osu/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
/// <summary>
/// Represents the skill required to correctly aim at every object in the map with a uniform CircleSize and normalized distances.
/// </summary>
public class Aim : Skill
{
private const double angle_bonus_begin = 5 * Math.PI / 12;
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private const double timing_threshold = 107;
private const double min_distance_for_bonus = 90;
private const double angle_threshold = Math.PI / 4;
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private static readonly double sin_angle_threshold = Math.Sin(angle_threshold);
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protected override double SkillMultiplier => 26.25;
protected override double StrainDecayBase => 0.15;
protected override double StrainValueOf(OsuDifficultyHitObject current)
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{
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double result = 0;
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if (Previous.Count > 0)
{
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if (current.Angle != null && current.Angle.Value > angle_bonus_begin)
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{
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var sinDiffAngle = Math.Sin(current.Angle.Value - angle_bonus_begin);
var angleBonus = Math.Sqrt
(
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Math.Max(0, Previous[0].JumpDistance + 8 * Previous[0].TravelDistance - min_distance_for_bonus)
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* Math.Min
(
sinDiffAngle,
sin_angle_threshold
)
* Math.Max(0, current.JumpDistance - min_distance_for_bonus)
* Math.Min
(
sinDiffAngle,
sin_angle_threshold
)
);
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result = 2 * Math.Pow(Math.Max(0, angleBonus), 0.99) / Math.Max(Previous[0].StrainTime, timing_threshold);
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}
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}
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return Math.Max
(
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result + (Math.Pow(current.TravelDistance, 0.99) + Math.Pow(current.JumpDistance, 0.99)) / Math.Max(current.StrainTime, timing_threshold),
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(Math.Pow(current.TravelDistance, 0.99) + Math.Pow(current.JumpDistance, 0.99)) / current.StrainTime
);
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}
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}
}