// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using osu.Game.Beatmaps; using osu.Game.Rulesets.Catch.Difficulty.Preprocessing; using osu.Game.Rulesets.Catch.Difficulty.Skills; using osu.Game.Rulesets.Catch.Objects; using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Mods; namespace osu.Game.Rulesets.Catch.Difficulty { public class CatchDifficultyCalculator : DifficultyCalculator { private const double star_scaling_factor = 0.145; protected override int SectionLength => 750; private readonly float halfCatchWidth; public CatchDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap) : base(ruleset, beatmap) { var catcher = new CatcherArea.Catcher(beatmap.BeatmapInfo.BaseDifficulty); halfCatchWidth = catcher.CatchWidth * 0.5f; // We're only using 80% of the catcher's width to simulate imperfect gameplay. halfCatchWidth *= 0.8f; } protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate) { if (beatmap.HitObjects.Count == 0) return new CatchDifficultyAttributes { Mods = mods }; // this is the same as osu!, so there's potential to share the implementation... maybe double preempt = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / clockRate; return new CatchDifficultyAttributes { StarRating = Math.Sqrt(skills[0].DifficultyValue()) * star_scaling_factor, Mods = mods, ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0, MaxCombo = beatmap.HitObjects.Count(h => h is Fruit) + beatmap.HitObjects.OfType().SelectMany(j => j.NestedHitObjects).Count(h => !(h is TinyDroplet)) }; } protected override IEnumerable CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) { CatchHitObject lastObject = null; foreach (var hitObject in beatmap.HitObjects.OfType()) { if (lastObject == null) { lastObject = hitObject; continue; } switch (hitObject) { // We want to only consider fruits that contribute to the combo. Droplets are addressed as accuracy and spinners are not relevant for "skill" calculations. case Fruit fruit: yield return new CatchDifficultyHitObject(fruit, lastObject, clockRate, halfCatchWidth); lastObject = hitObject; break; case JuiceStream _: foreach (var nested in hitObject.NestedHitObjects.OfType().Where(o => !(o is TinyDroplet))) { yield return new CatchDifficultyHitObject(nested, lastObject, clockRate, halfCatchWidth); lastObject = nested; } break; } } } protected override Skill[] CreateSkills(IBeatmap beatmap) => new Skill[] { new Movement(), }; } }