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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs
smoogipoo 7e0629774b Rename variables for readability
In particular, "last" vs "prev" can get confusing because they mean the
same thing.
2021-11-02 23:51:10 +09:00

120 lines
5.8 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;
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 : OsuStrainSkill
{
public Aim(Mod[] mods)
: base(mods)
{
}
protected override int HistoryLength => 2;
private const double wide_angle_multiplier = 1.5;
private const double acute_angle_multiplier = 2.0;
private double currentStrain = 1;
private double skillMultiplier => 23.25;
private double strainDecayBase => 0.15;
private double strainValueOf(DifficultyHitObject current)
{
if (current.BaseObject is Spinner || Previous.Count <= 1 || Previous[0].BaseObject is Spinner)
return 0;
var osuCurrObj = (OsuDifficultyHitObject)current;
var osuLastObj = (OsuDifficultyHitObject)Previous[0];
var osuLastLastObj = (OsuDifficultyHitObject)Previous[1];
double currVelocity = osuCurrObj.JumpDistance / osuCurrObj.StrainTime; // Start with the base distance / time
if (osuLastObj.BaseObject is Slider) // If object is a slider
{
double movementVelocity = osuCurrObj.MovementDistance / osuCurrObj.MovementTime; // calculate the movement velocity from slider end to next note
double travelVelocity = osuCurrObj.TravelDistance / osuCurrObj.TravelTime; // calculate the slider velocity from slider head to lazy end.
currVelocity = Math.Max(currVelocity, movementVelocity + travelVelocity); // take the larger total combined velocity.
}
double prevVelocity = osuLastObj.JumpDistance / osuLastObj.StrainTime; // do the same for the previous velocity.
if (osuLastLastObj.BaseObject is Slider)
{
double movementVelocity = osuLastObj.MovementDistance / osuLastObj.MovementTime;
double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime;
prevVelocity = Math.Max(prevVelocity, movementVelocity + travelVelocity);
}
double angleBonus = 0;
double aimStrain = currVelocity; // Start strain with regular velocity.
if (Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime) < 1.25 * Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime)) // If rhythms are the same.
{
if (osuCurrObj.Angle != null && osuLastObj.Angle != null && osuLastLastObj.Angle != null)
{
double currAngle = osuCurrObj.Angle.Value;
double prevAngle = osuLastObj.Angle.Value;
double lastAngle = osuLastLastObj.Angle.Value;
// Rewarding angles, take the smaller velocity as base.
angleBonus = Math.Min(currVelocity, prevVelocity);
double wideAngleBonus = calcWideAngleBonus(currAngle);
double acuteAngleBonus = calcAcuteAngleBonus(currAngle);
if (osuCurrObj.StrainTime > 100) // Only buff deltaTime exceeding 300 bpm 1/2.
acuteAngleBonus = 0;
else
{
acuteAngleBonus *= calcAcuteAngleBonus(prevAngle) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
* Math.Min(angleBonus, 125 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, (100 - osuCurrObj.StrainTime) / 25)), 2) // scale buff from 150 bpm 1/4 to 200 bpm 1/4
* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.JumpDistance, 50, 100) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter).
}
wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(prevAngle), 3))); // Penalize wide angles if they're repeated, reducing the penalty as the prevAngle gets more acute.
acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastAngle), 3))); // Penalize acute angles if they're repeated, reducing the penalty as the lastAngle gets more obtuse.
angleBonus = acuteAngleBonus * acute_angle_multiplier + wideAngleBonus * wide_angle_multiplier; // add the anglebuffs together.
}
}
aimStrain += angleBonus; // Add in angle bonus.
return aimStrain;
}
private double calcWideAngleBonus(double angle) => Math.Pow(Math.Sin(3.0 / 4 * (Math.Min(5.0 / 6 * Math.PI, Math.Max(Math.PI / 6, angle)) - Math.PI / 6)), 2);
private double calcAcuteAngleBonus(double angle) => 1 - calcWideAngleBonus(angle);
private double applyDiminishingExp(double val) => Math.Pow(val, 0.99);
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
protected override double CalculateInitialStrain(double time) => currentStrain * strainDecay(time - Previous[0].StartTime);
protected override double StrainValueAt(DifficultyHitObject current)
{
currentStrain *= strainDecay(current.DeltaTime);
currentStrain += strainValueOf(current) * skillMultiplier;
return currentStrain;
}
}
}