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201 lines
6.6 KiB
C#
201 lines
6.6 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Mania.Judgements
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{
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public class HitWindows
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{
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#region Constants
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/// <summary>
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/// PERFECT hit window at OD = 10.
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/// </summary>
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private const double perfect_min = 27.8;
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/// <summary>
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/// PERFECT hit window at OD = 5.
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/// </summary>
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private const double perfect_mid = 38.8;
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/// <summary>
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/// PERFECT hit window at OD = 0.
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/// </summary>
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private const double perfect_max = 44.8;
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/// <summary>
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/// GREAT hit window at OD = 10.
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/// </summary>
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private const double great_min = 68;
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/// <summary>
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/// GREAT hit window at OD = 5.
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/// </summary>
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private const double great_mid = 98;
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/// <summary>
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/// GREAT hit window at OD = 0.
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/// </summary>
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private const double great_max = 128;
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/// <summary>
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/// GOOD hit window at OD = 10.
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/// </summary>
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private const double good_min = 134;
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/// <summary>
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/// GOOD hit window at OD = 5.
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/// </summary>
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private const double good_mid = 164;
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/// <summary>
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/// GOOD hit window at OD = 0.
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/// </summary>
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private const double good_max = 194;
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/// <summary>
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/// OK hit window at OD = 10.
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/// </summary>
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private const double ok_min = 194;
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/// <summary>
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/// OK hit window at OD = 5.
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/// </summary>
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private const double ok_mid = 224;
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/// <summary>
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/// OK hit window at OD = 0.
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/// </summary>
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private const double ok_max = 254;
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/// <summary>
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/// BAD hit window at OD = 10.
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/// </summary>
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private const double bad_min = 242;
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/// <summary>
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/// BAD hit window at OD = 5.
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/// </summary>
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private const double bad_mid = 272;
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/// <summary>
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/// BAD hit window at OD = 0.
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/// </summary>
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private const double bad_max = 302;
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/// <summary>
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/// MISS hit window at OD = 10.
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/// </summary>
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private const double miss_min = 316;
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/// <summary>
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/// MISS hit window at OD = 5.
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/// </summary>
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private const double miss_mid = 346;
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/// <summary>
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/// MISS hit window at OD = 0.
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/// </summary>
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private const double miss_max = 376;
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#endregion
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/// <summary>
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/// Hit window for a PERFECT hit.
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/// </summary>
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public double Perfect = perfect_mid;
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/// <summary>
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/// Hit window for a GREAT hit.
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/// </summary>
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public double Great = great_mid;
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/// <summary>
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/// Hit window for a GOOD hit.
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/// </summary>
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public double Good = good_mid;
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/// <summary>
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/// Hit window for an OK hit.
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/// </summary>
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public double Ok = ok_mid;
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/// <summary>
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/// Hit window for a BAD hit.
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/// </summary>
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public double Bad = bad_mid;
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/// <summary>
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/// Hit window for a MISS hit.
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/// </summary>
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public double Miss = miss_mid;
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/// <summary>
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/// Constructs default hit windows.
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/// </summary>
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public HitWindows()
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{
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}
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/// <summary>
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/// Constructs hit windows by fitting a parameter to a 2-part piecewise linear function for each hit window.
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/// </summary>
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/// <param name="difficulty">The parameter.</param>
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public HitWindows(double difficulty)
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{
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Perfect = BeatmapDifficulty.DifficultyRange(difficulty, perfect_max, perfect_mid, perfect_min);
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Great = BeatmapDifficulty.DifficultyRange(difficulty, great_max, great_mid, great_min);
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Good = BeatmapDifficulty.DifficultyRange(difficulty, good_max, good_mid, good_min);
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Ok = BeatmapDifficulty.DifficultyRange(difficulty, ok_max, ok_mid, ok_min);
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Bad = BeatmapDifficulty.DifficultyRange(difficulty, bad_max, bad_mid, bad_min);
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Miss = BeatmapDifficulty.DifficultyRange(difficulty, miss_max, miss_mid, miss_min);
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}
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/// <summary>
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/// Retrieves the hit result for a time offset.
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/// </summary>
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/// <param name="hitOffset">The time offset.</param>
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/// <returns>The hit result, or null if the time offset results in a miss.</returns>
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public HitResult? ResultFor(double hitOffset)
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{
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if (hitOffset <= Perfect / 2)
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return HitResult.Perfect;
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if (hitOffset <= Great / 2)
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return HitResult.Great;
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if (hitOffset <= Good / 2)
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return HitResult.Good;
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if (hitOffset <= Ok / 2)
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return HitResult.Ok;
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if (hitOffset <= Bad / 2)
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return HitResult.Meh;
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return null;
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}
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/// <summary>
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/// Constructs new hit windows which have been multiplied by a value.
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/// </summary>
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/// <param name="windows">The original hit windows.</param>
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/// <param name="value">The value to multiply each hit window by.</param>
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public static HitWindows operator *(HitWindows windows, double value)
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{
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return new HitWindows
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{
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Perfect = windows.Perfect * value,
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Great = windows.Great * value,
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Good = windows.Good * value,
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Ok = windows.Ok * value,
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Bad = windows.Bad * value,
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Miss = windows.Miss * value
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};
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}
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/// <summary>
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/// Constructs new hit windows which have been divided by a value.
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/// </summary>
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/// <param name="windows">The original hit windows.</param>
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/// <param name="value">The value to divide each hit window by.</param>
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public static HitWindows operator /(HitWindows windows, double value)
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{
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return new HitWindows
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{
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Perfect = windows.Perfect / value,
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Great = windows.Great / value,
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Good = windows.Good / value,
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Ok = windows.Ok / value,
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Bad = windows.Bad / value,
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Miss = windows.Miss / value
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};
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}
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}
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}
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