mirror of
https://github.com/ppy/osu.git
synced 2024-11-14 21:57:55 +08:00
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.
|
|
// 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.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Difficulty.Skills;
|
|
|
|
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 = 21.0;
|
|
|
|
protected override double SkillMultiplier => 900;
|
|
protected override double StrainDecayBase => 0.2;
|
|
|
|
protected override double DecayWeight => 0.94;
|
|
|
|
protected readonly float HalfCatcherWidth;
|
|
|
|
private float? lastPlayerPosition;
|
|
private float lastDistanceMoved;
|
|
private double lastStrainTime;
|
|
|
|
public Movement(float halfCatcherWidth)
|
|
{
|
|
HalfCatcherWidth = halfCatcherWidth;
|
|
}
|
|
|
|
protected override double StrainValueOf(DifficultyHitObject current)
|
|
{
|
|
var catchCurrent = (CatchDifficultyHitObject)current;
|
|
|
|
lastPlayerPosition ??= catchCurrent.LastNormalizedPosition;
|
|
|
|
float playerPosition = Math.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;
|
|
|
|
double weightedStrainTime = catchCurrent.StrainTime + 13 + (3 / catchCurrent.ClockRate);
|
|
|
|
double distanceAddition = (Math.Pow(Math.Abs(distanceMoved), 1.3) / 510);
|
|
double sqrtStrain = Math.Sqrt(weightedStrainTime);
|
|
|
|
double edgeDashBonus = 0;
|
|
|
|
// Direction change bonus.
|
|
if (Math.Abs(distanceMoved) > 0.1)
|
|
{
|
|
if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved))
|
|
{
|
|
double bonusFactor = Math.Min(50, Math.Abs(distanceMoved)) / 50;
|
|
double antiflowFactor = Math.Max(Math.Min(70, Math.Abs(lastDistanceMoved)) / 70, 0.38);
|
|
|
|
distanceAddition += direction_change_bonus / Math.Sqrt(lastStrainTime + 16) * bonusFactor * antiflowFactor * Math.Max(1 - Math.Pow(weightedStrainTime / 1000, 3), 0);
|
|
}
|
|
|
|
// Base bonus for every movement, giving some weight to streams.
|
|
distanceAddition += 12.5 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
|
|
}
|
|
|
|
// Bonus for edge dashes.
|
|
if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f)
|
|
{
|
|
if (!catchCurrent.LastObject.HyperDash)
|
|
edgeDashBonus += 5.7;
|
|
else
|
|
{
|
|
// After a hyperdash we ARE in the correct position. Always!
|
|
playerPosition = catchCurrent.NormalizedPosition;
|
|
}
|
|
|
|
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
|
|
}
|
|
|
|
lastPlayerPosition = playerPosition;
|
|
lastDistanceMoved = distanceMoved;
|
|
lastStrainTime = catchCurrent.StrainTime;
|
|
|
|
return distanceAddition / weightedStrainTime;
|
|
}
|
|
}
|
|
}
|