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200 lines
9.7 KiB
C#
200 lines
9.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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{
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public class OsuDifficultyHitObject : DifficultyHitObject
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{
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private const int normalized_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
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private const int min_delta_time = 25;
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protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;
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/// <summary>
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/// Normalized distance from the end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double JumpDistance { get; private set; }
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/// <summary>
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/// Minimum distance from the end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double MovementDistance { get; private set; }
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/// <summary>
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/// Normalized distance between the start and end position of the previous <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double TravelDistance { get; private set; }
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/// <summary>
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/// Angle the player has to take to hit this <see cref="OsuDifficultyHitObject"/>.
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/// Calculated as the angle between the circles (current-2, current-1, current).
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/// </summary>
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public double? Angle { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since the end time of the Previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
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public double MovementTime { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since from the start time of the Previous <see cref="OsuDifficultyHitObject"/> to the end time of the same Previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
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public double TravelTime { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
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public readonly double StrainTime;
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private readonly OsuHitObject lastLastObject;
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private readonly OsuHitObject lastObject;
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public OsuDifficultyHitObject(HitObject hitObject, HitObject lastLastObject, HitObject lastObject, double clockRate)
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: base(hitObject, lastObject, clockRate)
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{
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this.lastLastObject = (OsuHitObject)lastLastObject;
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this.lastObject = (OsuHitObject)lastObject;
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// Capped to 25ms to prevent difficulty calculation breaking from simulatenous objects.
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StrainTime = Math.Max(DeltaTime, min_delta_time);
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setDistances(clockRate);
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}
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private void setDistances(double clockRate)
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{
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// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner
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if (BaseObject is Spinner || lastObject is Spinner)
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return;
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// We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps.
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float scalingFactor = normalized_radius / (float)BaseObject.Radius;
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if (BaseObject.Radius < 30)
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{
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float smallCircleBonus = Math.Min(30 - (float)BaseObject.Radius, 5) / 50;
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scalingFactor *= 1 + smallCircleBonus;
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}
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if (lastObject is Slider lastSlider)
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{
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computeSliderCursorPosition(lastSlider);
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TravelDistance = 0;
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TravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
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MovementTime = Math.Max(StrainTime - lastSlider.LazyTravelTime / clockRate, min_delta_time);
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MovementDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
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int repeatCount = 0;
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for (int i = 1; i < lastSlider.NestedHitObjects.Count; i++)
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{
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Vector2 currSlider = Vector2.Subtract(((OsuHitObject)lastSlider.NestedHitObjects[i]).StackedPosition, ((OsuHitObject)lastSlider.NestedHitObjects[i - 1]).StackedPosition);
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if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderRepeat && (OsuHitObject)lastSlider.NestedHitObjects[i - 1] is SliderRepeat)
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{
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repeatCount++;
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TravelDistance += Math.Max(0, currSlider.Length * scalingFactor - 240); // remove 240 distance to avoid buffing overlapping followcircles.
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}
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else if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderRepeat)
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{
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repeatCount++;
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TravelDistance += Math.Max(0, currSlider.Length * scalingFactor - 120); // remove 120 distance to avoid buffing overlapping followcircles.
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}
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else if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderEndCircle)
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{
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Vector2 possSlider = Vector2.Subtract((Vector2)lastSlider.LazyEndPosition, ((OsuHitObject)lastSlider.NestedHitObjects[i - 1]).StackedPosition);
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TravelDistance += Math.Min(possSlider.Length, currSlider.Length) * scalingFactor; // Take the least distance from slider end vs lazy end.
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}
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else
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TravelDistance += Math.Max(0, currSlider.Length * scalingFactor - 100); // remove 100 distance to avoid buffing overlapping ticks, mostly needed to prevent buffing slow sliders with high tick rate.
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}
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if (repeatCount == 0)
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{
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TravelDistance = Math.Max(TravelDistance, scalingFactor * // idea here is to prevent ticks from dropping difficulty of slider by removing distance in calculation.
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Math.Min(Vector2.Subtract(((OsuHitObject)lastSlider.NestedHitObjects[lastSlider.NestedHitObjects.Count - 1]).StackedPosition, ((OsuHitObject)lastSlider.NestedHitObjects[0]).StackedPosition).Length,
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Vector2.Subtract((Vector2)lastSlider.LazyEndPosition, ((OsuHitObject)lastSlider.NestedHitObjects[0]).StackedPosition).Length));
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}
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else
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TravelDistance *= Math.Pow(1 + repeatCount / 2.0, 1.0 / 2.0); // Bonus for repeat sliders until a better per nested object strain system can be achieved.
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}
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Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
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JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
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MovementDistance = Math.Max(0, Math.Min(JumpDistance - 50, MovementDistance - 120)); // radius for jumpdistance is within 50 of maximum possible sliderLeniency, 120 for movement distance.
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if (lastLastObject != null && !(lastLastObject is Spinner))
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{
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Vector2 lastLastCursorPosition = getEndCursorPosition(lastLastObject);
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Vector2 v1 = lastLastCursorPosition - lastObject.StackedPosition;
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Vector2 v2 = BaseObject.StackedPosition - lastCursorPosition;
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float dot = Vector2.Dot(v1, v2);
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float det = v1.X * v2.Y - v1.Y * v2.X;
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Angle = Math.Abs(Math.Atan2(det, dot));
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}
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}
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private void computeSliderCursorPosition(Slider slider)
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{
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if (slider.LazyEndPosition != null)
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return;
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slider.LazyEndPosition = slider.StackedPosition;
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float approxFollowCircleRadius = (float)(slider.Radius * 1.4); // using 1.4 to better follow the real movement of a cursor.
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var computeVertex = new Action<double>(t =>
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{
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double progress = (t - slider.StartTime) / slider.SpanDuration;
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if (progress % 2 >= 1)
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progress = 1 - progress % 1;
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else
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progress %= 1;
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// ReSharper disable once PossibleInvalidOperationException (bugged in current r# version)
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var diff = slider.StackedPosition + slider.Path.PositionAt(progress) - slider.LazyEndPosition.Value;
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float dist = diff.Length;
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slider.LazyTravelTime = t - slider.StartTime;
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if (dist > approxFollowCircleRadius)
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{
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// The cursor would be outside the follow circle, we need to move it
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diff.Normalize(); // Obtain direction of diff
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dist -= approxFollowCircleRadius;
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slider.LazyEndPosition += diff * dist;
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slider.LazyTravelDistance += dist;
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}
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});
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// Skip the head circle
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var scoringTimes = slider.NestedHitObjects.Skip(1).Select(t => t.StartTime);
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foreach (var time in scoringTimes)
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computeVertex(time);
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}
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private Vector2 getEndCursorPosition(OsuHitObject hitObject)
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{
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Vector2 pos = hitObject.StackedPosition;
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if (hitObject is Slider slider)
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{
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computeSliderCursorPosition(slider);
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pos = slider.LazyEndPosition ?? pos;
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}
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return pos;
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}
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}
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}
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