// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; 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 FlashlightEvaluator { private const double max_opacity_bonus = 0.4; private const double hidden_bonus = 0.2; /// /// Evaluates the difficulty of memorising and hitting an object, based on: /// /// distance between the previous and current object, /// the visual opacity of the current object, /// and whether the hidden mod is enabled. /// /// public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden) { if (current.BaseObject is Spinner) return 0; var osuCurrent = (OsuDifficultyHitObject)current; var osuHitObject = (OsuHitObject)(osuCurrent.BaseObject); double scalingFactor = 52.0 / osuHitObject.Radius; double smallDistNerf = 1.0; double cumulativeStrainTime = 0.0; double result = 0.0; OsuDifficultyHitObject lastObj = osuCurrent; // This is iterating backwards in time from the current object. for (int i = 0; i < Math.Min(current.Index, 10); i++) { var currentObj = (OsuDifficultyHitObject)current.Previous(i); var currentHitObject = (OsuHitObject)(currentObj.BaseObject); if (!(currentObj.BaseObject is Spinner)) { double jumpDistance = (osuHitObject.StackedPosition - currentHitObject.EndPosition).Length; cumulativeStrainTime += lastObj.StrainTime; // We want to nerf objects that can be easily seen within the Flashlight circle radius. if (i == 0) smallDistNerf = Math.Min(1.0, jumpDistance / 75.0); // We also want to nerf stacks so that only the first object of the stack is accounted for. double stackNerf = Math.Min(1.0, (currentObj.LazyJumpDistance / scalingFactor) / 25.0); // Bonus based on how visible the object is. double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, hidden)); result += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime; } lastObj = currentObj; } result = Math.Pow(smallDistNerf * result, 2.0); // Additional bonus for Hidden due to there being no approach circles. if (hidden) result *= 1.0 + hidden_bonus; return result; } } }