mirror of
https://github.com/ppy/osu.git
synced 2024-11-18 09:32:53 +08:00
117 lines
5.4 KiB
C#
117 lines
5.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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.Mods;
|
|
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Osu.Objects;
|
|
using osu.Framework.Utils;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
|
{
|
|
/// <summary>
|
|
/// Represents the skill required to correctly aim at every object in the map with a uniform CircleSize and normalized distances.
|
|
/// </summary>
|
|
public class Aim : OsuStrainSkill
|
|
{
|
|
public Aim(Mod[] mods)
|
|
: base(mods)
|
|
{
|
|
}
|
|
|
|
protected override int HistoryLength => 2;
|
|
|
|
private const double wide_angle_multiplier = 1.5;
|
|
private const double acute_angle_multiplier = 2.0;
|
|
|
|
private double currentStrain = 1;
|
|
|
|
private double skillMultiplier => 23.25;
|
|
private double strainDecayBase => 0.15;
|
|
|
|
private double strainValueOf(DifficultyHitObject current)
|
|
{
|
|
if (current.BaseObject is Spinner || Previous.Count <= 1)
|
|
return 0;
|
|
|
|
var osuCurrObj = (OsuDifficultyHitObject)current;
|
|
var osuPrevObj = (OsuDifficultyHitObject)Previous[0];
|
|
var osuLastObj = (OsuDifficultyHitObject)Previous[1];
|
|
|
|
double currVelocity = osuCurrObj.JumpDistance / osuCurrObj.StrainTime; // Start iwth the base distance / time
|
|
|
|
if (osuPrevObj.BaseObject is Slider) // If object is a slider
|
|
{
|
|
double movementVelocity = osuCurrObj.MovementDistance / osuCurrObj.MovementTime; // calculate the movement velocity from slider end to next note
|
|
double travelVelocity = osuCurrObj.TravelDistance / osuCurrObj.TravelTime; // calculate the slider velocity from slider head to lazy end.
|
|
|
|
currVelocity = Math.Max(currVelocity, movementVelocity + travelVelocity); // take the larger total combined velocity.
|
|
}
|
|
|
|
double prevVelocity = osuPrevObj.JumpDistance / osuPrevObj.StrainTime; // do the same for the previous velocity.
|
|
|
|
if (osuLastObj.BaseObject is Slider)
|
|
{
|
|
double movementVelocity = osuPrevObj.MovementDistance / osuPrevObj.MovementTime;
|
|
double travelVelocity = osuPrevObj.TravelDistance / osuPrevObj.TravelTime;
|
|
|
|
prevVelocity = Math.Max(prevVelocity, movementVelocity + travelVelocity);
|
|
}
|
|
|
|
double angleBonus = 0;
|
|
|
|
double aimStrain = currVelocity; // Start strain with regular velocity.
|
|
|
|
if (Precision.AlmostEquals(osuCurrObj.StrainTime, osuPrevObj.StrainTime, 10)) // If rhythms are the same.
|
|
{
|
|
if (osuCurrObj.Angle != null && osuPrevObj.Angle != null)
|
|
{
|
|
double currAngle = osuCurrObj.Angle.Value;
|
|
double prevAngle = osuPrevObj.Angle.Value;
|
|
|
|
// Rewarding angles, take the smaller velocity as base.
|
|
angleBonus = Math.Min(currVelocity, prevVelocity);
|
|
|
|
double wideAngleBonus = calcWideAngleBonus(currAngle);
|
|
double acuteAngleBonus = calcAcuteAngleBonus(currAngle);
|
|
|
|
if (osuCurrObj.StrainTime > 100) // Only buff deltaTime exceeding 300 bpm 1/2.
|
|
acuteAngleBonus = 0;
|
|
else
|
|
acuteAngleBonus *= calcAcuteAngleBonus(prevAngle) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
|
|
* Math.Min(angleBonus, 125 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
|
|
* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, (100 - osuCurrObj.StrainTime) / 25)), 2) // scale buff from 150 bpm 1/4 to 200 bpm 1/4
|
|
* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Min(100, osuCurrObj.JumpDistance) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter).
|
|
|
|
wideAngleBonus *= angleBonus * (1 - Math.Pow(calcWideAngleBonus(prevAngle), 3)); // Penalize wide angles if they're repeated, reducing the penalty as the prevAngle gets more acute.
|
|
|
|
angleBonus = acuteAngleBonus * acute_angle_multiplier + wideAngleBonus * wide_angle_multiplier; // add the anglebuffs together.
|
|
}
|
|
}
|
|
|
|
aimStrain += angleBonus; // Add in angle bonus.
|
|
|
|
return aimStrain;
|
|
}
|
|
|
|
private double calcWideAngleBonus(double angle) => Math.Pow(Math.Sin(3.0 / 4 * (Math.Min(5.0 / 6 * Math.PI, Math.Max(Math.PI / 6, angle)) - Math.PI / 6)), 2);
|
|
|
|
private double calcAcuteAngleBonus(double angle) => 1 - calcWideAngleBonus(angle);
|
|
|
|
private double applyDiminishingExp(double val) => Math.Pow(val, 0.99);
|
|
|
|
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
|
|
|
protected override double CalculateInitialStrain(double time) => currentStrain * strainDecay(time - Previous[0].StartTime);
|
|
|
|
protected override double StrainValueAt(DifficultyHitObject current)
|
|
{
|
|
currentStrain *= strainDecay(current.DeltaTime);
|
|
currentStrain += strainValueOf(current) * skillMultiplier;
|
|
|
|
return currentStrain;
|
|
}
|
|
}
|
|
}
|