mirror of
https://github.com/ppy/osu.git
synced 2024-11-17 07:52:54 +08:00
85d2b1232a
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.
66 lines
2.5 KiB
C#
66 lines
2.5 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.Difficulty.Skills;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Osu.Objects;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
|
{
|
|
/// <summary>
|
|
/// Represents the skill required to correctly aim at every object in the map with a uniform CircleSize and normalized distances.
|
|
/// </summary>
|
|
public class Aim : StrainSkill
|
|
{
|
|
private const double angle_bonus_begin = Math.PI / 3;
|
|
private const double timing_threshold = 107;
|
|
|
|
public Aim(Mod[] mods)
|
|
: base(mods)
|
|
{
|
|
}
|
|
|
|
protected override double SkillMultiplier => 26.25;
|
|
protected override double StrainDecayBase => 0.15;
|
|
|
|
protected override double StrainValueOf(DifficultyHitObject current)
|
|
{
|
|
if (current.BaseObject is Spinner)
|
|
return 0;
|
|
|
|
var osuCurrent = (OsuDifficultyHitObject)current;
|
|
|
|
double result = 0;
|
|
|
|
if (Previous.Count > 0)
|
|
{
|
|
var osuPrevious = (OsuDifficultyHitObject)Previous[0];
|
|
|
|
if (osuCurrent.Angle != null && osuCurrent.Angle.Value > angle_bonus_begin)
|
|
{
|
|
const double scale = 90;
|
|
|
|
var angleBonus = Math.Sqrt(
|
|
Math.Max(osuPrevious.JumpDistance - scale, 0)
|
|
* Math.Pow(Math.Sin(osuCurrent.Angle.Value - angle_bonus_begin), 2)
|
|
* Math.Max(osuCurrent.JumpDistance - scale, 0));
|
|
result = 1.5 * applyDiminishingExp(Math.Max(0, angleBonus)) / Math.Max(timing_threshold, osuPrevious.StrainTime);
|
|
}
|
|
}
|
|
|
|
double jumpDistanceExp = applyDiminishingExp(osuCurrent.JumpDistance);
|
|
double travelDistanceExp = applyDiminishingExp(osuCurrent.TravelDistance);
|
|
|
|
return Math.Max(
|
|
result + (jumpDistanceExp + travelDistanceExp + Math.Sqrt(travelDistanceExp * jumpDistanceExp)) / Math.Max(osuCurrent.StrainTime, timing_threshold),
|
|
(Math.Sqrt(travelDistanceExp * jumpDistanceExp) + jumpDistanceExp + travelDistanceExp) / osuCurrent.StrainTime
|
|
);
|
|
}
|
|
|
|
private double applyDiminishingExp(double val) => Math.Pow(val, 0.99);
|
|
}
|
|
}
|