2022-05-28 12:28:04 +00:00
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// 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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2022-05-28 12:29:09 +00:00
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using System;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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2022-05-28 12:28:04 +00:00
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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2022-05-28 12:29:09 +00:00
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public static class SpeedEvaluator
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{
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private const double single_spacing_threshold = 125;
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private const double min_speed_bonus = 75; // ~200BPM
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private const double speed_balancing_factor = 40;
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2022-05-28 13:09:08 +00:00
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/// <summary>
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/// Evaluates the difficulty of tapping the current object, based on:
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/// <list type="bullet">
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/// <item><description>time between pressing the previous and current object,</description></item>
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/// <item><description>distance between those objects,</description></item>
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/// <item><description>and how easily they can be cheesed.</description></item>
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/// </list>
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current, double greatWindow)
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{
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if (current.BaseObject is Spinner)
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return 0;
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// derive strainTime for calculation
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var osuCurrObj = (OsuDifficultyHitObject)current;
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2022-06-13 11:27:02 +00:00
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var osuPrevObj = current.Index > 0 ? (OsuDifficultyHitObject)current.Previous(0) : null;
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double strainTime = osuCurrObj.StrainTime;
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double greatWindowFull = greatWindow * 2;
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double speedWindowRatio = strainTime / greatWindowFull;
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// Aim to nerf cheesy rhythms (Very fast consecutive doubles with large deltatimes between)
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if (osuPrevObj != null && strainTime < greatWindowFull && osuPrevObj.StrainTime > strainTime)
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strainTime = Interpolation.Lerp(osuPrevObj.StrainTime, strainTime, speedWindowRatio);
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// Cap deltatime to the OD 300 hitwindow.
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// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.
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strainTime /= Math.Clamp((strainTime / greatWindowFull) / 0.93, 0.92, 1);
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// derive speedBonus for calculation
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double speedBonus = 1.0;
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if (strainTime < min_speed_bonus)
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speedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2);
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double travelDistance = osuPrevObj?.TravelDistance ?? 0;
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double distance = Math.Min(single_spacing_threshold, travelDistance + osuCurrObj.MinimumJumpDistance);
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return (speedBonus + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / strainTime;
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}
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}
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}
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