// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Objects; namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators { public static class FlashlightEvaluator { private const double max_opacity_bonus = 0.4; private const double hidden_bonus = 0.2; private const double min_velocity = 0.5; private const double slider_multiplier = 1.3; private const double min_angle_multiplier = 0.2; /// /// Evaluates the difficulty of memorising and hitting an object, based on: /// /// distance between a number of previous objects and the current object, /// the visual opacity of the current object, /// the angle made by the current object, /// length and speed of the current object (for sliders), /// and whether the hidden mod is enabled. /// /// public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden) { if (current.BaseObject is Spinner) return 0; var osuCurrent = (OsuDifficultyHitObject)current; var osuHitObject = (OsuHitObject)(osuCurrent.BaseObject); double scalingFactor = 52.0 / osuHitObject.Radius; double smallDistNerf = 1.0; double cumulativeStrainTime = 0.0; double result = 0.0; OsuDifficultyHitObject lastObj = osuCurrent; double angleRepeatCount = 0.0; // This is iterating backwards in time from the current object. for (int i = 0; i < Math.Min(current.Index, 10); i++) { var currentObj = (OsuDifficultyHitObject)current.Previous(i); var currentHitObject = (OsuHitObject)(currentObj.BaseObject); if (!(currentObj.BaseObject is Spinner)) { double jumpDistance = (osuHitObject.StackedPosition - currentHitObject.StackedEndPosition).Length; cumulativeStrainTime += lastObj.StrainTime; // We want to nerf objects that can be easily seen within the Flashlight circle radius. if (i == 0) smallDistNerf = Math.Min(1.0, jumpDistance / 75.0); // We also want to nerf stacks so that only the first object of the stack is accounted for. double stackNerf = Math.Min(1.0, (currentObj.LazyJumpDistance / scalingFactor) / 25.0); // Bonus based on how visible the object is. double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, hidden)); result += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime; if (currentObj.Angle != null && osuCurrent.Angle != null) { // Objects further back in time should count less for the nerf. if (Math.Abs(currentObj.Angle.Value - osuCurrent.Angle.Value) < 0.02) angleRepeatCount += Math.Max(1.0 - 0.1 * i, 0.0); } } lastObj = currentObj; } result = Math.Pow(smallDistNerf * result, 2.0); // Additional bonus for Hidden due to there being no approach circles. if (hidden) result *= 1.0 + hidden_bonus; // Nerf patterns with repeated angles. result *= min_angle_multiplier + (1.0 - min_angle_multiplier) / (angleRepeatCount + 1.0); double sliderBonus = 0.0; if (osuCurrent.BaseObject is Slider osuSlider) { // Invert the scaling factor to determine the true travel distance independent of circle size. double pixelTravelDistance = osuSlider.LazyTravelDistance / scalingFactor; // Reward sliders based on velocity. sliderBonus = Math.Pow(Math.Max(0.0, pixelTravelDistance / osuCurrent.TravelTime - min_velocity), 0.5); // Longer sliders require more memorisation. sliderBonus *= pixelTravelDistance; // Nerf sliders with repeats, as less memorisation is required. if (osuSlider.RepeatCount > 0) sliderBonus /= (osuSlider.RepeatCount + 1); } result += sliderBonus * slider_multiplier; return result; } } }