// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. namespace osu.Game.Beatmaps { /// /// A representation of all top-level difficulty settings for a beatmap. /// public interface IBeatmapDifficultyInfo { /// /// The default value used for all difficulty settings except and . /// const float DEFAULT_DIFFICULTY = 5; /// /// The drain rate of the associated beatmap. /// float DrainRate { get; } /// /// The circle size of the associated beatmap. /// float CircleSize { get; } /// /// The overall difficulty of the associated beatmap. /// float OverallDifficulty { get; } /// /// The approach rate of the associated beatmap. /// float ApproachRate { get; } /// /// The base slider velocity of the associated beatmap. /// This was known as "SliderMultiplier" in the .osu format and stable editor. /// double SliderMultiplier { get; } /// /// The slider tick rate of the associated beatmap. /// double SliderTickRate { get; } static float CalculateScaleFromCircleSize(float circleSize) { // The following comment is copied verbatim from osu-stable: // // Builds of osu! up to 2013-05-04 had the gamefield being rounded down, which caused incorrect radius calculations // in widescreen cases. This ratio adjusts to allow for old replays to work post-fix, which in turn increases the lenience // for all plays, but by an amount so small it should only be effective in replays. // // To match expectations of gameplay we need to apply this multiplier to circle scale. It's weird but is what it is. // It works out to under 1 game pixel and is generally not meaningful to gameplay, but is to replay playback accuracy. const float broken_gamefield_rounding_allowance = 1.00041f; return (float)(1.0f - 0.7f * DifficultyRange(circleSize)) / 2 * broken_gamefield_rounding_allowance; } /// /// Maps a difficulty value [0, 10] to a two-piece linear range of values. /// /// The difficulty value to be mapped. /// Minimum of the resulting range which will be achieved by a difficulty value of 0. /// Midpoint of the resulting range which will be achieved by a difficulty value of 5. /// Maximum of the resulting range which will be achieved by a difficulty value of 10. /// Value to which the difficulty value maps in the specified range. static double DifficultyRange(double difficulty, double min, double mid, double max) { if (difficulty > 5) return mid + (max - mid) * DifficultyRange(difficulty); if (difficulty < 5) return mid - (mid - min) * (5 - difficulty) / 5; return mid; } /// /// Maps a difficulty value [0, 10] to a linear range of [-1, 1]. /// /// The difficulty value to be mapped. /// Value to which the difficulty value maps in the specified range. static double DifficultyRange(double difficulty) => (difficulty - 5) / 5; /// /// Maps a difficulty value [0, 10] to a two-piece linear range of values. /// /// The difficulty value to be mapped. /// The values that define the two linear ranges. /// /// /// od0 /// Minimum of the resulting range which will be achieved by a difficulty value of 0. /// /// /// od5 /// Midpoint of the resulting range which will be achieved by a difficulty value of 5. /// /// /// od10 /// Maximum of the resulting range which will be achieved by a difficulty value of 10. /// /// /// /// Value to which the difficulty value maps in the specified range. static double DifficultyRange(double difficulty, (double od0, double od5, double od10) range) => DifficultyRange(difficulty, range.od0, range.od5, range.od10); } }