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cf91b882c8
The slider tail circle was already included as a nested hit object and is judged before the end of the slider's actual duration, so using the slider end time leads to an inaccurate travel distance and end position.
163 lines
6.2 KiB
C#
163 lines
6.2 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.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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/// <summary>
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/// A wrapper around <see cref="OsuHitObject"/> extending it with additional data required for difficulty calculation.
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/// </summary>
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public class OsuDifficultyHitObject
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{
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private const int normalized_radius = 52;
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/// <summary>
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/// The <see cref="OsuHitObject"/> this <see cref="OsuDifficultyHitObject"/> refers to.
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/// </summary>
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public OsuHitObject BaseObject { get; }
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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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/// 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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/// Milliseconds elapsed since the StartTime of the previous <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double DeltaTime { 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 50ms.
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/// </summary>
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public double StrainTime { 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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private readonly OsuHitObject lastLastObject;
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private readonly OsuHitObject lastObject;
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private readonly double timeRate;
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/// <summary>
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/// Initializes the object calculating extra data required for difficulty calculation.
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/// </summary>
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public OsuDifficultyHitObject(OsuHitObject lastLastObject, OsuHitObject lastObject, OsuHitObject currentObject, double timeRate)
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{
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this.lastLastObject = lastLastObject;
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this.lastObject = lastObject;
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this.timeRate = timeRate;
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BaseObject = currentObject;
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setDistances();
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setTimingValues();
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// Calculate angle here
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}
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private void setDistances()
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{
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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 = lastSlider.LazyTravelDistance * scalingFactor;
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}
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Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
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// Don't need to jump to reach spinners
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if (!(BaseObject is Spinner))
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JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
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if (lastLastObject != null)
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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 setTimingValues()
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{
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DeltaTime = (BaseObject.StartTime - lastObject.StartTime) / timeRate;
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// Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure
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StrainTime = Math.Max(50, DeltaTime);
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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 * 3);
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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 = 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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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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var slider = hitObject as Slider;
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if (slider != null)
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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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