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3278a1d7d8
There were two coordinate systems used: - 0..512 (used in osu!stable) - 0..1 (relative coordinate) This commit replaces the usage of the relative coordinate system to the coordinate system of 0..512.
91 lines
3.7 KiB
C#
91 lines
3.7 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 osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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{
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public class Movement : Skill
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{
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private const float absolute_player_positioning_error = 16f;
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private const float normalized_hitobject_radius = 41.0f;
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private const double direction_change_bonus = 21.0;
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protected override double SkillMultiplier => 900;
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protected override double StrainDecayBase => 0.2;
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protected override double DecayWeight => 0.94;
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protected readonly float HalfCatcherWidth;
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private float? lastPlayerPosition;
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private float lastDistanceMoved;
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private double lastStrainTime;
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public Movement(float halfCatcherWidth)
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{
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HalfCatcherWidth = halfCatcherWidth;
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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var catchCurrent = (CatchDifficultyHitObject)current;
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lastPlayerPosition ??= catchCurrent.LastNormalizedPosition;
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float playerPosition = Math.Clamp(
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lastPlayerPosition.Value,
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catchCurrent.NormalizedPosition - (normalized_hitobject_radius - absolute_player_positioning_error),
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catchCurrent.NormalizedPosition + (normalized_hitobject_radius - absolute_player_positioning_error)
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);
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float distanceMoved = playerPosition - lastPlayerPosition.Value;
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double weightedStrainTime = catchCurrent.StrainTime + 13 + (3 / catchCurrent.ClockRate);
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double distanceAddition = (Math.Pow(Math.Abs(distanceMoved), 1.3) / 510);
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double sqrtStrain = Math.Sqrt(weightedStrainTime);
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double edgeDashBonus = 0;
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// Direction change bonus.
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if (Math.Abs(distanceMoved) > 0.1)
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{
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if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved))
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{
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double bonusFactor = Math.Min(50, Math.Abs(distanceMoved)) / 50;
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double antiflowFactor = Math.Max(Math.Min(70, Math.Abs(lastDistanceMoved)) / 70, 0.38);
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distanceAddition += direction_change_bonus / Math.Sqrt(lastStrainTime + 16) * bonusFactor * antiflowFactor * Math.Max(1 - Math.Pow(weightedStrainTime / 1000, 3), 0);
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}
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// Base bonus for every movement, giving some weight to streams.
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distanceAddition += 12.5 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
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}
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// Bonus for edge dashes.
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if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f)
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{
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if (!catchCurrent.LastObject.HyperDash)
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edgeDashBonus += 5.7;
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else
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{
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// After a hyperdash we ARE in the correct position. Always!
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playerPosition = catchCurrent.NormalizedPosition;
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}
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distanceAddition *= 1.0 + edgeDashBonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash) / 20) * Math.Pow((Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 265) / 265), 1.5); // Edge Dashes are easier at lower ms values
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}
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lastPlayerPosition = playerPosition;
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lastDistanceMoved = distanceMoved;
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lastStrainTime = catchCurrent.StrainTime;
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return distanceAddition / weightedStrainTime;
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}
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}
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}
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