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osu-lazer/osu.Game.Rulesets.Osu/Scoring/OsuHitEventExtensions.cs

89 lines
3.4 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 System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
using osuTK;
namespace osu.Game.Rulesets.Osu.Scoring
{
public static class OsuHitEventExtensions
{
public static double? CalculateAimError(this IEnumerable<HitEvent> hitEvents)
{
IEnumerable<HitEvent> hitCircleEvents = hitEvents.Where(e => e.HitObject is HitCircle && !(e.HitObject is SliderTailCircle)).ToList();
Vector2 averageHitError = hitCircleEvents.CalculateAverageAimError()!.Value;
int eventCount = 0;
double varianceSum = 0;
foreach (var e in hitCircleEvents)
{
if (e.Position == null)
continue;
eventCount += 1;
varianceSum += (e.CalcAngleAdjustedPoint() - averageHitError ?? new Vector2(0, 0)).LengthSquared;
}
if (eventCount == 0)
return null;
// We don't get data for miss locations, so we estimate the total variance using the Rayleigh distribution.
// Deriving the Rayleigh distribution in this form results in a 2 in the denominator,
// but it is removed to take the variance across both axes, instead of across just one.
double variance = varianceSum / eventCount;
return Math.Sqrt(variance) * 10;
}
public static Vector2? CalculateAverageAimError(this IEnumerable<HitEvent> hitEvents)
{
IEnumerable<HitEvent> hitCircleEvents = hitEvents.Where(e => e.HitObject is HitCircle && !(e.HitObject is SliderTailCircle)).ToList();
int eventCount = 0;
Vector2 sumOfPointVectors = new Vector2(0, 0);
foreach (var e in hitCircleEvents)
{
if (e.LastHitObject == null || e.Position == null)
continue;
eventCount += 1;
sumOfPointVectors += CalcAngleAdjustedPoint(e) ?? new Vector2(0, 0);
}
if (eventCount == 0)
return null;
Vector2 averagePosition = sumOfPointVectors / eventCount;
return averagePosition;
}
public static Vector2? CalcAngleAdjustedPoint(this HitEvent hitEvent)
{
if (hitEvent.LastHitObject is null || hitEvent.Position is null)
return null;
Vector2 start = ((OsuHitObject)hitEvent.LastHitObject!).StackedEndPosition;
Vector2 end = ((OsuHitObject)hitEvent.HitObject).StackedEndPosition;
Vector2 hitPoint = hitEvent.Position!.Value;
double angle1 = Math.Atan2(end.Y - hitPoint.Y, hitPoint.X - end.X); // Angle between the end point and the hit point.
double angle2 = Math.Atan2(end.Y - start.Y, start.X - end.X); // Angle between the end point and the start point.
double finalAngle = angle2 - angle1; // Angle between start, end, and hit points.
double distanceFromCenter = (hitPoint - end).Length;
Vector2 angleAdjustedPoint = new Vector2((float)(Math.Cos(finalAngle) * distanceFromCenter), (float)(Math.Sin(finalAngle) * distanceFromCenter));
return angleAdjustedPoint;
}
}
}