// 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.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Objects.Types; namespace osu.Game.Rulesets.Objects.Legacy { public static class LegacyRulesetExtensions { /// /// Introduces floating-point errors to post-multiplied beat length for legacy rulesets that depend on it. /// You should definitely not use this unless you know exactly what you're doing. /// public static double GetPrecisionAdjustedBeatLength(IHasSliderVelocity hasSliderVelocity, TimingControlPoint timingControlPoint, string rulesetShortName) { double sliderVelocityAsBeatLength = -100 / hasSliderVelocity.SliderVelocityMultiplier; // Note: In stable, the division occurs on floats, but with compiler optimisations turned on actually seems to occur on doubles via some .NET black magic (possibly inlining?). double bpmMultiplier; switch (rulesetShortName) { case "taiko": case "mania": bpmMultiplier = sliderVelocityAsBeatLength < 0 ? Math.Clamp((float)-sliderVelocityAsBeatLength, 10, 10000) / 100.0 : 1; break; case "osu": case "fruits": bpmMultiplier = sliderVelocityAsBeatLength < 0 ? Math.Clamp((float)-sliderVelocityAsBeatLength, 10, 1000) / 100.0 : 1; break; default: throw new ArgumentException("Must be a legacy ruleset", nameof(rulesetShortName)); } return timingControlPoint.BeatLength * bpmMultiplier; } /// /// Calculates scale from a CS value, with an optional fudge that was historically applied to the osu! ruleset. /// public static float CalculateScaleFromCircleSize(float circleSize, bool applyFudge = false) { // The following comment is copied verbatim from osu-stable: // // Builds of osu! up to 2013-05-04 had the gamefield being rounded down, which caused incorrect radius calculations // in widescreen cases. This ratio adjusts to allow for old replays to work post-fix, which in turn increases the lenience // for all plays, but by an amount so small it should only be effective in replays. // // To match expectations of gameplay we need to apply this multiplier to circle scale. It's weird but is what it is. // It works out to under 1 game pixel and is generally not meaningful to gameplay, but is to replay playback accuracy. const float broken_gamefield_rounding_allowance = 1.00041f; return (float)(1.0f - 0.7f * IBeatmapDifficultyInfo.DifficultyRange(circleSize)) / 2 * (applyFudge ? broken_gamefield_rounding_allowance : 1); } } }