mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 21:07:33 +08:00
189 lines
7.9 KiB
C#
189 lines
7.9 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 osu.Game.Rulesets.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Osu.Objects;
|
|
using osu.Framework.Utils;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
|
{
|
|
/// <summary>
|
|
/// Represents the skill required to press keys with regards to keeping up with the speed at which objects need to be hit.
|
|
/// </summary>
|
|
public class Speed : OsuStrainSkill
|
|
{
|
|
private const double single_spacing_threshold = 125;
|
|
|
|
private const double angle_bonus_begin = 5 * Math.PI / 6;
|
|
private const double pi_over_4 = Math.PI / 4;
|
|
private const double pi_over_2 = Math.PI / 2;
|
|
|
|
private const double rhythm_multiplier = 2.5;
|
|
private const int history_time_max = 3000; // 3 seconds of calculatingRhythmBonus max.
|
|
|
|
private double skillMultiplier => 1375;
|
|
private double strainDecayBase => 0.3;
|
|
|
|
private double currentTapStrain = 1;
|
|
private double currentMovementStrain = 1;
|
|
private double currentRhythm = 1;
|
|
|
|
protected override int ReducedSectionCount => 5;
|
|
protected override double DifficultyMultiplier => 1.04;
|
|
|
|
private const double min_speed_bonus = 75; // ~200BPM
|
|
private const double max_speed_bonus = 45; // ~330BPM
|
|
private const double speed_balancing_factor = 40;
|
|
|
|
protected override int HistoryLength => 32;
|
|
|
|
public Speed(Mod[] mods)
|
|
: base(mods)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
|
|
/// </summary>
|
|
private double calculateRhythmBonus(DifficultyHitObject current)
|
|
{
|
|
if (current.BaseObject is Spinner)
|
|
return 0;
|
|
|
|
int previousIslandSize = -1;
|
|
double rhythmComplexitySum = 0;
|
|
int islandSize = 0;
|
|
|
|
bool firstDeltaSwitch = false;
|
|
|
|
for (int i = Previous.Count - 2; i > 0; i--)
|
|
{
|
|
DifficultyHitObject currObj = Previous[i - 1];
|
|
DifficultyHitObject prevObj = Previous[i];
|
|
DifficultyHitObject prevPrevObj = Previous[i + 1];
|
|
|
|
double currHistoricalDecay = Math.Max(0, (history_time_max - (current.StartTime - currObj.StartTime))) / history_time_max; // scales note 0 to 1 from history to now
|
|
|
|
if (currHistoricalDecay != 0)
|
|
{
|
|
currHistoricalDecay = Math.Min(currHistoricalDecay, (double)(Previous.Count - i) / Previous.Count); // either we're limited by time or limited by object count.
|
|
|
|
double currDelta = Math.Max(25, currObj.DeltaTime);
|
|
double prevDelta = Math.Max(25, prevObj.DeltaTime);
|
|
double prevPrevDelta = ((OsuDifficultyHitObject)prevPrevObj).StrainTime;
|
|
double effectiveRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta);
|
|
|
|
if (effectiveRatio > 0.5)
|
|
effectiveRatio = 0.5 + (effectiveRatio - 0.5) * 10; // large buff for 1/3 -> 1/4 type transitions.
|
|
|
|
effectiveRatio *= Math.Sqrt(100 / ((currDelta + prevDelta) / 2)) * currHistoricalDecay; // scale with bpm slightly and with time
|
|
|
|
if (firstDeltaSwitch)
|
|
{
|
|
if (Precision.AlmostEquals(prevDelta, currDelta, 15))
|
|
{
|
|
islandSize++; // island is still progressing, count size.
|
|
}
|
|
else
|
|
{
|
|
if (islandSize > 6)
|
|
islandSize = 6;
|
|
|
|
if (Previous[i - 1].BaseObject is Slider) // bpm change is into slider, this is easy acc window
|
|
effectiveRatio *= 0.25;
|
|
|
|
if (Previous[i].BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle
|
|
effectiveRatio *= 0.5;
|
|
|
|
if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet)
|
|
effectiveRatio *= 0.25;
|
|
|
|
if (prevPrevDelta > prevDelta + 10 && prevDelta > currDelta + 10) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
|
|
effectiveRatio *= 0.125;
|
|
|
|
rhythmComplexitySum += effectiveRatio;
|
|
|
|
previousIslandSize = islandSize; // log the last island size.
|
|
|
|
if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting
|
|
firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.
|
|
|
|
islandSize = 0;
|
|
}
|
|
}
|
|
else if (prevDelta > 1.25 * currDelta) // we want to be speeding up.
|
|
{
|
|
// Begin counting island until we change speed again.
|
|
firstDeltaSwitch = true;
|
|
islandSize = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity)
|
|
}
|
|
|
|
private double tapStrainOf(DifficultyHitObject current, double speedBonus)
|
|
{
|
|
if (current.BaseObject is Spinner)
|
|
return 0;
|
|
|
|
var osuCurrObj = (OsuDifficultyHitObject)current;
|
|
|
|
return speedBonus / osuCurrObj.StrainTime;
|
|
}
|
|
|
|
private double movementStrainOf(DifficultyHitObject current, double speedBonus)
|
|
{
|
|
if (current.BaseObject is Spinner)
|
|
return 0;
|
|
|
|
var osuCurrObj = (OsuDifficultyHitObject)current;
|
|
|
|
double distance = Math.Min(single_spacing_threshold, osuCurrObj.TravelDistance + osuCurrObj.JumpDistance);
|
|
|
|
double angleBonus = 1.0;
|
|
|
|
if (osuCurrObj.Angle != null)
|
|
{
|
|
double angle = osuCurrObj.Angle.Value;
|
|
|
|
if (angle < pi_over_2)
|
|
angleBonus = 1.25;
|
|
else if (angle < angle_bonus_begin)
|
|
angleBonus = 1 + Math.Pow(Math.Sin(1.5 * (angle_bonus_begin - angle)), 2) / 4;
|
|
}
|
|
|
|
return (angleBonus * speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / osuCurrObj.StrainTime;
|
|
}
|
|
|
|
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
|
|
|
protected override double CalculateInitialStrain(double time) => (currentMovementStrain + currentTapStrain * currentRhythm) * strainDecay(time - Previous[0].StartTime);
|
|
|
|
protected override double StrainValueAt(DifficultyHitObject current)
|
|
{
|
|
double speedBonus = 1.0;
|
|
double deltaTime = Math.Max(max_speed_bonus, current.DeltaTime);
|
|
|
|
if (deltaTime < min_speed_bonus)
|
|
speedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - deltaTime) / speed_balancing_factor, 2);
|
|
|
|
currentRhythm = calculateRhythmBonus(current);
|
|
|
|
double decay = strainDecay(current.DeltaTime);
|
|
|
|
currentTapStrain *= decay;
|
|
currentTapStrain += tapStrainOf(current, speedBonus) * skillMultiplier;
|
|
|
|
currentMovementStrain *= decay;
|
|
currentMovementStrain += movementStrainOf(current, speedBonus) * skillMultiplier;
|
|
|
|
return currentMovementStrain + currentTapStrain * currentRhythm;
|
|
}
|
|
}
|
|
}
|