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233 lines
11 KiB
C#
233 lines
11 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 System.Linq;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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{
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public class OsuDifficultyHitObject : DifficultyHitObject
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{
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private const int normalized_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
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private const int min_delta_time = 25;
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private const float minimum_slider_radius = normalized_radius * 2.4f;
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protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;
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/// <summary>
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/// Normalized distance from the end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double JumpDistance { get; private set; }
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/// <summary>
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/// Minimum distance from the end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double MovementDistance { get; private set; }
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/// <summary>
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/// Normalized distance between the start and end position of the previous <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double TravelDistance { get; private set; }
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/// <summary>
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/// Angle the player has to take to hit this <see cref="OsuDifficultyHitObject"/>.
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/// Calculated as the angle between the circles (current-2, current-1, current).
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/// </summary>
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public double? Angle { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since the end time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
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public double MovementTime { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/> to the end time of the same previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
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public double TravelTime { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
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public readonly double StrainTime;
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private readonly OsuHitObject lastLastObject;
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private readonly OsuHitObject lastObject;
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public OsuDifficultyHitObject(HitObject hitObject, HitObject lastLastObject, HitObject lastObject, double clockRate)
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: base(hitObject, lastObject, clockRate)
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{
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this.lastLastObject = (OsuHitObject)lastLastObject;
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this.lastObject = (OsuHitObject)lastObject;
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// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
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StrainTime = Math.Max(DeltaTime, min_delta_time);
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setDistances(clockRate);
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}
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private void setDistances(double clockRate)
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{
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// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner
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if (BaseObject is Spinner || lastObject is Spinner)
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return;
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// We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps.
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float scalingFactor = normalized_radius / (float)BaseObject.Radius;
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if (BaseObject.Radius < 30)
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{
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float smallCircleBonus = Math.Min(30 - (float)BaseObject.Radius, 5) / 50;
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scalingFactor *= 1 + smallCircleBonus;
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}
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Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
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JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
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if (lastObject is Slider lastSlider)
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{
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computeSliderCursorPosition(lastSlider);
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TravelDistance = 0;
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TravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
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MovementTime = Math.Max(StrainTime - TravelTime, min_delta_time);
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MovementDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
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int repeatCount = 0;
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Vector2 currSliderPosition = ((OsuHitObject)lastSlider.NestedHitObjects[0]).StackedPosition;
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for (int i = 1; i < lastSlider.NestedHitObjects.Count; i++)
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{
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var currSliderObj = (OsuHitObject)lastSlider.NestedHitObjects[i];
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Vector2 currSlider = Vector2.Subtract(currSliderObj.StackedPosition, currSliderPosition);
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double currSliderLength = currSlider.Length * scalingFactor;
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if (currSliderObj is SliderEndCircle && !(currSliderObj is SliderRepeat))
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{
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Vector2 lazySlider = Vector2.Subtract((Vector2)lastSlider.LazyEndPosition, currSliderPosition);
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if (lazySlider.Length < currSlider.Length)
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currSlider = lazySlider; // Take the least distance from slider end vs lazy end.
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currSliderLength = currSlider.Length * scalingFactor;
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}
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if (currSliderObj is SliderTick)
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{
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if (currSliderLength > minimum_slider_radius) // minimum_slider_radius is used here as 120 = 2.4 * radius, which means that the cursor assumes the position of least movement required to reach the active tick window.
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{
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currSliderPosition = Vector2.Add(currSliderPosition, Vector2.Multiply(currSlider, (float)((currSliderLength - minimum_slider_radius) / currSliderLength)));
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currSliderLength *= (currSliderLength - minimum_slider_radius) / currSliderLength;
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}
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else
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currSliderLength = 0;
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}
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else if (currSliderObj is SliderRepeat)
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{
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if (currSliderLength > normalized_radius) // normalized_radius is used here as 50 = radius. This is a way to reward motion of back and forths sliders where we assume the player moves to atleast the rim of the hitcircle.
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{
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currSliderPosition = Vector2.Add(currSliderPosition, Vector2.Multiply(currSlider, (float)((currSliderLength - normalized_radius) / currSliderLength)));
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currSliderLength *= (currSliderLength - normalized_radius) / currSliderLength;
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}
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else
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currSliderLength = 0;
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}
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else
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{
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currSliderPosition = Vector2.Add(currSliderPosition, currSlider);
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}
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if (currSliderObj is SliderRepeat)
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repeatCount++;
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TravelDistance += currSliderLength;
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}
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TravelDistance *= Math.Pow(1 + repeatCount / 2.5, 1.0 / 2.5); // Bonus for repeat sliders until a better per nested object strain system can be achieved.
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// Jump distance from the slider tail to the next object, as opposed to the lazy position of JumpDistance.
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float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
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// For hitobjects which continue in the direction of the slider, the player will normally follow through the slider,
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// such that they're not jumping from the lazy position but rather from very close to (or the end of) the slider.
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// In such cases, a leniency is applied by also considering the jump distance from the tail of the slider, and taking the minimum jump distance.
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// Additional distance is removed based on position of jump relative to slider follow circle radius.
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// JumpDistance is normalized_radius because lazyCursorPos uses a tighter 1.4 followCircle. tailJumpDistance is minimum_slider_radius since the full distance of radial leniency is still possible.
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MovementDistance = Math.Max(0, Math.Min(JumpDistance - normalized_radius, tailJumpDistance - 120));
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}
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else
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{
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MovementTime = StrainTime;
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MovementDistance = JumpDistance;
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}
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if (lastLastObject != null && !(lastLastObject is Spinner))
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{
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Vector2 lastLastCursorPosition = getEndCursorPosition(lastLastObject);
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Vector2 v1 = lastLastCursorPosition - lastObject.StackedPosition;
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Vector2 v2 = BaseObject.StackedPosition - lastCursorPosition;
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float dot = Vector2.Dot(v1, v2);
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float det = v1.X * v2.Y - v1.Y * v2.X;
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Angle = Math.Abs(Math.Atan2(det, dot));
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}
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}
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private void computeSliderCursorPosition(Slider slider)
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{
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if (slider.LazyEndPosition != null)
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return;
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slider.LazyEndPosition = slider.StackedPosition;
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float approxFollowCircleRadius = (float)(slider.Radius * 1.4); // using 1.4 to better follow the real movement of a cursor.
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var computeVertex = new Action<double>(t =>
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{
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double progress = (t - slider.StartTime) / slider.SpanDuration;
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if (progress % 2 >= 1)
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progress = 1 - progress % 1;
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else
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progress %= 1;
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// ReSharper disable once PossibleInvalidOperationException (bugged in current r# version)
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var diff = slider.StackedPosition + slider.Path.PositionAt(progress) - slider.LazyEndPosition.Value;
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float dist = diff.Length;
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slider.LazyTravelTime = t - slider.StartTime;
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if (dist > approxFollowCircleRadius)
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{
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// The cursor would be outside the follow circle, we need to move it
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diff.Normalize(); // Obtain direction of diff
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dist -= approxFollowCircleRadius;
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slider.LazyEndPosition += diff * dist;
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slider.LazyTravelDistance += dist;
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}
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});
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// Skip the head circle
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var scoringTimes = slider.NestedHitObjects.Skip(1).Select(t => t.StartTime);
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foreach (double time in scoringTimes)
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computeVertex(time);
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}
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private Vector2 getEndCursorPosition(OsuHitObject hitObject)
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{
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Vector2 pos = hitObject.StackedPosition;
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if (hitObject is Slider slider)
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{
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computeSliderCursorPosition(slider);
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pos = slider.LazyEndPosition ?? pos;
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}
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return pos;
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}
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}
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}
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