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69 lines
2.9 KiB
C#
69 lines
2.9 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.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
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{
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public class CatchDifficultyHitObject : DifficultyHitObject
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{
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private const float normalized_hitobject_radius = 41.0f;
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private const float absolute_player_positioning_error = 16f;
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public new CatchHitObject BaseObject => (CatchHitObject)base.BaseObject;
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public float MovementDistance { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="CatchDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
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public readonly double StrainTime;
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private readonly float scalingFactor;
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private readonly CatchHitObject lastObject;
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public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double timeRate, float halfCatcherWidth)
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: base(hitObject, lastObject, timeRate)
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{
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this.lastObject = (CatchHitObject)lastObject;
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// We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps.
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scalingFactor = normalized_hitobject_radius / halfCatcherWidth;
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setDistances();
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// Every strain interval is hard capped at the equivalent of 600 BPM streaming speed as a safety measure
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StrainTime = Math.Max(25, DeltaTime);
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}
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private void setDistances()
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{
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float lastPosition = getNormalizedPosition(lastObject);
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float currentPosition = getNormalizedPosition(BaseObject);
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// After a hyperdash the player is assumed to be in the correct position
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if (lastObject.LazyMovementDistance != null && !lastObject.HyperDash)
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lastPosition += lastObject.LazyMovementDistance.Value;
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BaseObject.LazyMovementDistance =
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MathHelper.Clamp(
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lastPosition,
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currentPosition - (normalized_hitobject_radius - absolute_player_positioning_error),
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currentPosition + (normalized_hitobject_radius - absolute_player_positioning_error)) // Obtain new lazy position, but be stricter by allowing for an error of a certain degree of the player.
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- currentPosition; // Subtract HitObject position to obtain offset
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MovementDistance = Math.Abs(currentPosition - lastPosition + BaseObject.LazyMovementDistance.Value);
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if (currentPosition < lastPosition)
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MovementDistance *= -1;
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}
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private float getNormalizedPosition(CatchHitObject hitObject) => hitObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor;
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}
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}
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