// 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.Collections.Generic; using osu.Game.Beatmaps; using osu.Game.Rulesets.Catch.Beatmaps; using osu.Game.Rulesets.Catch.Difficulty.Preprocessing; using osu.Game.Rulesets.Catch.Difficulty.Skills; using osu.Game.Rulesets.Catch.Mods; using osu.Game.Rulesets.Catch.Objects; using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Mods; namespace osu.Game.Rulesets.Catch.Difficulty { public class CatchDifficultyCalculator : DifficultyCalculator { private const double difficulty_multiplier = 4.59; private float halfCatcherWidth; public override int Version => 20220701; public CatchDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap) : base(ruleset, beatmap) { } protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate) { if (beatmap.HitObjects.Count == 0) return new CatchDifficultyAttributes { Mods = mods }; // this is the same as osu!, so there's potential to share the implementation... maybe double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate; CatchDifficultyAttributes attributes = new CatchDifficultyAttributes { StarRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier, Mods = mods, ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0, MaxCombo = beatmap.GetMaxCombo(), }; return attributes; } protected override IEnumerable CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) { CatchHitObject? lastObject = null; List objects = new List(); // In 2B beatmaps, it is possible that a normal Fruit is placed in the middle of a JuiceStream. foreach (var hitObject in CatchBeatmap.GetPalpableObjects(beatmap.HitObjects)) { // We want to only consider fruits that contribute to the combo. if (hitObject is Banana || hitObject is TinyDroplet) continue; if (lastObject != null) objects.Add(new CatchDifficultyHitObject(hitObject, lastObject, clockRate, halfCatcherWidth, objects, objects.Count)); lastObject = hitObject; } return objects; } protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) { halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.Difficulty) * 0.5f; // For circle sizes above 5.5, reduce the catcher width further to simulate imperfect gameplay. halfCatcherWidth *= 1 - (Math.Max(0, beatmap.Difficulty.CircleSize - 5.5f) * 0.0625f); return new Skill[] { new Movement(mods, halfCatcherWidth, clockRate), }; } protected override Mod[] DifficultyAdjustmentMods => new Mod[] { new CatchModDoubleTime(), new CatchModHalfTime(), new CatchModHardRock(), new CatchModEasy(), }; } }