mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 10:47:28 +08:00
180 lines
8.1 KiB
C#
180 lines
8.1 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 rhythm_multiplier = 0.75;
|
|
private const int history_time_max = 5000; // 5 seconds of calculatingRhythmBonus max.
|
|
private const double min_speed_bonus = 75; // ~200BPM
|
|
private const double speed_balancing_factor = 40;
|
|
|
|
private double skillMultiplier => 1375;
|
|
private double strainDecayBase => 0.3;
|
|
|
|
private double currentStrain;
|
|
private double currentRhythm;
|
|
|
|
protected override int ReducedSectionCount => 5;
|
|
protected override double DifficultyMultiplier => 1.04;
|
|
protected override int HistoryLength => 32;
|
|
|
|
private readonly double greatWindow;
|
|
|
|
public Speed(Mod[] mods, double hitWindowGreat)
|
|
: base(mods)
|
|
{
|
|
greatWindow = hitWindowGreat;
|
|
}
|
|
|
|
/// <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 = 0;
|
|
|
|
double rhythmComplexitySum = 0;
|
|
int islandSize = 1;
|
|
double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms
|
|
|
|
bool firstDeltaSwitch = false;
|
|
|
|
int rhythmStart = 0;
|
|
|
|
while (rhythmStart < Previous.Count - 2 && current.StartTime - Previous[rhythmStart].StartTime < history_time_max)
|
|
rhythmStart++;
|
|
|
|
for (int i = rhythmStart; i > 0; i--)
|
|
{
|
|
OsuDifficultyHitObject currObj = (OsuDifficultyHitObject)Previous[i - 1];
|
|
OsuDifficultyHitObject prevObj = (OsuDifficultyHitObject)Previous[i];
|
|
OsuDifficultyHitObject lastObj = (OsuDifficultyHitObject)Previous[i + 1];
|
|
|
|
double currHistoricalDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max; // scales note 0 to 1 from history to now
|
|
|
|
currHistoricalDecay = Math.Min((double)(Previous.Count - i) / Previous.Count, currHistoricalDecay); // either we're limited by time or limited by object count.
|
|
|
|
double currDelta = currObj.StrainTime;
|
|
double prevDelta = prevObj.StrainTime;
|
|
double lastDelta = lastObj.StrainTime;
|
|
double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses.
|
|
|
|
double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - greatWindow * 0.6) / (greatWindow * 0.6));
|
|
|
|
windowPenalty = Math.Min(1, windowPenalty);
|
|
|
|
double effectiveRatio = windowPenalty * currRatio;
|
|
|
|
if (firstDeltaSwitch)
|
|
{
|
|
if (!(prevDelta > 1.25 * currDelta || prevDelta * 1.25 < currDelta))
|
|
{
|
|
if (islandSize < 7)
|
|
islandSize++; // island is still progressing, count size.
|
|
}
|
|
else
|
|
{
|
|
if (Previous[i - 1].BaseObject is Slider) // bpm change is into slider, this is easy acc window
|
|
effectiveRatio *= 0.125;
|
|
|
|
if (Previous[i].BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle
|
|
effectiveRatio *= 0.25;
|
|
|
|
if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet)
|
|
effectiveRatio *= 0.25;
|
|
|
|
if (previousIslandSize % 2 == islandSize % 2) // repeated island polartiy (2 -> 4, 3 -> 5)
|
|
effectiveRatio *= 0.50;
|
|
|
|
if (lastDelta > 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 += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay * Math.Sqrt(4 + islandSize) / 2 * Math.Sqrt(4 + previousIslandSize) / 2;
|
|
|
|
startRatio = 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 = 1;
|
|
}
|
|
}
|
|
else if (prevDelta > 1.25 * currDelta) // we want to be speeding up.
|
|
{
|
|
// Begin counting island until we change speed again.
|
|
firstDeltaSwitch = true;
|
|
startRatio = effectiveRatio;
|
|
islandSize = 1;
|
|
}
|
|
}
|
|
|
|
return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)
|
|
}
|
|
|
|
private double strainValueOf(DifficultyHitObject current)
|
|
{
|
|
if (current.BaseObject is Spinner)
|
|
return 0;
|
|
|
|
// derive strainTime for calculation
|
|
var osuCurrObj = (OsuDifficultyHitObject)current;
|
|
var osuPrevObj = Previous.Count > 0 ? (OsuDifficultyHitObject)Previous[0] : null;
|
|
|
|
double strainTime = osuCurrObj.StrainTime;
|
|
double greatWindowFull = greatWindow * 2;
|
|
double speedWindowRatio = strainTime / greatWindowFull;
|
|
|
|
// Aim to nerf cheesy rhythms (Very fast consecutive doubles with large deltatimes between)
|
|
if (osuPrevObj != null && strainTime < greatWindowFull && osuPrevObj.StrainTime > strainTime)
|
|
strainTime = Interpolation.Lerp(osuPrevObj.StrainTime, strainTime, speedWindowRatio);
|
|
|
|
// Cap deltatime to the OD 300 hitwindow.
|
|
// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.
|
|
strainTime /= Math.Clamp((strainTime / greatWindowFull) / 0.93, 0.92, 1);
|
|
|
|
// derive speedBonus for calculation
|
|
double speedBonus = 1.0;
|
|
|
|
if (strainTime < min_speed_bonus)
|
|
speedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2);
|
|
|
|
double travelDistance = osuPrevObj?.TravelDistance ?? 0;
|
|
double distance = Math.Min(single_spacing_threshold, travelDistance + osuCurrObj.MinimumJumpDistance);
|
|
|
|
return (speedBonus + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / strainTime;
|
|
}
|
|
|
|
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
|
|
|
protected override double CalculateInitialStrain(double time) => (currentStrain * currentRhythm) * strainDecay(time - Previous[0].StartTime);
|
|
|
|
protected override double StrainValueAt(DifficultyHitObject current)
|
|
{
|
|
currentStrain *= strainDecay(current.DeltaTime);
|
|
currentStrain += strainValueOf(current) * skillMultiplier;
|
|
|
|
currentRhythm = calculateRhythmBonus(current);
|
|
|
|
return currentStrain * currentRhythm;
|
|
}
|
|
}
|
|
}
|