mirror of
https://github.com/ppy/osu.git
synced 2024-11-12 09:37:24 +08:00
117 lines
5.2 KiB
C#
117 lines
5.2 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.Catch.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Catch.UI;
|
|
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Difficulty.Skills;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Rulesets.Catch.Difficulty.Skills
|
|
{
|
|
public class Movement : Skill
|
|
{
|
|
private const float absolute_player_positioning_error = 16f;
|
|
private const float normalized_hitobject_radius = 41.0f;
|
|
private const double direction_change_bonus = 9.8;
|
|
private const double antiflow_bonus = 26.0;
|
|
|
|
protected override double SkillMultiplier => 860;
|
|
protected override double StrainDecayBase => 0.2;
|
|
|
|
protected override double DecayWeight => 0.94;
|
|
|
|
private float? lastPlayerPosition;
|
|
private float lastDistanceMoved;
|
|
private double lastStrainTime;
|
|
private bool lastHyperdash;
|
|
|
|
protected override double StrainValueOf(DifficultyHitObject current)
|
|
{
|
|
var catchCurrent = (CatchDifficultyHitObject)current;
|
|
|
|
if (lastPlayerPosition == null)
|
|
lastPlayerPosition = catchCurrent.LastNormalizedPosition;
|
|
|
|
float playerPosition = MathHelper.Clamp(
|
|
lastPlayerPosition.Value,
|
|
catchCurrent.NormalizedPosition - (normalized_hitobject_radius - absolute_player_positioning_error),
|
|
catchCurrent.NormalizedPosition + (normalized_hitobject_radius - absolute_player_positioning_error)
|
|
);
|
|
|
|
float distanceMoved = playerPosition - lastPlayerPosition.Value;
|
|
|
|
// Reduce speed scaling
|
|
double weightedStrainTime = catchCurrent.StrainTime + 20;
|
|
|
|
double distanceAddition = Math.Pow(Math.Abs(distanceMoved), 1.2) / 340;
|
|
double sqrtStrain = Math.Sqrt(weightedStrainTime);
|
|
|
|
double bonus = 0;
|
|
|
|
// Direction changes give an extra point!
|
|
if (Math.Abs(distanceMoved) > 0.1)
|
|
{
|
|
if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved))
|
|
{
|
|
double bonusFactor = Math.Min(absolute_player_positioning_error, Math.Abs(distanceMoved)) / absolute_player_positioning_error;
|
|
|
|
distanceAddition += direction_change_bonus / sqrtStrain * bonusFactor;
|
|
|
|
// Direction changes after jumps (antiflow) are harder
|
|
double antiflowBonusFactor = Math.Min(Math.Abs(distanceMoved) / 70, 1);
|
|
|
|
distanceAddition += (antiflow_bonus / (catchCurrent.StrainTime / 17.5 + 10)) * (Math.Sqrt(Math.Abs(lastDistanceMoved)) / Math.Sqrt(lastStrainTime + 25)) * antiflowBonusFactor;
|
|
|
|
// Reduce strain slightly for Hyperdash chains
|
|
if (catchCurrent.LastObject.HyperDash && lastHyperdash)
|
|
distanceAddition *= 0.95;
|
|
|
|
if (catchCurrent.LastObject.DistanceToHyperDash <= 14.0f / CatchPlayfield.BASE_WIDTH && !catchCurrent.LastObject.HyperDash)
|
|
bonus += 3.0;
|
|
}
|
|
|
|
// Base bonus for every movement, giving some weight to streams.
|
|
distanceAddition += 10.0 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
|
|
}
|
|
|
|
// Big bonus for edge dashes
|
|
if (catchCurrent.LastObject.DistanceToHyperDash <= 14.0f / CatchPlayfield.BASE_WIDTH)
|
|
{
|
|
if (!catchCurrent.LastObject.HyperDash)
|
|
bonus += 4.5;
|
|
else
|
|
{
|
|
// After a hyperdash we ARE in the correct position. Always!
|
|
playerPosition = catchCurrent.NormalizedPosition;
|
|
}
|
|
|
|
distanceAddition *= 1.0 + bonus * (14.0f - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 14.0f * (Math.Min(catchCurrent.StrainTime, 250) / 250); // Edge dashes are easier at lower ms values
|
|
}
|
|
|
|
// Prevent wide, dense stacks of notes which fit on the catcher from greatly increasing SR
|
|
if (Math.Abs(distanceMoved) > 0.1)
|
|
{
|
|
if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved))
|
|
{
|
|
if (Math.Abs(distanceMoved) <= (CatcherArea.CATCHER_SIZE) && Math.Abs(lastDistanceMoved) == Math.Abs(distanceMoved))
|
|
{
|
|
if (catchCurrent.StrainTime <= 80 && lastStrainTime == catchCurrent.StrainTime)
|
|
{
|
|
distanceAddition *= Math.Max(((catchCurrent.StrainTime / 80) - 0.75) * 4, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
lastPlayerPosition = playerPosition;
|
|
lastDistanceMoved = distanceMoved;
|
|
lastStrainTime = catchCurrent.StrainTime;
|
|
lastHyperdash = catchCurrent.LastObject.HyperDash;
|
|
|
|
return distanceAddition / weightedStrainTime;
|
|
}
|
|
}
|
|
}
|