// 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.Osu.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Objects; namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators { public static class SpeedEvaluator { private const double single_spacing_threshold = 125; // 1.25 circles distance between centers private const double min_speed_bonus = 75; // ~200BPM private const double speed_balancing_factor = 40; /// /// Evaluates the difficulty of tapping the current object, based on: /// /// time between pressing the previous and current object, /// distance between those objects, /// and how easily they can be cheesed. /// /// public static double EvaluateDifficultyOf(DifficultyHitObject current) { if (current.BaseObject is Spinner) return 0; // derive strainTime for calculation var osuCurrObj = (OsuDifficultyHitObject)current; var osuPrevObj = current.Index > 0 ? (OsuDifficultyHitObject)current.Previous(0) : null; var osuNextObj = (OsuDifficultyHitObject?)current.Next(0); double strainTime = osuCurrObj.StrainTime; double doubletapness = 1; // Nerf doubletappable doubles. if (osuNextObj != null) { double currDeltaTime = Math.Max(1, osuCurrObj.DeltaTime); double nextDeltaTime = Math.Max(1, osuNextObj.DeltaTime); double deltaDifference = Math.Abs(nextDeltaTime - currDeltaTime); double speedRatio = currDeltaTime / Math.Max(currDeltaTime, deltaDifference); double windowRatio = Math.Pow(Math.Min(1, currDeltaTime / osuCurrObj.HitWindowGreat), 2); doubletapness = Math.Pow(speedRatio, 1 - windowRatio); } // Cap deltatime to the OD 300 hitwindow. // 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap. strainTime /= Math.Clamp((strainTime / osuCurrObj.HitWindowGreat) / 0.93, 0.92, 1); // speedBonus will be 1.0 for BPM < 200 double speedBonus = 1.0; // Add additional scaling bonus for streams/bursts higher than 200bpm if (strainTime < min_speed_bonus) speedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2); double travelDistance = osuPrevObj?.TravelDistance ?? 0; double distance = travelDistance + osuCurrObj.MinimumJumpDistance; // Cap distance at single_spacing_threshold distance = Math.Min(distance, single_spacing_threshold); // Max distance bonus is 2 at single_spacing_threshold double distanceBonus = 1 + Math.Pow(distance / single_spacing_threshold, 3.5); // Base difficulty with all bonuses double difficulty = speedBonus * distanceBonus * 1000 / strainTime; // Apply penalty if there's doubletappable doubles return difficulty * doubletapness; } } }