// 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.Catch.Difficulty.Preprocessing; using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; using osuTK; namespace osu.Game.Rulesets.Catch.Difficulty.Skills { public class Movement : Skill { private const float absolute_player_positioning_error = 16f; private const float normalized_hitobject_radius = 41.0f; private const double direction_change_bonus = 9.8; private const double antiflow_bonus = 26.0; protected override double SkillMultiplier => 850; protected override double StrainDecayBase => 0.2; protected override double DecayWeight => 0.94; private float? lastPlayerPosition; private float lastDistanceMoved; private double lastStrainTime; protected override double StrainValueOf(DifficultyHitObject current) { var catchCurrent = (CatchDifficultyHitObject)current; if (lastPlayerPosition == null) lastPlayerPosition = catchCurrent.LastNormalizedPosition; float playerPosition = MathHelper.Clamp( lastPlayerPosition.Value, catchCurrent.NormalizedPosition - (normalized_hitobject_radius - absolute_player_positioning_error), catchCurrent.NormalizedPosition + (normalized_hitobject_radius - absolute_player_positioning_error) ); float distanceMoved = playerPosition - lastPlayerPosition.Value; // Reduce speed scaling double weightedStrainTime = catchCurrent.StrainTime + 20; double distanceAddition = Math.Pow(Math.Abs(distanceMoved), 1.2) / 340; double sqrtStrain = Math.Sqrt(weightedStrainTime); double bonus = 0; // Direction changes give an extra point! if (Math.Abs(distanceMoved) > 0.1) { if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved)) { double bonusFactor = Math.Min(absolute_player_positioning_error, Math.Abs(distanceMoved)) / absolute_player_positioning_error; distanceAddition += direction_change_bonus / sqrtStrain * bonusFactor; // Direction changes after jumps (antiflow) are harder double antiflowBonusFactor = Math.Min(Math.Abs(distanceMoved) / 70, 1); distanceAddition += (antiflow_bonus / (catchCurrent.StrainTime / 17.5 + 10)) * (Math.Sqrt(Math.Abs(lastDistanceMoved)) / Math.Sqrt(lastStrainTime + 20)) * antiflowBonusFactor; } // Base bonus for every movement, giving some weight to streams. distanceAddition += 10.0 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain; } // Bonus for edge dashes double edgeDashThreshold = 15.5f * ((Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 250) * 0.9 + 25) / 250); if (catchCurrent.LastObject.DistanceToHyperDash <= edgeDashThreshold / CatchPlayfield.BASE_WIDTH) { if (!catchCurrent.LastObject.HyperDash) bonus += 2.3; else { // After a hyperdash we ARE in the correct position. Always! playerPosition = catchCurrent.NormalizedPosition; } distanceAddition *= 1.0 + bonus * Math.Pow(edgeDashThreshold - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH, 1.6f) / edgeDashThreshold * (Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 265) / 265); // Edge dashes are easier at lower ms values } // Prevent wide dense stacks of notes which fit on the catcher from greatly increasing SR if (Math.Abs(distanceMoved) > 0.1) { if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved)) { if (Math.Abs(distanceMoved) <= (CatcherArea.CATCHER_SIZE) && Math.Abs(lastDistanceMoved) == Math.Abs(distanceMoved)) { if (catchCurrent.StrainTime <= 80 && lastStrainTime == catchCurrent.StrainTime) { distanceAddition *= Math.Max(((catchCurrent.StrainTime / 80) - 0.75) * 4, 0); } } } } lastPlayerPosition = playerPosition; lastDistanceMoved = distanceMoved; lastStrainTime = catchCurrent.StrainTime; return distanceAddition / weightedStrainTime; } } }