// 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.Game.Rulesets.Catch.Difficulty.Preprocessing; using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; using osuTK; namespace osu.Game.Rulesets.Catch.Difficulty.Skills { public class Movement : Skill { private const float absolute_player_positioning_error = 16f; private const float normalized_hitobject_radius = 41.0f; private const double direction_change_bonus = 21.0; protected override double SkillMultiplier => 900; protected override double StrainDecayBase => 0.2; protected override double DecayWeight => 0.94; private float? lastPlayerPosition; private float lastDistanceMoved; private double lastStrainTime; protected override double StrainValueOf(DifficultyHitObject current) { var catchCurrent = (CatchDifficultyHitObject)current; if (lastPlayerPosition == null) lastPlayerPosition = catchCurrent.LastNormalizedPosition; float playerPosition = MathHelper.Clamp( lastPlayerPosition.Value, catchCurrent.NormalizedPosition - (normalized_hitobject_radius - absolute_player_positioning_error), catchCurrent.NormalizedPosition + (normalized_hitobject_radius - absolute_player_positioning_error) ); float distanceMoved = playerPosition - lastPlayerPosition.Value; double weightedStrainTime = catchCurrent.StrainTime + 10 + (8 / catchCurrent.ClockRate); double distanceAddition = (Math.Pow(Math.Abs(distanceMoved), 1.3) / 510); double sqrtStrain = Math.Sqrt(weightedStrainTime); double edgeDashBonus = 0; // Direction changes give an extra point! if (Math.Abs(distanceMoved) > 0.1) { if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved)) { double bonusFactor = Math.Min(50, Math.Abs(distanceMoved)) / 50; double antiflowFactor = Math.Max(Math.Min(70, Math.Abs(lastDistanceMoved)) / 70, 0.3); distanceAddition += direction_change_bonus / Math.Sqrt(lastStrainTime + 18) * bonusFactor * antiflowFactor * Math.Max(1 - Math.Pow(weightedStrainTime / 1000, 3), 0); } // Base bonus for every movement, giving some weight to streams. distanceAddition += 12.5 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain; } // Bonus for "almost" hyperdashes at corner points if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f / CatchPlayfield.BASE_WIDTH) { if (!catchCurrent.LastObject.HyperDash) edgeDashBonus += 5.7; else { // After a hyperdash we ARE in the correct position. Always! playerPosition = catchCurrent.NormalizedPosition; } distanceAddition *= 1.0 + edgeDashBonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 20) * Math.Pow((Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 265) / 265), 1.5); // Edge Dashes are easier at lower ms values } // Prevent wide dense stacks of notes which fit on the catcher from greatly increasing SR if (Math.Abs(distanceMoved) > 0.1) { if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved)) { if (Math.Abs(distanceMoved) <= (CatcherArea.CATCHER_SIZE) && Math.Abs(lastDistanceMoved) == Math.Abs(distanceMoved)) { if (catchCurrent.StrainTime <= 80 && lastStrainTime == catchCurrent.StrainTime) { distanceAddition *= Math.Max(((catchCurrent.StrainTime / 80) - 0.75) * 4, 0); } } } } lastPlayerPosition = playerPosition; lastDistanceMoved = distanceMoved; lastStrainTime = catchCurrent.StrainTime; return distanceAddition / weightedStrainTime; } } }