// 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.Catch.Objects; using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Objects; using osuTK; namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing { public class CatchDifficultyHitObject : DifficultyHitObject { private const float normalized_hitobject_radius = 41.0f; private const float absolute_player_positioning_error = 16f; public new CatchHitObject BaseObject => (CatchHitObject)base.BaseObject; public float MovementDistance { get; private set; } /// /// Milliseconds elapsed since the start time of the previous , with a minimum of 25ms. /// public readonly double StrainTime; private readonly float scalingFactor; private readonly CatchHitObject lastObject; public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double timeRate, float halfCatcherWidth) : base(hitObject, lastObject, timeRate) { this.lastObject = (CatchHitObject)lastObject; // We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps. scalingFactor = normalized_hitobject_radius / halfCatcherWidth; setDistances(); // Every strain interval is hard capped at the equivalent of 600 BPM streaming speed as a safety measure StrainTime = Math.Max(25, DeltaTime); } private void setDistances() { float lastPosition = getNormalizedPosition(lastObject); float currentPosition = getNormalizedPosition(BaseObject); // After a hyperdash the player is assumed to be in the correct position if (lastObject.LazyMovementDistance != null && !lastObject.HyperDash) lastPosition += lastObject.LazyMovementDistance.Value; BaseObject.LazyMovementDistance = MathHelper.Clamp( lastPosition, currentPosition - (normalized_hitobject_radius - absolute_player_positioning_error), currentPosition + (normalized_hitobject_radius - absolute_player_positioning_error)) // Obtain new lazy position, but be stricter by allowing for an error of a certain degree of the player. - currentPosition; // Subtract HitObject position to obtain offset MovementDistance = Math.Abs(currentPosition - lastPosition + BaseObject.LazyMovementDistance.Value); if (currentPosition < lastPosition) MovementDistance *= -1; } private float getNormalizedPosition(CatchHitObject hitObject) => hitObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor; } }