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128 lines
5.5 KiB
C#
128 lines
5.5 KiB
C#
using System;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using OpenTK;
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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class CatchDifficultyHitObject
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{
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internal static readonly double DECAY_BASE = 0.20;
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private const float NORMALIZED_HITOBJECT_RADIUS = 41.0f;
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private const float ABSOLUTE_PLAYER_POSITIONING_ERROR = 16f;
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private float playerPositioningError;
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internal CatchHitObject BaseHitObject;
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/// <summary>
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/// Measures jump difficulty. CtB doesn't have something like button pressing speed or accuracy
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/// </summary>
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internal double Strain = 1;
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/// <summary>
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/// This is required to keep track of lazy player movement (always moving only as far as necessary)
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/// Without this quick repeat sliders / weirdly shaped streams might become ridiculously overrated
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/// </summary>
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internal float PlayerPositionOffset;
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internal float LastMovement;
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internal float NormalizedPosition;
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internal float ActualNormalizedPosition => NormalizedPosition + PlayerPositionOffset;
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internal CatchDifficultyHitObject(CatchHitObject baseHitObject, float catcherWidthHalf)
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{
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BaseHitObject = baseHitObject;
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// We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps.
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float scalingFactor = NORMALIZED_HITOBJECT_RADIUS / catcherWidthHalf;
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playerPositioningError = ABSOLUTE_PLAYER_POSITIONING_ERROR;// * scalingFactor;
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NormalizedPosition = baseHitObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor;
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}
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private const double DIRECTION_CHANGE_BONUS = 12.5;
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internal void CalculateStrains(CatchDifficultyHitObject previousHitObject, double timeRate)
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{
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// Rather simple, but more specialized things are inherently inaccurate due to the big difference playstyles and opinions make.
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// See Taiko feedback thread.
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double timeElapsed = (BaseHitObject.StartTime - previousHitObject.BaseHitObject.StartTime) / timeRate;
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double decay = Math.Pow(DECAY_BASE, timeElapsed / 1000);
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// Update new position with lazy movement.
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PlayerPositionOffset =
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MathHelper.Clamp(
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previousHitObject.ActualNormalizedPosition,
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NormalizedPosition - (NORMALIZED_HITOBJECT_RADIUS - playerPositioningError),
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NormalizedPosition + (NORMALIZED_HITOBJECT_RADIUS - playerPositioningError)) // Obtain new lazy position, but be stricter by allowing for an error of a certain degree of the player.
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- NormalizedPosition; // Subtract HitObject position to obtain offset
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LastMovement = DistanceTo(previousHitObject);
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double addition = spacingWeight(LastMovement);
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if (NormalizedPosition < previousHitObject.NormalizedPosition)
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{
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LastMovement = -LastMovement;
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}
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CatchHitObject previousHitCircle = previousHitObject.BaseHitObject;
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double additionBonus = 0;
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double sqrtTime = Math.Sqrt(Math.Max(timeElapsed, 25));
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// Direction changes give an extra point!
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if (Math.Abs(LastMovement) > 0.1)
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{
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if (Math.Abs(previousHitObject.LastMovement) > 0.1 && Math.Sign(LastMovement) != Math.Sign(previousHitObject.LastMovement))
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{
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double bonus = DIRECTION_CHANGE_BONUS / sqrtTime;
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// Weight bonus by how
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double bonusFactor = Math.Min(playerPositioningError, Math.Abs(LastMovement)) / playerPositioningError;
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// We want time to play a role twice here!
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addition += bonus * bonusFactor;
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// Bonus for tougher direction switches and "almost" hyperdashes at this point
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if (previousHitCircle != null && previousHitCircle.DistanceToHyperDash <= 10.0f / CatchPlayfield.BASE_WIDTH)
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{
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additionBonus += 0.3 * bonusFactor;
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}
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}
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// Base bonus for every movement, giving some weight to streams.
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addition += 7.5 * Math.Min(Math.Abs(LastMovement), NORMALIZED_HITOBJECT_RADIUS * 2) / (NORMALIZED_HITOBJECT_RADIUS * 6) / sqrtTime;
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}
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// Bonus for "almost" hyperdashes at corner points
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if (previousHitCircle != null && previousHitCircle.DistanceToHyperDash <= 10.0f / CatchPlayfield.BASE_WIDTH)
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{
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if (!previousHitCircle.HyperDash)
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{
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additionBonus += 1.0;
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}
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else
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{
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// After a hyperdash we ARE in the correct position. Always!
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PlayerPositionOffset = 0;
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}
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addition *= 1.0 + additionBonus * ((10 - previousHitCircle.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 10);
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}
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addition *= 850.0 / Math.Max(timeElapsed, 25);
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Strain = previousHitObject.Strain * decay + addition;
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}
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private static double spacingWeight(float distance)
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{
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return Math.Pow(distance, 1.3) / 500;
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}
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internal float DistanceTo(CatchDifficultyHitObject other)
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{
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return Math.Abs(ActualNormalizedPosition - other.ActualNormalizedPosition);
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}
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}
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}
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