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Rewrite catch diffcalc for readability + attempt to fix

This commit is contained in:
smoogipoo 2019-02-16 11:11:31 +09:00
parent e02ae927b3
commit f6b13ca79d
2 changed files with 36 additions and 47 deletions

View File

@ -6,63 +6,34 @@ using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects;
using osuTK;
namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
{
public class CatchDifficultyHitObject : DifficultyHitObject
{
private const float normalized_hitobject_radius = 41.0f;
private const float absolute_player_positioning_error = 16f;
public new CatchHitObject BaseObject => (CatchHitObject)base.BaseObject;
public float MovementDistance { get; private set; }
public new CatchHitObject LastObject => (CatchHitObject)base.LastObject;
public readonly float NormalizedPosition;
/// <summary>
/// Milliseconds elapsed since the start time of the previous <see cref="CatchDifficultyHitObject"/>, with a minimum of 25ms.
/// </summary>
public readonly double StrainTime;
private readonly float scalingFactor;
private readonly CatchHitObject lastObject;
public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double timeRate, float halfCatcherWidth)
: base(hitObject, lastObject, timeRate)
{
this.lastObject = (CatchHitObject)lastObject;
// We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps.
scalingFactor = normalized_hitobject_radius / halfCatcherWidth;
var scalingFactor = normalized_hitobject_radius / halfCatcherWidth;
setDistances();
NormalizedPosition = BaseObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor;
// Every strain interval is hard capped at the equivalent of 600 BPM streaming speed as a safety measure
StrainTime = Math.Max(25, DeltaTime);
}
private void setDistances()
{
float lastPosition = getNormalizedPosition(lastObject);
float currentPosition = getNormalizedPosition(BaseObject);
// After a hyperdash the player is assumed to be in the correct position
if (lastObject.LazyMovementDistance != null && !lastObject.HyperDash)
lastPosition += lastObject.LazyMovementDistance.Value;
BaseObject.LazyMovementDistance =
MathHelper.Clamp(
lastPosition,
currentPosition - (normalized_hitobject_radius - absolute_player_positioning_error),
currentPosition + (normalized_hitobject_radius - absolute_player_positioning_error)) // Obtain new lazy position, but be stricter by allowing for an error of a certain degree of the player.
- currentPosition; // Subtract HitObject position to obtain offset
MovementDistance = Math.Abs(currentPosition - lastPosition + BaseObject.LazyMovementDistance.Value);
if (currentPosition < lastPosition)
MovementDistance *= -1;
}
private float getNormalizedPosition(CatchHitObject hitObject) => hitObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor;
}
}

View File

@ -3,10 +3,10 @@
using System;
using osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osuTK;
namespace osu.Game.Rulesets.Catch.Difficulty.Skills
{
@ -21,43 +21,61 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
protected override double DecayWeight => 0.94;
private float lastPlayerPosition;
private float lastDistanceMoved;
protected override double StrainValueOf(DifficultyHitObject current)
{
var catchCurrent = (CatchDifficultyHitObject)current;
var catchPrevious = Previous.Count > 0 ? (CatchDifficultyHitObject)Previous[0] : null;
var sqrtStrain = Math.Sqrt(catchCurrent.StrainTime);
float playerPosition = MathHelper.Clamp(
lastPlayerPosition,
catchCurrent.NormalizedPosition - (normalized_hitobject_radius - absolute_player_positioning_error),
catchCurrent.NormalizedPosition + (normalized_hitobject_radius - absolute_player_positioning_error)
);
double distanceAddition = Math.Pow(Math.Abs(catchCurrent.MovementDistance), 1.3) / 500;
float distanceMoved = playerPosition - lastPlayerPosition;
double distanceAddition = Math.Pow(Math.Abs(distanceMoved), 1.3) / 500;
double sqrtStrain = Math.Sqrt(catchCurrent.StrainTime);
double bonus = 0;
if (Math.Abs(catchCurrent.MovementDistance) > 0.1)
// Direction changes give an extra point!
if (Math.Abs(distanceMoved) > 0.1)
{
if (catchPrevious != null && catchPrevious.MovementDistance > 0.1 && Math.Sign(catchCurrent.MovementDistance) != Math.Sign(catchPrevious.MovementDistance))
if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved))
{
double bonusFactor = Math.Min(absolute_player_positioning_error, Math.Abs(catchCurrent.MovementDistance)) / absolute_player_positioning_error;
double bonusFactor = Math.Min(absolute_player_positioning_error, Math.Abs(distanceMoved)) / absolute_player_positioning_error;
distanceAddition += direction_change_bonus / sqrtStrain * bonusFactor;
// Bonus for tougher direction switches and "almost" hyperdashes at this point
if (catchPrevious.BaseObject.DistanceToHyperDash <= 10 / CatchPlayfield.BASE_WIDTH)
if (catchCurrent.LastObject.DistanceToHyperDash <= 10 / CatchPlayfield.BASE_WIDTH)
bonus = 0.3 * bonusFactor;
}
// Base bonus for every movement, giving some weight to streams.
distanceAddition += 7.5 * Math.Min(Math.Abs(catchCurrent.MovementDistance), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
distanceAddition += 7.5 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
}
// Bonus for "almost" hyperdashes at corner points
if (catchPrevious?.BaseObject is Fruit && catchPrevious.BaseObject.DistanceToHyperDash <= 10.0f / CatchPlayfield.BASE_WIDTH)
if (catchCurrent.LastObject.DistanceToHyperDash <= 10.0f / CatchPlayfield.BASE_WIDTH)
{
if (!catchPrevious.BaseObject.HyperDash)
if (!catchCurrent.LastObject.HyperDash)
bonus += 1.0;
else
{
// After a hyperdash we ARE in the correct position. Always!
playerPosition = catchCurrent.NormalizedPosition;
}
distanceAddition *= 1.0 + bonus * ((10 - catchPrevious.BaseObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 10);
distanceAddition *= 1.0 + bonus * ((10 - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 10);
}
lastPlayerPosition = playerPosition;
lastDistanceMoved = distanceMoved;
return distanceAddition / catchCurrent.StrainTime;
}
}