// 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.Framework.Utils; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Mania.Difficulty.Preprocessing; using osu.Game.Rulesets.Mods; namespace osu.Game.Rulesets.Mania.Difficulty.Skills { public class Strain : StrainDecaySkill { private const double individual_decay_base = 0.125; private const double overall_decay_base = 0.30; protected override double SkillMultiplier => 1; protected override double StrainDecayBase => 1; private readonly double[] holdEndTimes; private readonly double[] individualStrains; private double individualStrain; private double overallStrain; public Strain(Mod[] mods, int totalColumns) : base(mods) { holdEndTimes = new double[totalColumns]; individualStrains = new double[totalColumns]; overallStrain = 1; } protected override double StrainValueOf(DifficultyHitObject current) { var maniaCurrent = (ManiaDifficultyHitObject)current; double endTime = maniaCurrent.EndTime; int column = maniaCurrent.BaseObject.Column; double closestEndTime = endTime - maniaCurrent.LastObject.StartTime; // Lowest value we can assume with the current information double holdFactor = 1.0; // Factor to all additional strains in case something else is held double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly // Fill up the holdEndTimes array for (int i = 0; i < holdEndTimes.Length; ++i) { // If there is at least one other overlapping end or note, then we get an addition if (Precision.DefinitelyBigger(holdEndTimes[i], maniaCurrent.StartTime, 1) && Precision.DefinitelyBigger(endTime, holdEndTimes[i], 1)) holdAddition = 1.0; // We give a slight bonus to everything if something is held meanwhile if (Precision.DefinitelyBigger(holdEndTimes[i], endTime, 1)) holdFactor = 1.25; closestEndTime = Math.Min(closestEndTime, Math.Abs(endTime - holdEndTimes[i])); // Decay individual strains individualStrains[i] = applyDecay(individualStrains[i], current.DeltaTime, individual_decay_base); } holdEndTimes[column] = endTime; // The hold addition only is valid if there is _no_ other note with the same ending. Releasing multiple notes at the same time is just as easy as releasing 1 // Nerfs the hold addition by half if the closest release is 24ms away if (holdAddition > 0) holdAddition *= 1 / (1 + Math.Exp(0.5 * (24 - closestEndTime))); // Increase individual strain in own column individualStrains[column] += 2.0 * holdFactor; individualStrain = individualStrains[column]; overallStrain = applyDecay(overallStrain, current.DeltaTime, overall_decay_base) + (1 + holdAddition) * holdFactor; return individualStrain + overallStrain - CurrentStrain; } protected override double CalculateInitialStrain(double offset) => applyDecay(individualStrain, offset - Previous[0].StartTime, individual_decay_base) + applyDecay(overallStrain, offset - Previous[0].StartTime, overall_decay_base); private double applyDecay(double value, double deltaTime, double decayBase) => value * Math.Pow(decayBase, deltaTime / 1000); } }