// 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.Difficulty.Preprocessing; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Osu.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Objects; namespace osu.Game.Rulesets.Osu.Difficulty.Skills { /// /// Represents the skill required to press keys with regards to keeping up with the speed at which objects need to be hit. /// public class Speed : OsuStrainSkill { private const double single_spacing_threshold = 125; private const double angle_bonus_begin = 5 * Math.PI / 6; private const double pi_over_4 = Math.PI / 4; private const double pi_over_2 = Math.PI / 2; private const double rhythmMultiplier = 1.5; private double skillMultiplier => 1400; private double strainDecayBase => 0.3; private double difficultyMultiplier => 1.04; private double currentTapStrain = 1; private double currentMovementStrain = 1; protected override int ReducedSectionCount => 5; private const double min_speed_bonus = 75; // ~200BPM private const double max_speed_bonus = 45; // ~330BPM private const double speed_balancing_factor = 40; protected override int HistoryLength => 32; private const int HistoryTimeMax = 3000; // 4 seconds of calculatingRhythmBonus max. public Speed(Mod[] mods) : base(mods) { } private bool isRatioEqual(double ratio, double a, double b) { return a + 15 > ratio * b && a - 15 < ratio * b; } /// /// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current . /// private double calculateRhythmBonus(double startTime) { // {doubles, triplets, quads, quints, 6-tuplets, 7 Tuplets, greater} int previousIslandSize = -1; double[] islandTimes = {0, 0, 0, 0, 0, 0, 0}; int islandSize = 0; bool firstDeltaSwitch = false; for (int i = Previous.Count - 1; i > 0; i--) { double currDelta = ((OsuDifficultyHitObject)Previous[i - 1]).StrainTime; double prevDelta = ((OsuDifficultyHitObject)Previous[i]).StrainTime; double effectiveRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta); effectiveRatio *= Math.Sqrt(100 / ((currDelta + prevDelta) / 2)); // scale with bpm. if (effectiveRatio > 0.5) effectiveRatio = 0.5 + (effectiveRatio - 0.5) * 5; // extra buff for 1/3 -> 1/4 etc transitions. double currHistoricalDecay = Math.Max(0, (HistoryTimeMax - (startTime - Previous[i - 1].StartTime))) / HistoryTimeMax; if (firstDeltaSwitch) { if (isRatioEqual(1.0, prevDelta, currDelta)) { islandSize++; // island is still progressing, count size. } else { if (islandSize > 6) islandSize = 6; if (Previous[i - 1].BaseObject is Slider) // bpm change is into slider, this is easy acc window effectiveRatio *= 0.5; if (Previous[i].BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle effectiveRatio *= 0.75; if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet) effectiveRatio *= 0.5; islandTimes[islandSize] = islandTimes[islandSize] + effectiveRatio * currHistoricalDecay; previousIslandSize = islandSize; // log the last island size. if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size. islandSize = 0; } } else if (prevDelta > 1.25 * currDelta) // we want to be speeding up. { // Begin counting island until we change speed again. firstDeltaSwitch = true; islandSize = 0; } } double rhythmComplexitySum = 0.0; for (int i = 0; i < islandTimes.Length; i++) { rhythmComplexitySum += islandTimes[i]; // sum the total amount of rhythm variance } // Console.WriteLine(Math.Sqrt(4 + rhythmComplexitySum * rhythmMultiplier) / 2); return Math.Sqrt(4 + rhythmComplexitySum * rhythmMultiplier) / 2; } private void setStrainValues(DifficultyHitObject current) { // if (current.BaseObject is Spinner) // { // currentTapStrain *= strainDecay(current.DeltaTime); // // currentMovementStrain *= strainDecay(current.DeltaTime); // // return; // } var osuCurrent = (OsuDifficultyHitObject)current; double distance = Math.Min(single_spacing_threshold, osuCurrent.TravelDistance + osuCurrent.JumpDistance); double deltaTime = Math.Max(max_speed_bonus, current.DeltaTime); double speedBonus = 1.0; if (deltaTime < min_speed_bonus) speedBonus = 1 + Math.Pow((min_speed_bonus - deltaTime) / speed_balancing_factor, 2); double angleBonus = 1.0; if (osuCurrent.Angle != null && osuCurrent.Angle.Value < angle_bonus_begin) { angleBonus = 1 + Math.Pow(Math.Sin(1.5 * (angle_bonus_begin - osuCurrent.Angle.Value)), 2) / 3.57; if (osuCurrent.Angle.Value < pi_over_2) { angleBonus = 1.28; if (distance < 90 && osuCurrent.Angle.Value < pi_over_4) angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1); else if (distance < 90) angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1) * Math.Sin((pi_over_2 - osuCurrent.Angle.Value) / pi_over_4); } } // return (1 + (speedBonus - 1) * 0.75) * angleBonus * (0.95 + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / osuCurrent.StrainTime; double tapStrain = ((1 + (speedBonus - 1) * 0.75) * 0.95) / osuCurrent.StrainTime; double movementStrain = ((1 + (speedBonus - 1) * 0.75) * angleBonus * speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / osuCurrent.StrainTime; currentTapStrain *= strainDecay(current.DeltaTime); currentTapStrain += tapStrain * skillMultiplier; currentMovementStrain *= strainDecay(current.DeltaTime); currentMovementStrain += movementStrain * skillMultiplier; } private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000); protected override double CalculateInitialStrain(double time) => (currentMovementStrain + currentTapStrain) * strainDecay(time - Previous[0].StartTime); protected override double StrainValueAt(DifficultyHitObject current) { setStrainValues(current); // Console.WriteLine(currentMovementStrain + currentTapStrain); return currentMovementStrain + currentTapStrain * calculateRhythmBonus(current.StartTime); } } }