mirror of
https://github.com/ppy/osu.git
synced 2024-12-21 10:32:55 +08:00
142 lines
5.4 KiB
C#
142 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 System.Linq;
|
|
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Osu.Objects;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
|
|
{
|
|
public class OsuDifficultyHitObject : DifficultyHitObject
|
|
{
|
|
private const int normalized_radius = 52;
|
|
|
|
protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;
|
|
|
|
/// <summary>
|
|
/// Normalized distance from the end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
|
|
/// </summary>
|
|
public double JumpDistance { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Normalized distance between the start and end position of the previous <see cref="OsuDifficultyHitObject"/>.
|
|
/// </summary>
|
|
public double TravelDistance { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Angle the player has to take to hit this <see cref="OsuDifficultyHitObject"/>.
|
|
/// Calculated as the angle between the circles (current-2, current-1, current).
|
|
/// </summary>
|
|
public double? Angle { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 50ms.
|
|
/// </summary>
|
|
public readonly double StrainTime;
|
|
|
|
private readonly OsuHitObject lastLastObject;
|
|
private readonly OsuHitObject lastObject;
|
|
|
|
public OsuDifficultyHitObject(HitObject hitObject, HitObject lastLastObject, HitObject lastObject, double clockRate)
|
|
: base(hitObject, lastObject, clockRate)
|
|
{
|
|
this.lastLastObject = (OsuHitObject)lastLastObject;
|
|
this.lastObject = (OsuHitObject)lastObject;
|
|
|
|
setDistances();
|
|
|
|
// Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure
|
|
StrainTime = Math.Max(50, DeltaTime);
|
|
}
|
|
|
|
private void setDistances()
|
|
{
|
|
// We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps.
|
|
float scalingFactor = normalized_radius / (float)BaseObject.Radius;
|
|
|
|
if (BaseObject.Radius < 30)
|
|
{
|
|
float smallCircleBonus = Math.Min(30 - (float)BaseObject.Radius, 5) / 50;
|
|
scalingFactor *= 1 + smallCircleBonus;
|
|
}
|
|
|
|
if (lastObject is Slider lastSlider)
|
|
{
|
|
computeSliderCursorPosition(lastSlider);
|
|
TravelDistance = lastSlider.LazyTravelDistance * scalingFactor;
|
|
}
|
|
|
|
Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
|
|
|
|
// Don't need to jump to reach spinners
|
|
if (!(BaseObject is Spinner))
|
|
JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
|
|
|
|
if (lastLastObject != null)
|
|
{
|
|
Vector2 lastLastCursorPosition = getEndCursorPosition(lastLastObject);
|
|
|
|
Vector2 v1 = lastLastCursorPosition - lastObject.StackedPosition;
|
|
Vector2 v2 = BaseObject.StackedPosition - lastCursorPosition;
|
|
|
|
float dot = Vector2.Dot(v1, v2);
|
|
float det = v1.X * v2.Y - v1.Y * v2.X;
|
|
|
|
Angle = Math.Abs(Math.Atan2(det, dot));
|
|
}
|
|
}
|
|
|
|
private void computeSliderCursorPosition(Slider slider)
|
|
{
|
|
if (slider.LazyEndPosition != null)
|
|
return;
|
|
|
|
slider.LazyEndPosition = slider.StackedPosition;
|
|
|
|
float approxFollowCircleRadius = (float)(slider.Radius * 3);
|
|
var computeVertex = new Action<double>(t =>
|
|
{
|
|
double progress = (t - slider.StartTime) / slider.SpanDuration;
|
|
if (progress % 2 >= 1)
|
|
progress = 1 - progress % 1;
|
|
else
|
|
progress %= 1;
|
|
|
|
// ReSharper disable once PossibleInvalidOperationException (bugged in current r# version)
|
|
var diff = slider.StackedPosition + slider.Path.PositionAt(progress) - slider.LazyEndPosition.Value;
|
|
float dist = diff.Length;
|
|
|
|
if (dist > approxFollowCircleRadius)
|
|
{
|
|
// The cursor would be outside the follow circle, we need to move it
|
|
diff.Normalize(); // Obtain direction of diff
|
|
dist -= approxFollowCircleRadius;
|
|
slider.LazyEndPosition += diff * dist;
|
|
slider.LazyTravelDistance += dist;
|
|
}
|
|
});
|
|
|
|
// Skip the head circle
|
|
var scoringTimes = slider.NestedHitObjects.Skip(1).Select(t => t.StartTime);
|
|
foreach (var time in scoringTimes)
|
|
computeVertex(time);
|
|
}
|
|
|
|
private Vector2 getEndCursorPosition(OsuHitObject hitObject)
|
|
{
|
|
Vector2 pos = hitObject.StackedPosition;
|
|
|
|
if (hitObject is Slider slider)
|
|
{
|
|
computeSliderCursorPosition(slider);
|
|
pos = slider.LazyEndPosition ?? pos;
|
|
}
|
|
|
|
return pos;
|
|
}
|
|
}
|
|
}
|