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Merge pull request #4279 from smoogipoo/new-diffcalc-catch
Migrate catch to use the new difficulty calculator structure
This commit is contained in:
commit
fd442372ce
@ -13,11 +13,11 @@ namespace osu.Game.Rulesets.Catch.Tests
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Catch";
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[TestCase(3.8664391043534758, "diffcalc-test")]
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[TestCase(3.8701854263563118d, "diffcalc-test")]
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public void Test(double expected, string name)
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=> base.Test(expected, name);
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protected override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new CatchLegacyDifficultyCalculator(new CatchRuleset(), beatmap);
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protected override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new CatchDifficultyCalculator(new CatchRuleset(), beatmap);
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protected override Ruleset CreateRuleset() => new CatchRuleset();
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}
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@ -110,7 +110,7 @@ namespace osu.Game.Rulesets.Catch
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public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_fruits_o };
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public override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new CatchLegacyDifficultyCalculator(this, beatmap);
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public override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new CatchDifficultyCalculator(this, beatmap);
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public override int? LegacyID => 2;
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@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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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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@ -10,10 +9,5 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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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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@ -0,0 +1,86 @@
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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 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.Rulesets.Catch.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Catch.Difficulty.Skills;
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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 osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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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 CatchDifficultyCalculator : DifficultyCalculator
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{
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private const double star_scaling_factor = 0.145;
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protected override int SectionLength => 750;
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private readonly float halfCatchWidth;
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public CatchDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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var catcher = new CatcherArea.Catcher(beatmap.BeatmapInfo.BaseDifficulty);
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halfCatchWidth = catcher.CatchWidth * 0.5f;
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}
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new CatchDifficultyAttributes { Mods = mods };
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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) / clockRate;
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return new CatchDifficultyAttributes
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{
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StarRating = Math.Sqrt(skills[0].DifficultyValue()) * star_scaling_factor,
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Mods = mods,
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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 = beatmap.HitObjects.Count(h => h is Fruit) + beatmap.HitObjects.OfType<JuiceStream>().SelectMany(j => j.NestedHitObjects).Count(h => !(h is TinyDroplet))
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};
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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CatchHitObject lastObject = null;
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foreach (var hitObject in beatmap.HitObjects.OfType<CatchHitObject>())
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{
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if (lastObject == null)
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{
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lastObject = hitObject;
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continue;
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}
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switch (hitObject)
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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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case Fruit fruit:
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yield return new CatchDifficultyHitObject(fruit, lastObject, clockRate, halfCatchWidth);
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lastObject = hitObject;
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break;
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case JuiceStream _:
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foreach (var nested in hitObject.NestedHitObjects.OfType<CatchHitObject>().Where(o => !(o is TinyDroplet)))
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{
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yield return new CatchDifficultyHitObject(nested, lastObject, clockRate, halfCatchWidth);
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lastObject = nested;
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}
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break;
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}
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}
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}
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protected override Skill[] CreateSkills(IBeatmap beatmap) => new Skill[]
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{
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new Movement(),
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};
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}
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}
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@ -1,130 +0,0 @@
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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.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using osuTK;
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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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@ -1,148 +0,0 @@
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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 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.Rulesets.Difficulty;
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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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{
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public class CatchLegacyDifficultyCalculator : LegacyDifficultyCalculator
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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 CatchLegacyDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double clockRate)
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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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switch (hitObject)
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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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case Fruit fruit:
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difficultyHitObjects.Add(new CatchDifficultyHitObject(fruit, halfCatchWidth));
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break;
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case 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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break;
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}
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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, clockRate))
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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) / clockRate;
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double starRating = Math.Sqrt(calculateDifficulty(difficultyHitObjects, clockRate)) * 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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}
|
@ -0,0 +1,39 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
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 osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
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{
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public class CatchDifficultyHitObject : DifficultyHitObject
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{
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private const float normalized_hitobject_radius = 41.0f;
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public new CatchHitObject BaseObject => (CatchHitObject)base.BaseObject;
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public new CatchHitObject LastObject => (CatchHitObject)base.LastObject;
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public readonly float NormalizedPosition;
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/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="CatchDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
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public readonly double StrainTime;
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public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth)
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: base(hitObject, lastObject, clockRate)
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{
|
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// We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps.
|
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var scalingFactor = normalized_hitobject_radius / halfCatcherWidth;
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||||
|
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NormalizedPosition = BaseObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor;
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||||
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// Every strain interval is hard capped at the equivalent of 600 BPM streaming speed as a safety measure
|
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StrainTime = Math.Max(25, DeltaTime);
|
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}
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}
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}
|
82
osu.Game.Rulesets.Catch/Difficulty/Skills/Movement.cs
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82
osu.Game.Rulesets.Catch/Difficulty/Skills/Movement.cs
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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.Catch.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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{
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public class Movement : Skill
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{
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private const float absolute_player_positioning_error = 16f;
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private const float normalized_hitobject_radius = 41.0f;
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private const double direction_change_bonus = 12.5;
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protected override double SkillMultiplier => 850;
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protected override double StrainDecayBase => 0.2;
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protected override double DecayWeight => 0.94;
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private float lastPlayerPosition;
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private float lastDistanceMoved;
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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var catchCurrent = (CatchDifficultyHitObject)current;
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float playerPosition = MathHelper.Clamp(
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lastPlayerPosition,
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catchCurrent.NormalizedPosition - (normalized_hitobject_radius - absolute_player_positioning_error),
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catchCurrent.NormalizedPosition + (normalized_hitobject_radius - absolute_player_positioning_error)
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);
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float distanceMoved = playerPosition - lastPlayerPosition;
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double distanceAddition = Math.Pow(Math.Abs(distanceMoved), 1.3) / 500;
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double sqrtStrain = Math.Sqrt(catchCurrent.StrainTime);
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double bonus = 0;
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// Direction changes give an extra point!
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if (Math.Abs(distanceMoved) > 0.1)
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{
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if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved))
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{
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double bonusFactor = Math.Min(absolute_player_positioning_error, Math.Abs(distanceMoved)) / absolute_player_positioning_error;
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distanceAddition += direction_change_bonus / sqrtStrain * bonusFactor;
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// Bonus for tougher direction switches and "almost" hyperdashes at this point
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if (catchCurrent.LastObject.DistanceToHyperDash <= 10 / CatchPlayfield.BASE_WIDTH)
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bonus = 0.3 * bonusFactor;
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}
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// Base bonus for every movement, giving some weight to streams.
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distanceAddition += 7.5 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
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}
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// Bonus for "almost" hyperdashes at corner points
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if (catchCurrent.LastObject.DistanceToHyperDash <= 10.0f / CatchPlayfield.BASE_WIDTH)
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{
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if (!catchCurrent.LastObject.HyperDash)
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bonus += 1.0;
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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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playerPosition = catchCurrent.NormalizedPosition;
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}
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distanceAddition *= 1.0 + bonus * ((10 - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 10);
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}
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lastPlayerPosition = playerPosition;
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lastDistanceMoved = distanceMoved;
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return distanceAddition / catchCurrent.StrainTime;
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}
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}
|
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}
|
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