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105 lines
5.0 KiB
C#
105 lines
5.0 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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{
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public class Strain : StrainDecaySkill
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{
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private const double individual_decay_base = 0.125;
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private const double overall_decay_base = 0.30;
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private const double release_threshold = 30;
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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 1;
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private readonly double[] startTimes;
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private readonly double[] endTimes;
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private readonly double[] individualStrains;
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private double individualStrain;
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private double overallStrain;
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public Strain(Mod[] mods, int totalColumns)
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: base(mods)
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{
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startTimes = new double[totalColumns];
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endTimes = new double[totalColumns];
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individualStrains = new double[totalColumns];
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overallStrain = 1;
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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var maniaCurrent = (ManiaDifficultyHitObject)current;
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double startTime = maniaCurrent.StartTime;
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double endTime = maniaCurrent.EndTime;
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int column = maniaCurrent.BaseObject.Column;
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bool isOverlapping = false;
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double closestEndTime = Math.Abs(endTime - startTime); // Lowest value we can assume with the current information
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double holdFactor = 1.0; // Factor to all additional strains in case something else is held
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double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
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for (int i = 0; i < endTimes.Length; ++i)
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{
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// The current note is overlapped if a previous note or end is overlapping the current note body
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isOverlapping |= Precision.DefinitelyBigger(endTimes[i], startTime, 1) &&
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Precision.DefinitelyBigger(endTime, endTimes[i], 1) &&
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Precision.DefinitelyBigger(startTime, startTimes[i], 1);
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// We give a slight bonus to everything if something is held meanwhile
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if (Precision.DefinitelyBigger(endTimes[i], endTime, 1) &&
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Precision.DefinitelyBigger(startTime, startTimes[i], 1))
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holdFactor = 1.25;
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closestEndTime = Math.Min(closestEndTime, Math.Abs(endTime - endTimes[i]));
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}
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// The hold addition is given if there was an overlap, however it is only valid if there are no other note with a similar ending.
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// Releasing multiple notes is just as easy as releasing 1. Nerfs the hold addition by half if the closest release is release_threshold away.
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// holdAddition
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// ^
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// 1.0 + - - - - - -+-----------
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// | /
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// 0.5 + - - - - -/ Sigmoid Curve
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// | /|
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// 0.0 +--------+-+---------------> Release Difference / ms
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// release_threshold
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if (isOverlapping)
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holdAddition = 1 / (1 + Math.Exp(0.27 * (release_threshold - closestEndTime)));
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// Decay and increase individualStrains in own column
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individualStrains[column] = applyDecay(individualStrains[column], startTime - startTimes[column], individual_decay_base);
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individualStrains[column] += 2.0 * holdFactor;
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// For notes at the same time (in a chord), the individualStrain should be the hardest individualStrain out of those columns
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individualStrain = maniaCurrent.DeltaTime <= 1 ? Math.Max(individualStrain, individualStrains[column]) : individualStrains[column];
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// Decay and increase overallStrain
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overallStrain = applyDecay(overallStrain, current.DeltaTime, overall_decay_base);
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overallStrain += (1 + holdAddition) * holdFactor;
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// Update startTimes and endTimes arrays
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startTimes[column] = startTime;
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endTimes[column] = endTime;
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// By subtracting CurrentStrain, this skill effectively only considers the maximum strain of any one hitobject within each strain section.
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return individualStrain + overallStrain - CurrentStrain;
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}
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protected override double CalculateInitialStrain(double offset, DifficultyHitObject current)
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=> applyDecay(individualStrain, offset - current.Previous(0).StartTime, individual_decay_base)
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+ applyDecay(overallStrain, offset - current.Previous(0).StartTime, overall_decay_base);
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private double applyDecay(double value, double deltaTime, double decayBase)
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=> value * Math.Pow(decayBase, deltaTime / 1000);
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}
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}
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