// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using osu.Game.Rulesets.Osu.Objects; namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing { /// /// A wrapper around extending it with additional data required for difficulty calculation. /// public class OsuDifficultyHitObject { /// /// The this refers to. /// public OsuHitObject BaseObject { get; } /// /// Normalized distance from the of the previous . /// public double Distance { get; private set; } /// /// Milliseconds elapsed since the StartTime of the previous . /// public double DeltaTime { get; private set; } /// /// Number of milliseconds until the has to be hit. /// public double TimeUntilHit { get; set; } private const int normalized_radius = 52; private readonly OsuHitObject[] t; /// /// Initializes the object calculating extra data required for difficulty calculation. /// public OsuDifficultyHitObject(OsuHitObject[] triangle) { t = triangle; BaseObject = t[0]; 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; } Distance = (t[0].StackedPosition - t[1].StackedPosition).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(40, t[0].StartTime - t[1].StartTime); TimeUntilHit = 450; // BaseObject.PreEmpt; } } }