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Merge pull request #14845 from emu1337/aim-refactor-base
osu! Difficulty Aim Overhaul: base change
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fd46a1773f
@ -15,13 +15,13 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Osu";
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[TestCase(6.5867229481955389d, "diffcalc-test")]
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[TestCase(1.0416315570967911d, "zero-length-sliders")]
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[TestCase(6.5295339534769958d, "diffcalc-test")]
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[TestCase(1.1514260533755143d, "zero-length-sliders")]
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public void Test(double expected, string name)
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=> base.Test(expected, name);
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[TestCase(8.2730989071947896d, "diffcalc-test")]
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[TestCase(1.2726413186221039d, "zero-length-sliders")]
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[TestCase(9.047752485219954d, "diffcalc-test")]
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[TestCase(1.3985711787077566d, "zero-length-sliders")]
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public void TestClockRateAdjusted(double expected, string name)
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=> Test(expected, name, new OsuModDoubleTime());
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@ -12,20 +12,21 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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{
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public class OsuDifficultyHitObject : DifficultyHitObject
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{
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private const int normalized_radius = 52;
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private const int normalized_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
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private const int min_delta_time = 25;
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protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;
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/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms to account for simultaneous <see cref="OsuDifficultyHitObject"/>s.
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/// </summary>
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public double StrainTime { get; private set; }
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/// <summary>
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/// Normalized distance from the end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double JumpDistance { get; private set; }
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/// <summary>
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/// Minimum distance from the end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double MovementDistance { get; private set; }
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/// <summary>
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/// Normalized distance between the start and end position of the previous <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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@ -37,6 +38,21 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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/// </summary>
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public double? Angle { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since the end time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
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public double MovementTime { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/> to the end time of the same previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
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public double TravelTime { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
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public readonly double StrainTime;
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private readonly OsuHitObject lastLastObject;
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private readonly OsuHitObject lastObject;
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@ -46,13 +62,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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this.lastLastObject = (OsuHitObject)lastLastObject;
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this.lastObject = (OsuHitObject)lastObject;
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setDistances();
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// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
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StrainTime = Math.Max(DeltaTime, min_delta_time);
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// Capped to 25ms to prevent difficulty calculation breaking from simulatenous objects.
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StrainTime = Math.Max(DeltaTime, 25);
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setDistances(clockRate);
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}
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private void setDistances()
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private void setDistances(double clockRate)
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{
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// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner
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if (BaseObject is Spinner || lastObject is Spinner)
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@ -67,15 +83,29 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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scalingFactor *= 1 + smallCircleBonus;
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}
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Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
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JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
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if (lastObject is Slider lastSlider)
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{
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computeSliderCursorPosition(lastSlider);
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TravelDistance = lastSlider.LazyTravelDistance * scalingFactor;
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TravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
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MovementTime = Math.Max(StrainTime - TravelTime, min_delta_time);
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// Jump distance from the slider tail to the next object, as opposed to the lazy position of JumpDistance.
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float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
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// For hitobjects which continue in the direction of the slider, the player will normally follow through the slider,
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// such that they're not jumping from the lazy position but rather from very close to (or the end of) the slider.
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// In such cases, a leniency is applied by also considering the jump distance from the tail of the slider, and taking the minimum jump distance.
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MovementDistance = Math.Min(JumpDistance, tailJumpDistance);
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}
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else
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{
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MovementTime = StrainTime;
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MovementDistance = JumpDistance;
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}
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Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
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JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
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if (lastLastObject != null && !(lastLastObject is Spinner))
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{
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@ -98,7 +128,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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slider.LazyEndPosition = slider.StackedPosition;
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float approxFollowCircleRadius = (float)(slider.Radius * 3);
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float followCircleRadius = (float)(slider.Radius * 2.4);
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var computeVertex = new Action<double>(t =>
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{
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double progress = (t - slider.StartTime) / slider.SpanDuration;
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@ -111,11 +141,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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var diff = slider.StackedPosition + slider.Path.PositionAt(progress) - slider.LazyEndPosition.Value;
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float dist = diff.Length;
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if (dist > approxFollowCircleRadius)
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slider.LazyTravelTime = t - slider.StartTime;
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if (dist > followCircleRadius)
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{
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// The cursor would be outside the follow circle, we need to move it
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diff.Normalize(); // Obtain direction of diff
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dist -= approxFollowCircleRadius;
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dist -= followCircleRadius;
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slider.LazyEndPosition += diff * dist;
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slider.LazyTravelDistance += dist;
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}
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@ -14,53 +14,96 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// </summary>
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public class Aim : OsuStrainSkill
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{
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private const double angle_bonus_begin = Math.PI / 3;
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private const double timing_threshold = 107;
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public Aim(Mod[] mods)
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: base(mods)
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{
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}
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protected override int HistoryLength => 2;
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private const double wide_angle_multiplier = 1.5;
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private const double acute_angle_multiplier = 2.0;
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private double currentStrain = 1;
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private double skillMultiplier => 26.25;
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private double skillMultiplier => 23.25;
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private double strainDecayBase => 0.15;
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private double strainValueOf(DifficultyHitObject current)
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{
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if (current.BaseObject is Spinner)
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if (current.BaseObject is Spinner || Previous.Count <= 1 || Previous[0].BaseObject is Spinner)
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return 0;
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var osuCurrent = (OsuDifficultyHitObject)current;
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var osuCurrObj = (OsuDifficultyHitObject)current;
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var osuLastObj = (OsuDifficultyHitObject)Previous[0];
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var osuLastLastObj = (OsuDifficultyHitObject)Previous[1];
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double aimStrain = 0;
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// Calculate the velocity to the current hitobject, which starts with a base distance / time assuming the last object is a hitcircle.
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double currVelocity = osuCurrObj.JumpDistance / osuCurrObj.StrainTime;
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if (Previous.Count > 0)
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// But if the last object is a slider, then we extend the travel velocity through the slider into the current object.
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if (osuLastObj.BaseObject is Slider)
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{
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var osuPrevious = (OsuDifficultyHitObject)Previous[0];
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double movementVelocity = osuCurrObj.MovementDistance / osuCurrObj.MovementTime; // calculate the movement velocity from slider end to current object
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double travelVelocity = osuCurrObj.TravelDistance / osuCurrObj.TravelTime; // calculate the slider velocity from slider head to slider end.
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if (osuCurrent.Angle != null && osuCurrent.Angle.Value > angle_bonus_begin)
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currVelocity = Math.Max(currVelocity, movementVelocity + travelVelocity); // take the larger total combined velocity.
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}
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// As above, do the same for the previous hitobject.
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double prevVelocity = osuLastObj.JumpDistance / osuLastObj.StrainTime;
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if (osuLastLastObj.BaseObject is Slider)
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{
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double movementVelocity = osuLastObj.MovementDistance / osuLastObj.MovementTime;
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double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime;
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prevVelocity = Math.Max(prevVelocity, movementVelocity + travelVelocity);
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}
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double angleBonus = 0;
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double aimStrain = currVelocity; // Start strain with regular velocity.
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if (Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime) < 1.25 * Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime)) // If rhythms are the same.
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{
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if (osuCurrObj.Angle != null && osuLastObj.Angle != null && osuLastLastObj.Angle != null)
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{
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const double scale = 90;
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double currAngle = osuCurrObj.Angle.Value;
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double lastAngle = osuLastObj.Angle.Value;
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double lastLastAngle = osuLastLastObj.Angle.Value;
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double angleBonus = Math.Sqrt(
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Math.Max(osuPrevious.JumpDistance - scale, 0)
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* Math.Pow(Math.Sin(osuCurrent.Angle.Value - angle_bonus_begin), 2)
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* Math.Max(osuCurrent.JumpDistance - scale, 0));
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aimStrain = 1.4 * applyDiminishingExp(Math.Max(0, angleBonus)) / Math.Max(timing_threshold, osuPrevious.StrainTime);
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// Rewarding angles, take the smaller velocity as base.
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angleBonus = Math.Min(currVelocity, prevVelocity);
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double wideAngleBonus = calcWideAngleBonus(currAngle);
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double acuteAngleBonus = calcAcuteAngleBonus(currAngle);
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if (osuCurrObj.StrainTime > 100) // Only buff deltaTime exceeding 300 bpm 1/2.
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acuteAngleBonus = 0;
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else
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{
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acuteAngleBonus *= calcAcuteAngleBonus(lastAngle) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
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* Math.Min(angleBonus, 125 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
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* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, (100 - osuCurrObj.StrainTime) / 25)), 2) // scale buff from 150 bpm 1/4 to 200 bpm 1/4
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* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.JumpDistance, 50, 100) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter).
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}
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wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3))); // Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
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acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3))); // Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse.
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angleBonus = acuteAngleBonus * acute_angle_multiplier + wideAngleBonus * wide_angle_multiplier; // add the angle buffs together.
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}
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}
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double jumpDistanceExp = applyDiminishingExp(osuCurrent.JumpDistance);
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double travelDistanceExp = applyDiminishingExp(osuCurrent.TravelDistance);
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aimStrain += angleBonus; // Add in angle bonus.
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return Math.Max(
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aimStrain + (jumpDistanceExp + travelDistanceExp + Math.Sqrt(travelDistanceExp * jumpDistanceExp)) / Math.Max(osuCurrent.StrainTime, timing_threshold),
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(Math.Sqrt(travelDistanceExp * jumpDistanceExp) + jumpDistanceExp + travelDistanceExp) / osuCurrent.StrainTime
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);
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return aimStrain;
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}
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private double calcWideAngleBonus(double angle) => Math.Pow(Math.Sin(3.0 / 4 * (Math.Min(5.0 / 6 * Math.PI, Math.Max(Math.PI / 6, angle)) - Math.PI / 6)), 2);
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private double calcAcuteAngleBonus(double angle) => 1 - calcWideAngleBonus(angle);
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private double applyDiminishingExp(double val) => Math.Pow(val, 0.99);
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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@ -79,6 +79,12 @@ namespace osu.Game.Rulesets.Osu.Objects
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/// </summary>
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internal float LazyTravelDistance;
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/// <summary>
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/// The time taken by the cursor upon completion of this <see cref="Slider"/> if it was hit
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/// with as few movements as possible. This is set and used by difficulty calculation.
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/// </summary>
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internal double LazyTravelTime;
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public IList<IList<HitSampleInfo>> NodeSamples { get; set; } = new List<IList<HitSampleInfo>>();
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[JsonIgnore]
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