// 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.Difficulty.Preprocessing; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Osu.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Objects; using osu.Framework.Utils; namespace osu.Game.Rulesets.Osu.Difficulty.Skills { /// /// Represents the skill required to press keys with regards to keeping up with the speed at which objects need to be hit. /// public class Speed : OsuStrainSkill { private const double single_spacing_threshold = 125; private const double rhythm_multiplier = 0.75; private const int history_time_max = 5000; // 5 seconds of calculatingRhythmBonus max. private const double min_speed_bonus = 75; // ~200BPM private const double speed_balancing_factor = 40; private double skillMultiplier => 1375; private double strainDecayBase => 0.3; private double currentStrain; private double currentRhythm; protected override int ReducedSectionCount => 5; protected override double DifficultyMultiplier => 1.04; protected override int HistoryLength => 32; private readonly double greatWindow; public Speed(Mod[] mods, double hitWindowGreat) : base(mods) { greatWindow = hitWindowGreat; } /// /// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current . /// private double calculateRhythmBonus(DifficultyHitObject current) { if (current.BaseObject is Spinner) return 0; int previousIslandSize = 0; double rhythmComplexitySum = 0; int islandSize = 1; double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms bool firstDeltaSwitch = false; for (int i = Previous.Count - 2; i > 0; i--) { OsuDifficultyHitObject currObj = (OsuDifficultyHitObject)Previous[i - 1]; OsuDifficultyHitObject prevObj = (OsuDifficultyHitObject)Previous[i]; OsuDifficultyHitObject lastObj = (OsuDifficultyHitObject)Previous[i + 1]; double currHistoricalDecay = Math.Max(0, (history_time_max - (current.StartTime - currObj.StartTime))) / history_time_max; // scales note 0 to 1 from history to now if (currHistoricalDecay != 0) { currHistoricalDecay = Math.Min((double)(Previous.Count - i) / Previous.Count, currHistoricalDecay); // either we're limited by time or limited by object count. double currDelta = currObj.StrainTime; double prevDelta = prevObj.StrainTime; double lastDelta = lastObj.StrainTime; double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses. double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - greatWindow * 0.6) / (greatWindow * 0.6)); windowPenalty = Math.Min(1, windowPenalty); double effectiveRatio = windowPenalty * currRatio; if (firstDeltaSwitch) { if (!(prevDelta > 1.25 * currDelta || prevDelta * 1.25 < currDelta)) { if (islandSize < 7) islandSize++; // island is still progressing, count size. } else { if (Previous[i - 1].BaseObject is Slider) // bpm change is into slider, this is easy acc window effectiveRatio *= 0.125; if (Previous[i].BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle effectiveRatio *= 0.25; if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet) effectiveRatio *= 0.25; if (previousIslandSize % 2 == islandSize % 2) // repeated island polartiy (2 -> 4, 3 -> 5) effectiveRatio *= 0.50; if (lastDelta > prevDelta + 10 && prevDelta > currDelta + 10) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this. effectiveRatio *= 0.125; rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay * Math.Sqrt(4 + islandSize) / 2 * Math.Sqrt(4 + previousIslandSize) / 2; startRatio = effectiveRatio; previousIslandSize = islandSize; // log the last island size. if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size. islandSize = 1; } } else if (prevDelta > 1.25 * currDelta) // we want to be speeding up. { // Begin counting island until we change speed again. firstDeltaSwitch = true; startRatio = effectiveRatio; islandSize = 1; } } } return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity) (not really though) } private double strainValueOf(DifficultyHitObject current) { if (current.BaseObject is Spinner) return 0; // derive strainTime for calculation var osuCurrObj = (OsuDifficultyHitObject)current; var osuPrevObj = Previous.Count > 0 ? (OsuDifficultyHitObject)Previous[0] : null; double strainTime = osuCurrObj.StrainTime; double greatWindowFull = greatWindow * 2; double speedWindowRatio = strainTime / greatWindowFull; // Aim to nerf cheesy rhythms (Very fast consecutive doubles with large deltatimes between) if (osuPrevObj != null && strainTime < greatWindowFull && osuPrevObj.StrainTime > strainTime) strainTime = Interpolation.Lerp(osuPrevObj.StrainTime, strainTime, speedWindowRatio); // Cap deltatime to the OD 300 hitwindow. // 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap. strainTime /= Math.Clamp((strainTime / greatWindowFull) / 0.93, 0.92, 1); // derive speedBonus for calculation double speedBonus = 1.0; if (strainTime < min_speed_bonus) speedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2); double travelDistance = osuPrevObj?.TravelDistance ?? 0; double distance = Math.Min(single_spacing_threshold, travelDistance + osuCurrObj.JumpDistance); return (speedBonus + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / strainTime; } private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000); protected override double CalculateInitialStrain(double time) => (currentStrain * currentRhythm) * strainDecay(time - Previous[0].StartTime); protected override double StrainValueAt(DifficultyHitObject current) { currentStrain *= strainDecay(current.DeltaTime); currentStrain += strainValueOf(current) * skillMultiplier; currentRhythm = calculateRhythmBonus(current); return currentStrain * currentRhythm; } } }