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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs
2021-08-17 19:25:49 +00:00

193 lines
7.9 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 press keys with regards to keeping up with the speed at which objects need to be hit.
/// </summary>
public class Speed : OsuStrainSkill
{
private const double single_spacing_threshold = 125;
private const double angle_bonus_begin = 5 * Math.PI / 6;
private const double pi_over_4 = Math.PI / 4;
private const double pi_over_2 = Math.PI / 2;
private const double rhythmMultiplier = 1.5;
private const int HistoryTimeMax = 3000; // 3 seconds of calculatingRhythmBonus max.
private double skillMultiplier => 1400;
private double strainDecayBase => 0.3;
private double currentTapStrain = 1;
private double currentMovementStrain = 1;
private double currentRhythm = 1;
protected override int ReducedSectionCount => 5;
protected override double DifficultyMultiplier => 1.04;
private const double min_speed_bonus = 75; // ~200BPM
private const double max_speed_bonus = 45; // ~330BPM
private const double speed_balancing_factor = 40;
protected override int HistoryLength => 32;
public Speed(Mod[] mods)
: base(mods)
{
}
private bool isRatioEqual(double ratio, double a, double b)
{
return a + 15 > ratio * b && a - 15 < ratio * b;
}
/// <summary>
/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
/// </summary>
private double calculateRhythmBonus(DifficultyHitObject current)
{
if (current.BaseObject is Spinner)
return 0;
// {doubles, triplets, quads, quints, 6-tuplets, 7 Tuplets, greater}
int previousIslandSize = -1;
double[] islandTimes = {0, 0, 0, 0, 0, 0, 0};
int islandSize = 0;
bool firstDeltaSwitch = false;
for (int i = Previous.Count - 1; i > 0; i--)
{
double currDelta = ((OsuDifficultyHitObject)Previous[i - 1]).StrainTime;
double prevDelta = ((OsuDifficultyHitObject)Previous[i]).StrainTime;
double effectiveRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta);
effectiveRatio *= Math.Sqrt(100 / ((currDelta + prevDelta) / 2)); // scale with bpm slightly
if (effectiveRatio > 0.5)
effectiveRatio = 0.5 + (effectiveRatio - 0.5) * 10; // extra buff for 1/3 -> 1/4 etc transitions.
double currHistoricalDecay = Math.Max(0, (HistoryTimeMax - (current.StartTime - Previous[i - 1].StartTime))) / HistoryTimeMax;
if (firstDeltaSwitch)
{
if (isRatioEqual(1.0, prevDelta, currDelta))
{
islandSize++; // island is still progressing, count size.
}
else
{
if (islandSize > 6)
islandSize = 6;
if (Previous[i - 1].BaseObject is Slider) // bpm change is into slider, this is easy acc window
effectiveRatio *= 0.5;
if (Previous[i].BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle
effectiveRatio *= 0.75;
if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet)
effectiveRatio *= 0.5;
islandTimes[islandSize] = islandTimes[islandSize] + effectiveRatio * currHistoricalDecay;
previousIslandSize = islandSize; // log the last island size.
if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting
firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.
islandSize = 0;
}
}
else if (prevDelta > 1.25 * currDelta) // we want to be speeding up.
{
// Begin counting island until we change speed again.
firstDeltaSwitch = true;
islandSize = 0;
}
}
double rhythmComplexitySum = 0.0;
for (int i = 0; i < islandTimes.Length; i++)
{
rhythmComplexitySum += islandTimes[i] * ((double)(i + islandTimes.Length) / (2 * islandTimes.Length)); // sum the total amount of rhythm variance
}
// Console.WriteLine(Math.Sqrt(4 + rhythmComplexitySum * rhythmMultiplier) / 2);
return Math.Sqrt(4 + rhythmComplexitySum * rhythmMultiplier) / 2;
}
private double tapStrainOf(DifficultyHitObject current, double speedBonus)
{
if (current.BaseObject is Spinner)
return 0;
var osuCurrent = (OsuDifficultyHitObject)current;
return ((1 + (speedBonus - 1) * 0.75) * 0.95) / osuCurrent.StrainTime;
}
private double movementStrainOf(DifficultyHitObject current, double speedBonus)
{
if (current.BaseObject is Spinner)
return 0;
var osuCurrent = (OsuDifficultyHitObject)current;
double distance = Math.Min(single_spacing_threshold, osuCurrent.TravelDistance + osuCurrent.JumpDistance);
double angleBonus = 1.0;
if (osuCurrent.Angle != null && osuCurrent.Angle.Value < angle_bonus_begin)
{
angleBonus = 1 + Math.Pow(Math.Sin(1.5 * (angle_bonus_begin - osuCurrent.Angle.Value)), 2) / 3.57;
if (osuCurrent.Angle.Value < pi_over_2)
{
angleBonus = 1.28;
if (distance < 90 && osuCurrent.Angle.Value < pi_over_4)
angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1);
else if (distance < 90)
angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1) * Math.Sin((pi_over_2 - osuCurrent.Angle.Value) / pi_over_4);
}
}
return ((1 + (speedBonus - 1) * 0.75) * angleBonus * speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / osuCurrent.StrainTime;
}
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
protected override double CalculateInitialStrain(double time) => (currentMovementStrain + currentTapStrain * currentRhythm) * strainDecay(time - Previous[0].StartTime);
protected override double StrainValueAt(DifficultyHitObject current)
{
double speedBonus = 1.0;
double deltaTime = Math.Max(max_speed_bonus, current.DeltaTime);
if (deltaTime < min_speed_bonus)
speedBonus = 1 + Math.Pow((min_speed_bonus - deltaTime) / speed_balancing_factor, 2);
currentRhythm = calculateRhythmBonus(current);
currentTapStrain *= strainDecay(current.DeltaTime);
currentTapStrain += tapStrainOf(current, speedBonus) * skillMultiplier;
currentMovementStrain *= strainDecay(current.DeltaTime);
currentMovementStrain += movementStrainOf(current, speedBonus) * skillMultiplier;
return currentMovementStrain + currentTapStrain * currentRhythm;
}
}
}