// 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 osu.Framework.Utils; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Objects; namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators { public static class SpeedEvaluator { private const double single_spacing_threshold = 125; private const double min_speed_bonus = 75; // ~200BPM private const double speed_balancing_factor = 40; /// /// Evaluates the difficulty of tapping the current object, based on: /// /// time between pressing the previous and current object, /// distance between those objects, /// and how easily they can be cheesed. /// /// public static double EvaluateDifficultyOf(DifficultyHitObject current, double greatWindow) { if (current.BaseObject is Spinner) return 0; // derive strainTime for calculation var osuCurrObj = (OsuDifficultyHitObject)current; var osuPrevObj = current.Index > 0 ? (OsuDifficultyHitObject)current.Previous(0) : null; double strainTime = osuCurrObj.StrainTime; double greatWindowFull = greatWindow * 2; double speedWindowRatio = strainTime / greatWindowFull; // Aim to nerf cheesy rhythms (Very fast consecutive doubles with large deltatimes between) if (osuPrevObj != null && strainTime < greatWindowFull && osuPrevObj.StrainTime > strainTime) strainTime = Interpolation.Lerp(osuPrevObj.StrainTime, strainTime, speedWindowRatio); // Cap deltatime to the OD 300 hitwindow. // 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap. strainTime /= Math.Clamp((strainTime / greatWindowFull) / 0.93, 0.92, 1); // derive speedBonus for calculation double speedBonus = 1.0; if (strainTime < min_speed_bonus) speedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2); double travelDistance = osuPrevObj?.TravelDistance ?? 0; double distance = Math.Min(single_spacing_threshold, travelDistance + osuCurrObj.MinimumJumpDistance); return (speedBonus + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / strainTime; } } }