// 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 { public class OsuDifficultyHitObject { public OsuHitObject BaseObject { get; } /// /// Normalized distance from the StartPosition of the previous note. /// public double Distance { get; private set; } /// /// Milliseconds elapsed since the StartTime of the previous note. /// public double MS { get; private set; } public double MSUntilHit { get; set; } private const int normalized_radius = 52; private OsuHitObject[] t; 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. MS = Math.Max(40, t[0].StartTime - t[1].StartTime); MSUntilHit = 450; // BaseObject.PreEmpt; } } }