// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>. // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Linq; using osu.Game.Rulesets.Osu.Objects; using OpenTK; namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing { /// <summary> /// A wrapper around <see cref="OsuHitObject"/> extending it with additional data required for difficulty calculation. /// </summary> public class OsuDifficultyHitObject { private const int normalized_radius = 52; /// <summary> /// The <see cref="OsuHitObject"/> this <see cref="OsuDifficultyHitObject"/> refers to. /// </summary> public OsuHitObject BaseObject { get; } /// <summary> /// Normalized distance from the <see cref="OsuHitObject.StackedPosition"/> of the previous <see cref="OsuDifficultyHitObject"/>. /// </summary> public double Distance { get; private set; } /// <summary> /// Milliseconds elapsed since the StartTime of the previous <see cref="OsuDifficultyHitObject"/>. /// </summary> public double DeltaTime { get; private set; } private readonly OsuHitObject lastObject; private readonly double timeRate; /// <summary> /// Initializes the object calculating extra data required for difficulty calculation. /// </summary> public OsuDifficultyHitObject(OsuHitObject currentObject, OsuHitObject lastObject, double timeRate) { this.lastObject = lastObject; this.timeRate = timeRate; BaseObject = currentObject; setDistances(); setTimingValues(); // Calculate angle here } private void setDistances() { // We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps. double scalingFactor = normalized_radius / BaseObject.Radius; if (BaseObject.Radius < 30) { double smallCircleBonus = Math.Min(30 - BaseObject.Radius, 5) / 50; scalingFactor *= 1 + smallCircleBonus; } Vector2 lastCursorPosition = lastObject.StackedPosition; float lastTravelDistance = 0; var lastSlider = lastObject as Slider; if (lastSlider != null) { computeSliderCursorPosition(lastSlider); lastCursorPosition = lastSlider.LazyEndPosition ?? lastCursorPosition; lastTravelDistance = lastSlider.LazyTravelDistance; } Distance = (lastTravelDistance + (BaseObject.StackedPosition - lastCursorPosition).Length) * scalingFactor; } private void setTimingValues() { // Every timing inverval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure. DeltaTime = Math.Max(50, (BaseObject.StartTime - lastObject.StartTime) / timeRate); } private void computeSliderCursorPosition(Slider slider) { if (slider.LazyEndPosition != null) return; slider.LazyEndPosition = slider.StackedPosition; float approxFollowCircleRadius = (float)(slider.Radius * 3); var computeVertex = new Action<double>(t => { // ReSharper disable once PossibleInvalidOperationException (bugged in current r# version) var diff = slider.StackedPositionAt(t) - slider.LazyEndPosition.Value; float dist = diff.Length; 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 (var time in scoringTimes) computeVertex(time); computeVertex(slider.EndTime); } } }