osu/osu.Game.Rulesets.Catch/Difficulty/Skills/Movement.cs

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// 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 osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
namespace osu.Game.Rulesets.Catch.Difficulty.Skills
{
public class Movement : Skill
{
private const float absolute_player_positioning_error = 16f;
private const float normalized_hitobject_radius = 41.0f;
private const double direction_change_bonus = 12.5;
protected override double SkillMultiplier => 850;
protected override double StrainDecayBase => 0.2;
protected override double DecayWeight => 0.94;
protected override double StrainValueOf(DifficultyHitObject current)
{
var catchCurrent = (CatchDifficultyHitObject)current;
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var catchPrevious = Previous.Count > 0 ? (CatchDifficultyHitObject)Previous[0] : null;
var sqrtStrain = Math.Sqrt(catchCurrent.StrainTime);
double distanceAddition = Math.Pow(Math.Abs(catchCurrent.MovementDistance), 1.3) / 500;
double bonus = 0;
if (Math.Abs(catchCurrent.MovementDistance) > 0.1)
{
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if (catchPrevious != null && catchPrevious.MovementDistance > 0.1 && Math.Sign(catchCurrent.MovementDistance) != Math.Sign(catchPrevious.MovementDistance))
{
double bonusFactor = Math.Min(absolute_player_positioning_error, Math.Abs(catchCurrent.MovementDistance)) / absolute_player_positioning_error;
distanceAddition += direction_change_bonus / sqrtStrain * bonusFactor;
// Bonus for tougher direction switches and "almost" hyperdashes at this point
if (catchPrevious.BaseObject.DistanceToHyperDash <= 10 / CatchPlayfield.BASE_WIDTH)
bonus = 0.3 * bonusFactor;
}
// Base bonus for every movement, giving some weight to streams.
distanceAddition += 7.5 * Math.Min(Math.Abs(catchCurrent.MovementDistance), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
}
// Bonus for "almost" hyperdashes at corner points
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if (catchPrevious?.BaseObject is Fruit && catchPrevious.BaseObject.DistanceToHyperDash <= 10.0f / CatchPlayfield.BASE_WIDTH)
{
if (!catchPrevious.BaseObject.HyperDash)
bonus += 1.0;
distanceAddition *= 1.0 + bonus * ((10 - catchPrevious.BaseObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 10);
}
return distanceAddition / catchCurrent.StrainTime;
}
}
}