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* Change slider drop penalty to use actual number of difficult sliders, fix slider nerf being too lenient * Move cubing to performance calculation * Add separate list for slider strains * Rename difficulty atttribute * Rename attribute in perfcalc * Check if AimDifficultSliderCount is more than 0, code quality fixes * Add `AimDifficultSliderCount` to the list of databased attributes * Code quality --------- Co-authored-by: James Wilson <tsunyoku@gmail.com>
66 lines
2.1 KiB
C#
66 lines
2.1 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.Collections.Generic;
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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.Mods;
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using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
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using osu.Game.Rulesets.Osu.Objects;
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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 correctly aim at every object in the map with a uniform CircleSize and normalized distances.
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/// </summary>
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public class Aim : OsuStrainSkill
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{
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public Aim(Mod[] mods, bool withSliders)
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: base(mods)
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{
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this.withSliders = withSliders;
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}
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private readonly bool withSliders;
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private double currentStrain;
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private double skillMultiplier => 25.18;
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private double strainDecayBase => 0.15;
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private readonly List<double> sliderStrains = new List<double>();
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * strainDecay(time - current.Previous(0).StartTime);
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protected override double StrainValueAt(DifficultyHitObject current)
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{
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currentStrain *= strainDecay(current.DeltaTime);
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currentStrain += AimEvaluator.EvaluateDifficultyOf(current, withSliders) * skillMultiplier;
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if (current.BaseObject is Slider)
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{
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sliderStrains.Add(currentStrain);
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}
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return currentStrain;
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}
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public double GetDifficultSliders()
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{
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if (sliderStrains.Count == 0)
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return 0;
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double[] sortedStrains = sliderStrains.OrderDescending().ToArray();
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double maxSliderStrain = sortedStrains.Max();
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if (maxSliderStrain == 0)
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return 0;
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return sortedStrains.Sum(strain => 1.0 / (1.0 + Math.Exp(-(strain / maxSliderStrain * 12.0 - 6.0))));
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}
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}
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}
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