, 25);
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Strain = previousHitObject.Strain * decay + addition;
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}
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private static double spacingWeight(float distance)
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{
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return Math.Pow(distance, 1.3) / 500;
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}
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internal float DistanceTo(CatchDifficultyHitObject other)
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{
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return Math.Abs(ActualNormalizedPosition - other.ActualNormalizedPosition);
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}
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}
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}
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@ -24,6 +24,11 @@ namespace osu.Game.Rulesets.Catch.Objects
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public int ComboIndex { get; set; }
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public int ComboIndex { get; set; }
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/// <summary>
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/// The distance for a fruit to to next hyper if it's not a hyper.
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/// </summary>
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public float DistanceToHyperDash { get; set; }
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/// <summary>
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/// <summary>
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/// The next fruit starts a new combo. Used for explodey.
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/// The next fruit starts a new combo. Used for explodey.
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/// </summary>
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/// </summary>
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@ -105,6 +105,11 @@ namespace osu.Game.Rulesets.Catch.UI
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public class Catcher : Container, IKeyBindingHandler<CatchAction>
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public class Catcher : Container, IKeyBindingHandler<CatchAction>
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{
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{
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/// <summary>
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/// Width of the area that can be used to attempt catches during gameplay.
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/// </summary>
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internal float CatchWidth => CATCHER_SIZE * Math.Abs(Scale.X);
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private Container<DrawableHitObject> caughtFruit;
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private Container<DrawableHitObject> caughtFruit;
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public Container ExplodingFruitTarget;
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public Container ExplodingFruitTarget;
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@ -232,15 +237,15 @@ namespace osu.Game.Rulesets.Catch.UI
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/// <returns>Whether the catch is possible.</returns>
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/// <returns>Whether the catch is possible.</returns>
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public bool AttemptCatch(CatchHitObject fruit)
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public bool AttemptCatch(CatchHitObject fruit)
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{
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{
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double halfCatcherWidth = CATCHER_SIZE * Math.Abs(Scale.X) * 0.5f;
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float halfCatchWidth = CatchWidth * 0.5f;
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// this stuff wil disappear once we move fruit to non-relative coordinate space in the future.
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// this stuff wil disappear once we move fruit to non-relative coordinate space in the future.
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var catchObjectPosition = fruit.X * CatchPlayfield.BASE_WIDTH;
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var catchObjectPosition = fruit.X * CatchPlayfield.BASE_WIDTH;
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var catcherPosition = Position.X * CatchPlayfield.BASE_WIDTH;
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var catcherPosition = Position.X * CatchPlayfield.BASE_WIDTH;
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var validCatch =
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var validCatch =
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catchObjectPosition >= catcherPosition - halfCatcherWidth &&
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catchObjectPosition >= catcherPosition - halfCatchWidth &&
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catchObjectPosition <= catcherPosition + halfCatcherWidth;
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catchObjectPosition <= catcherPosition + halfCatchWidth;
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if (validCatch && fruit.HyperDash)
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if (validCatch && fruit.HyperDash)
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{
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{
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