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While it is the case for the existing official Skills, Skill implementations shouldn't be required to conform to a strain based approach. There are other valid approaches to calculating skill difficulty that can be supported by abstracting the strain logic into its own StrainSkill class.
82 lines
3.5 KiB
C#
82 lines
3.5 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 : StrainSkill
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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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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 1;
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private readonly double[] holdEndTimes;
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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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holdEndTimes = 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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var endTime = maniaCurrent.EndTime;
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var column = maniaCurrent.BaseObject.Column;
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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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// Fill up the holdEndTimes array
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for (int i = 0; i < holdEndTimes.Length; ++i)
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{
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// If there is at least one other overlapping end or note, then we get an addition, buuuuuut...
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if (Precision.DefinitelyBigger(holdEndTimes[i], maniaCurrent.StartTime, 1) && Precision.DefinitelyBigger(endTime, holdEndTimes[i], 1))
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holdAddition = 1.0;
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// ... this addition only is valid if there is _no_ other note with the same ending. Releasing multiple notes at the same time is just as easy as releasing 1
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if (Precision.AlmostEquals(endTime, holdEndTimes[i], 1))
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holdAddition = 0;
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// We give a slight bonus to everything if something is held meanwhile
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if (Precision.DefinitelyBigger(holdEndTimes[i], endTime, 1))
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holdFactor = 1.25;
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// Decay individual strains
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individualStrains[i] = applyDecay(individualStrains[i], current.DeltaTime, individual_decay_base);
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}
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holdEndTimes[column] = endTime;
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// Increase individual strain in own column
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individualStrains[column] += 2.0 * holdFactor;
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individualStrain = individualStrains[column];
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overallStrain = applyDecay(overallStrain, current.DeltaTime, overall_decay_base) + (1 + holdAddition) * holdFactor;
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return individualStrain + overallStrain - CurrentStrain;
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}
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protected override double GetPeakStrain(double offset)
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=> applyDecay(individualStrain, offset - Previous[0].StartTime, individual_decay_base)
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+ applyDecay(overallStrain, offset - 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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