mirror of
https://github.com/ppy/osu.git
synced 2024-12-15 10:42:54 +08:00
166 lines
8.6 KiB
C#
166 lines
8.6 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, bool withSliders)
|
|
: base(mods)
|
|
{
|
|
this.withSliders = withSliders;
|
|
}
|
|
|
|
private readonly bool withSliders;
|
|
|
|
protected override int HistoryLength => 2;
|
|
|
|
private const double wide_angle_multiplier = 1.5;
|
|
private const double acute_angle_multiplier = 2.0;
|
|
private const double slider_multiplier = 1.5;
|
|
private const double velocity_change_multiplier = 0.75;
|
|
|
|
private double currentStrain;
|
|
|
|
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];
|
|
|
|
// Calculate the velocity to the current hitobject, which starts with a base distance / time assuming the last object is a hitcircle.
|
|
double currVelocity = osuCurrObj.JumpDistance / osuCurrObj.StrainTime;
|
|
|
|
// But if the last object is a slider, then we extend the travel velocity through the slider into the current object.
|
|
if (osuLastObj.BaseObject is Slider && withSliders)
|
|
{
|
|
double movementVelocity = osuCurrObj.MovementDistance / osuCurrObj.MovementTime; // calculate the movement velocity from slider end to current object
|
|
double travelVelocity = osuCurrObj.TravelDistance / osuCurrObj.TravelTime; // calculate the slider velocity from slider head to slider end.
|
|
|
|
currVelocity = Math.Max(currVelocity, movementVelocity + travelVelocity); // take the larger total combined velocity.
|
|
}
|
|
|
|
// As above, do the same for the previous hitobject.
|
|
double prevVelocity = osuLastObj.JumpDistance / osuLastObj.StrainTime;
|
|
|
|
if (osuLastLastObj.BaseObject is Slider && withSliders)
|
|
{
|
|
double movementVelocity = osuLastObj.MovementDistance / osuLastObj.MovementTime;
|
|
double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime;
|
|
|
|
prevVelocity = Math.Max(prevVelocity, movementVelocity + travelVelocity);
|
|
}
|
|
|
|
double wideAngleBonus = 0;
|
|
double acuteAngleBonus = 0;
|
|
double sliderBonus = 0;
|
|
double velocityChangeBonus = 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 lastAngle = osuLastObj.Angle.Value;
|
|
double lastLastAngle = osuLastLastObj.Angle.Value;
|
|
|
|
// Rewarding angles, take the smaller velocity as base.
|
|
double angleBonus = Math.Min(currVelocity, prevVelocity);
|
|
|
|
wideAngleBonus = calcWideAngleBonus(currAngle);
|
|
acuteAngleBonus = calcAcuteAngleBonus(currAngle);
|
|
|
|
if (osuCurrObj.StrainTime > 100) // Only buff deltaTime exceeding 300 bpm 1/2.
|
|
acuteAngleBonus = 0;
|
|
else
|
|
{
|
|
acuteAngleBonus *= calcAcuteAngleBonus(lastAngle) // 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).
|
|
}
|
|
|
|
// Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
|
|
wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3)));
|
|
// Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse.
|
|
acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3)));
|
|
}
|
|
}
|
|
|
|
if (Math.Max(prevVelocity, currVelocity) != 0)
|
|
{
|
|
// We want to use the average velocity over the whole object when awarding differences, not the individual jump and slider path velocities.
|
|
prevVelocity = (osuLastObj.JumpDistance + osuLastObj.TravelDistance) / osuLastObj.StrainTime;
|
|
currVelocity = (osuCurrObj.JumpDistance + osuCurrObj.TravelDistance) / osuCurrObj.StrainTime;
|
|
|
|
// Scale with ratio of difference compared to 0.5 * max dist.
|
|
double distRatio = Math.Pow(Math.Sin(Math.PI / 2 * Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity)), 2);
|
|
|
|
// Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing.
|
|
double overlapVelocityBuff = Math.Min(125 / Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime), Math.Abs(prevVelocity - currVelocity));
|
|
|
|
// Reward for % distance slowed down compared to previous, paying attention to not award overlap
|
|
double nonOverlapVelocityBuff = Math.Abs(prevVelocity - currVelocity)
|
|
// do not award overlap
|
|
* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, Math.Min(osuCurrObj.JumpDistance, osuLastObj.JumpDistance) / 100)), 2);
|
|
|
|
// Choose the largest bonus, multiplied by ratio.
|
|
velocityChangeBonus = Math.Max(overlapVelocityBuff, nonOverlapVelocityBuff) * distRatio;
|
|
|
|
// Penalize for rhythm changes.
|
|
velocityChangeBonus *= Math.Pow(Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime) / Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime), 2);
|
|
}
|
|
|
|
if (osuCurrObj.TravelTime != 0)
|
|
{
|
|
// Reward sliders based on velocity.
|
|
sliderBonus = osuCurrObj.TravelDistance / osuCurrObj.TravelTime;
|
|
}
|
|
|
|
// Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger.
|
|
aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);
|
|
|
|
// Add in additional slider velocity bonus.
|
|
if (withSliders)
|
|
aimStrain += sliderBonus * slider_multiplier;
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|