// 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 System.Linq; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Osu.Objects; using osuTK; namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing { public class OsuDifficultyHitObject : DifficultyHitObject { private const int normalized_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths. private const int min_delta_time = 25; protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject; /// /// Normalized distance from the end position of the previous to the start position of this . /// public double JumpDistance { get; private set; } /// /// Minimum distance from the end position of the previous to the start position of this . /// public double MovementDistance { get; private set; } /// /// Normalized distance between the start and end position of the previous . /// public double TravelDistance { get; private set; } /// /// Angle the player has to take to hit this . /// Calculated as the angle between the circles (current-2, current-1, current). /// public double? Angle { get; private set; } /// /// Milliseconds elapsed since the end time of the previous , with a minimum of 25ms. /// public double MovementTime { get; private set; } /// /// Milliseconds elapsed since the start time of the previous to the end time of the same previous , with a minimum of 25ms. /// public double TravelTime { get; private set; } /// /// Milliseconds elapsed since the start time of the previous , with a minimum of 25ms. /// public readonly double StrainTime; private readonly OsuHitObject lastLastObject; private readonly OsuHitObject lastObject; public OsuDifficultyHitObject(HitObject hitObject, HitObject lastLastObject, HitObject lastObject, double clockRate) : base(hitObject, lastObject, clockRate) { this.lastLastObject = (OsuHitObject)lastLastObject; this.lastObject = (OsuHitObject)lastObject; // Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects. StrainTime = Math.Max(DeltaTime, min_delta_time); setDistances(clockRate); } private void setDistances(double clockRate) { // We don't need to calculate either angle or distance when one of the last->curr objects is a spinner if (BaseObject is Spinner || lastObject is Spinner) return; // We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps. float scalingFactor = normalized_radius / (float)BaseObject.Radius; if (BaseObject.Radius < 30) { float smallCircleBonus = Math.Min(30 - (float)BaseObject.Radius, 5) / 50; scalingFactor *= 1 + smallCircleBonus; } Vector2 lastCursorPosition = getEndCursorPosition(lastObject); JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length; if (lastObject is Slider lastSlider) { computeSliderCursorPosition(lastSlider); TravelDistance = 0; TravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time); MovementTime = Math.Max(StrainTime - TravelTime, min_delta_time); MovementDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor; int repeatCount = 0; Vector2 currSliderPosition = ((OsuHitObject)lastSlider.NestedHitObjects[0]).StackedPosition; for (int i = 1; i < lastSlider.NestedHitObjects.Count; i++) { Vector2 currSlider = Vector2.Subtract(((OsuHitObject)lastSlider.NestedHitObjects[i]).StackedPosition, currSliderPosition); double currSliderLength = currSlider.Length * scalingFactor; if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderEndCircle && !((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderRepeat)) { Vector2 possSlider = Vector2.Subtract((Vector2)lastSlider.LazyEndPosition, currSliderPosition); if (possSlider.Length < currSlider.Length) currSlider = possSlider; // Take the least distance from slider end vs lazy end. currSliderLength = currSlider.Length * scalingFactor; } if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderTick) { if (currSliderLength > 120) { currSliderPosition = Vector2.Add(currSliderPosition, Vector2.Multiply(currSlider, (float)((currSliderLength - 120) / currSliderLength))); currSliderLength *= (currSliderLength - 120) / currSliderLength; } else currSliderLength = 0; } else if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderRepeat) { if (currSliderLength > 50) { currSliderPosition = Vector2.Add(currSliderPosition, Vector2.Multiply(currSlider, (float)((currSliderLength - 50) / currSliderLength))); currSliderLength *= (currSliderLength - 50) / currSliderLength; } else currSliderLength = 0; } else { if (currSliderLength > 0) { currSliderPosition = Vector2.Add(currSliderPosition, Vector2.Multiply(currSlider, (float)((currSliderLength - 0) / currSliderLength))); currSliderLength *= (currSliderLength - 0) / currSliderLength; } else currSliderLength = 0; } if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderRepeat) repeatCount++; TravelDistance += currSliderLength; } TravelDistance *= Math.Pow(1 + repeatCount / 2.5, 1.0 / 2.5); // Bonus for repeat sliders until a better per nested object strain system can be achieved. // Jump distance from the slider tail to the next object, as opposed to the lazy position of JumpDistance. float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor; // For hitobjects which continue in the direction of the slider, the player will normally follow through the slider, // such that they're not jumping from the lazy position but rather from very close to (or the end of) the slider. // In such cases, a leniency is applied by also considering the jump distance from the tail of the slider, and taking the minimum jump distance. MovementDistance = Math.Min(JumpDistance, tailJumpDistance); } else { MovementTime = StrainTime; MovementDistance = JumpDistance; } if (lastLastObject != null && !(lastLastObject is Spinner)) { Vector2 lastLastCursorPosition = getEndCursorPosition(lastLastObject); Vector2 v1 = lastLastCursorPosition - lastObject.StackedPosition; Vector2 v2 = BaseObject.StackedPosition - lastCursorPosition; float dot = Vector2.Dot(v1, v2); float det = v1.X * v2.Y - v1.Y * v2.X; Angle = Math.Abs(Math.Atan2(det, dot)); } } private void computeSliderCursorPosition(Slider slider) { if (slider.LazyEndPosition != null) return; slider.LazyEndPosition = slider.StackedPosition; float approxFollowCircleRadius = (float)(slider.Radius * 1.4); // using 1.4 to better follow the real movement of a cursor. var computeVertex = new Action(t => { double progress = (t - slider.StartTime) / slider.SpanDuration; if (progress % 2 >= 1) progress = 1 - progress % 1; else progress %= 1; // ReSharper disable once PossibleInvalidOperationException (bugged in current r# version) var diff = slider.StackedPosition + slider.Path.PositionAt(progress) - slider.LazyEndPosition.Value; float dist = diff.Length; slider.LazyTravelTime = t - slider.StartTime; if (dist > approxFollowCircleRadius) { // The cursor would be outside the follow circle, we need to move it diff.Normalize(); // Obtain direction of diff dist -= approxFollowCircleRadius; slider.LazyEndPosition += diff * dist; slider.LazyTravelDistance += dist; } }); // Skip the head circle var scoringTimes = slider.NestedHitObjects.Skip(1).Select(t => t.StartTime); foreach (double time in scoringTimes) computeVertex(time); } private Vector2 getEndCursorPosition(OsuHitObject hitObject) { Vector2 pos = hitObject.StackedPosition; if (hitObject is Slider slider) { computeSliderCursorPosition(slider); pos = slider.LazyEndPosition ?? pos; } return pos; } } }