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44 lines
1.8 KiB
C#
44 lines
1.8 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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/// <summary>
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/// Represents the skill required to press keys with regards to keeping up with the speed at which objects need to be hit.
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/// </summary>
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public class Speed : Skill
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{
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private const double min_angle_bonus = 1.0;
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private const double max_angle_bonus = 1.25;
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private const double angle_bonus_begin = 3 * Math.PI / 4;
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private const double pi_over_4 = Math.PI / 4;
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protected override double SkillMultiplier => 1400;
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protected override double StrainDecayBase => 0.3;
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private const double min_speed_bonus = 75; // ~200BPM
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private const double max_speed_bonus = 45; // ~330BPM
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private const double speed_balancing_factor = 40;
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protected override double StrainValueOf(OsuDifficultyHitObject current)
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{
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double distance = Math.Min(SINGLE_SPACING_THRESHOLD, current.TravelDistance + current.JumpDistance);
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double deltaTime = Math.Max(max_speed_bonus, current.DeltaTime);
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double speedBonus = 1.0;
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if (deltaTime < min_speed_bonus)
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speedBonus = 1 + Math.Pow((min_speed_bonus - deltaTime) / speed_balancing_factor, 2);
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double angleBonus = 1.0;
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if (current.Angle != null)
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angleBonus = MathHelper.Clamp((angle_bonus_begin - current.Angle.Value) / pi_over_4 * 0.5 + 1.0, min_angle_bonus, max_angle_bonus);
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return speedBonus * angleBonus * (0.95 + Math.Pow(distance / SINGLE_SPACING_THRESHOLD, 4)) / current.StrainTime;
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}
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}
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}
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