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@ -339,11 +339,23 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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if (mods.OfType<OsuModStrictTracking>().Any())
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if (mods.OfType<OsuModStrictTracking>().Any())
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{
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{
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double strictVelocity = calculateStrictSliderVelocity(slider);
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(double path, double timeUsed) = calculateStrictSlider(slider);
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double strictDistance = strictVelocity * slider.LazyTravelTime;
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Console.WriteLine($"Normal = {slider.LazyTravelDistance:0.00}, Strict = {strictDistance:0.00}");
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double normalVelocity = slider.LazyTravelTime > 0 ? slider.LazyTravelDistance / slider.LazyTravelTime : 0;
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slider.LazyTravelDistance = Math.Max(slider.LazyTravelDistance, (float)strictDistance);
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double strictVelocity = timeUsed > 0 ? path / timeUsed : 0;
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if (strictVelocity > normalVelocity)
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{
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double deltaVelocity = strictVelocity - normalVelocity;
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// This addiional velocity would require more complex movement so buff it
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deltaVelocity *= 1.5;
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double multiplier = (normalVelocity + deltaVelocity) / strictVelocity;
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slider.LazyTravelDistance = (float)(path * multiplier);
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slider.LazyTravelTime = timeUsed;
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}
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}
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}
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}
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}
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@ -355,67 +367,92 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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return slider.Position + slider.Path.PositionAt(progress);
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return slider.Position + slider.Path.PositionAt(progress);
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}
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}
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private double calculateStrictSliderVelocity(Slider slider)
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private (double path, double timeUsed) calculateStrictSlider(Slider slider)
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{
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{
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//Console.WriteLine($"Calculating strict path for {slider.StartTime}");
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float scalingFactor = (float)(NORMALISED_RADIUS / slider.Radius);
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float scalingFactor = (float)(NORMALISED_RADIUS / slider.Radius);
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double updateDistance = slider.Radius;
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double updateDistance = slider.Radius;
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float followCircleRadius = assumed_slider_radius / scalingFactor;
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float followCircleRadius = assumed_slider_radius / scalingFactor;
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// If slider have 0 repeates - we're calculating path from Start to LazyEnd
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// If slider have repeats - we're calculating 2 paths: from Start to Repeat and from Start to LazyEnd
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// Then total path = pathToLazyEnd + pathToRepeat * (repeats - 1)
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// WARNING, this is lazer-correct implementation because stable doesn't have Strict Tracking mod
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// WARNING, this is lazer-correct implementation because stable doesn't have Strict Tracking mod
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// This means that path of this function can be lower than normal path
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// This means that path of this function can be lower than normal path
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double trackingEndTime = Math.Max(
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double lazyEndTime = Math.Max(
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slider.StartTime + slider.Duration + SliderEventGenerator.TAIL_LENIENCY,
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slider.StartTime + slider.Duration + SliderEventGenerator.TAIL_LENIENCY,
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slider.NestedHitObjects.LastOrDefault(n => n is not SliderTailCircle)?.StartTime ?? double.MinValue
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slider.NestedHitObjects.LastOrDefault(n => n is not SliderTailCircle)?.StartTime ?? double.MinValue
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);
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);
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trackingEndTime = Math.Max(trackingEndTime, slider.StartTime + slider.Duration / 2);
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double endTime = slider.EndTime;
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OsuHitObject head;
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OsuHitObject head;
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if (slider.RepeatCount == 0)
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head = (OsuHitObject)slider.NestedHitObjects[0];
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if (slider.RepeatCount > 0)
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else
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head = (OsuHitObject)slider.NestedHitObjects.Where(o => o is SliderRepeat).Last();
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head = (OsuHitObject)slider.NestedHitObjects.Where(o => o is SliderRepeat).Last();
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else
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head = (OsuHitObject)slider.NestedHitObjects[0];
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var tail = (OsuHitObject)slider.NestedHitObjects[^1];
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double lazyTrackingTime = lazyEndTime - head.StartTime;
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double totalTrackingTime = endTime - head.StartTime;
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double totalTrackingTime = trackingEndTime - head.StartTime;
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if (totalTrackingTime == 0)
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if (totalTrackingTime == 0)
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return 0;
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return (0, 0);
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if (slider.RepeatCount == 0 && lazyTrackingTime == 0)
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return (0, 0);
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double numberOfUpdates = Math.Ceiling(slider.Path.Distance / updateDistance);
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double numberOfUpdates = Math.Ceiling(slider.Path.Distance / updateDistance);
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double numberOfLazyUpdates = Math.Ceiling(numberOfUpdates * lazyTrackingTime / totalTrackingTime);
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double deltaT = totalTrackingTime / numberOfUpdates;
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double deltaLazy = lazyTrackingTime / numberOfLazyUpdates;
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double totalPath = 0;
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double lazyPath = 0;
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double relativeTime = deltaLazy;
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Vector2 currentCursorPosition = head.StackedPosition;
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Vector2 currentCursorPosition = head.StackedPosition;
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double peakVelocity = 0;
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double lastTimeWithMovement = 0;
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double lastTimeWithMovement = 0;
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for (double relativeTime = 0; relativeTime <= totalTrackingTime; relativeTime += deltaT)
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// Adjust to be sure that there would be no floating point error
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double adjustedTime = lazyTrackingTime + deltaLazy / 2;
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for (; relativeTime <= adjustedTime; relativeTime += deltaLazy)
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{
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{
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// calculating position of the normal path
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lazyPath += calculateNeededMovement(slider, relativeTime, ref currentCursorPosition, ref lastTimeWithMovement, followCircleRadius);
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Vector2 ballPosition = positionWithRepeats(relativeTime, slider);
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}
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if (slider.RepeatCount == 0)
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return (lazyPath * scalingFactor, lastTimeWithMovement);
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double numberofNonLazyUpdates = Math.Max(1, numberOfUpdates - numberOfLazyUpdates);
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double deltaNormal = (totalTrackingTime - lazyTrackingTime) / numberofNonLazyUpdates;
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double totalPath = lazyPath;
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// Adjust to be sure that there would be no floating point error
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adjustedTime = totalTrackingTime + deltaNormal / 2;
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for (relativeTime = lazyTrackingTime; relativeTime <= adjustedTime; relativeTime += deltaNormal)
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{
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totalPath += calculateNeededMovement(slider, relativeTime, ref currentCursorPosition, ref lastTimeWithMovement, followCircleRadius);
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}
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double resultPath = lazyPath + totalPath * slider.RepeatCount;
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return (resultPath * scalingFactor, lastTimeWithMovement);
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}
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private static double calculateNeededMovement(Slider slider, double relativeTime, ref Vector2 currentCursorPosition, ref double lastTimeWithMovement, float followCircleRadius)
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{
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Vector2 ballPosition = positionWithRepeats(relativeTime, slider);
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float distanceToCursor = Vector2.Distance(ballPosition, currentCursorPosition);
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float distanceToCursor = Vector2.Distance(ballPosition, currentCursorPosition);
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if (distanceToCursor <= followCircleRadius)
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if (distanceToCursor <= followCircleRadius)
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continue;
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return 0;
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float neededMovement = distanceToCursor - followCircleRadius;
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float neededMovement = distanceToCursor - followCircleRadius;
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double currentVelocity = neededMovement / (relativeTime - lastTimeWithMovement);
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peakVelocity = Math.Max(peakVelocity, currentVelocity);
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lastTimeWithMovement = relativeTime;
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lastTimeWithMovement = relativeTime;
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totalPath += neededMovement;
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currentCursorPosition = Vector2.Lerp(currentCursorPosition, ballPosition, neededMovement / distanceToCursor);
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currentCursorPosition = Vector2.Lerp(currentCursorPosition, ballPosition, neededMovement / distanceToCursor);
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}
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return peakVelocity * scalingFactor;
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return neededMovement;
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}
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}
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private Vector2 getEndCursorPosition(OsuHitObject hitObject)
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private Vector2 getEndCursorPosition(OsuHitObject hitObject)
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