// 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.Linq; using osu.Game.Rulesets.Osu.Objects; using osuTK; namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing { /// /// A wrapper around extending it with additional data required for difficulty calculation. /// public class OsuDifficultyHitObject { private const int normalized_radius = 52; /// /// The this refers to. /// public OsuHitObject BaseObject { get; } /// /// Normalized distance from the end position of the previous to the start position of this . /// public double JumpDistance { get; private set; } /// /// Normalized distance between the start and end position of the previous . /// public double TravelDistance { get; private set; } /// /// Milliseconds elapsed since the StartTime of the previous . /// public double DeltaTime { get; private set; } /// /// Milliseconds elapsed since the start time of the previous , with a minimum of 50ms. /// public double StrainTime { get; private set; } /// /// Angle the player has to take to hit this . /// Calculated as the angle between the circles (current-2, current-1, current). /// public double? Angle { get; private set; } private readonly OsuHitObject lastLastObject; private readonly OsuHitObject lastObject; private readonly double timeRate; /// /// Initializes the object calculating extra data required for difficulty calculation. /// public OsuDifficultyHitObject(OsuHitObject lastLastObject, OsuHitObject lastObject, OsuHitObject currentObject, double timeRate) { this.lastLastObject = lastLastObject; this.lastObject = lastObject; this.timeRate = timeRate; BaseObject = currentObject; setDistances(); setTimingValues(); // Calculate angle here } private void setDistances() { // We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps. float scalingFactor = normalized_radius / (float)BaseObject.Radius; if (BaseObject.Radius < 30) { float smallCircleBonus = Math.Min(30 - (float)BaseObject.Radius, 5) / 50; scalingFactor *= 1 + smallCircleBonus; } if (lastObject is Slider lastSlider) { computeSliderCursorPosition(lastSlider); TravelDistance = lastSlider.LazyTravelDistance * scalingFactor; } Vector2 lastCursorPosition = getEndCursorPosition(lastObject); // Don't need to jump to reach spinners if (!(BaseObject is Spinner)) JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length; if (lastLastObject != null) { Vector2 lastLastCursorPosition = getEndCursorPosition(lastLastObject); Vector2 v1 = lastLastCursorPosition - lastObject.StackedPosition; Vector2 v2 = BaseObject.StackedPosition - lastCursorPosition; float dot = Vector2.Dot(v1, v2); float det = v1.X * v2.Y - v1.Y * v2.X; Angle = Math.Abs(Math.Atan2(det, dot)); } } private void setTimingValues() { DeltaTime = (BaseObject.StartTime - lastObject.StartTime) / timeRate; // Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure StrainTime = Math.Max(50, DeltaTime); } private void computeSliderCursorPosition(Slider slider) { if (slider.LazyEndPosition != null) return; slider.LazyEndPosition = slider.StackedPosition; float approxFollowCircleRadius = (float)(slider.Radius * 3); var computeVertex = new Action(t => { double progress = (t - slider.StartTime) / slider.SpanDuration; if (progress % 2 >= 1) progress = 1 - progress % 1; else progress = progress % 1; // ReSharper disable once PossibleInvalidOperationException (bugged in current r# version) var diff = slider.StackedPosition + slider.Path.PositionAt(progress) - slider.LazyEndPosition.Value; float dist = diff.Length; if (dist > approxFollowCircleRadius) { // The cursor would be outside the follow circle, we need to move it diff.Normalize(); // Obtain direction of diff dist -= approxFollowCircleRadius; slider.LazyEndPosition += diff * dist; slider.LazyTravelDistance += dist; } }); // Skip the head circle var scoringTimes = slider.NestedHitObjects.Skip(1).Select(t => t.StartTime); foreach (var time in scoringTimes) computeVertex(time); computeVertex(slider.EndTime); } private Vector2 getEndCursorPosition(OsuHitObject hitObject) { Vector2 pos = hitObject.StackedPosition; var slider = hitObject as Slider; if (slider != null) { computeSliderCursorPosition(slider); pos = slider.LazyEndPosition ?? pos; } return pos; } } }