// 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 = 12.5; protected override double SkillMultiplier => 850; protected override double StrainDecayBase => 0.2; protected override double DecayWeight => 0.94; private float lastPlayerPosition; private float lastDistanceMoved; protected override double StrainValueOf(DifficultyHitObject current) { var catchCurrent = (CatchDifficultyHitObject)current; float playerPosition = MathHelper.Clamp( lastPlayerPosition, catchCurrent.NormalizedPosition - (normalized_hitobject_radius - absolute_player_positioning_error), catchCurrent.NormalizedPosition + (normalized_hitobject_radius - absolute_player_positioning_error) ); float distanceMoved = playerPosition - lastPlayerPosition; double distanceAddition = Math.Pow(Math.Abs(distanceMoved), 1.3) / 500; double sqrtStrain = Math.Sqrt(catchCurrent.StrainTime); double bonus = 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(absolute_player_positioning_error, Math.Abs(distanceMoved)) / absolute_player_positioning_error; distanceAddition += direction_change_bonus / sqrtStrain * bonusFactor; // Bonus for tougher direction switches and "almost" hyperdashes at this point if (catchCurrent.LastObject.DistanceToHyperDash <= 10 / CatchPlayfield.BASE_WIDTH) bonus = 0.3 * bonusFactor; } // Base bonus for every movement, giving some weight to streams. distanceAddition += 7.5 * 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 <= 10.0f / CatchPlayfield.BASE_WIDTH) { if (!catchCurrent.LastObject.HyperDash) bonus += 1.0; else { // After a hyperdash we ARE in the correct position. Always! playerPosition = catchCurrent.NormalizedPosition; } distanceAddition *= 1.0 + bonus * ((10 - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 10); } lastPlayerPosition = playerPosition; lastDistanceMoved = distanceMoved; return distanceAddition / catchCurrent.StrainTime; } } }