diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs index 5b8ec5103a..73704735d0 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs @@ -20,6 +20,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills private const double pi_over_4 = Math.PI / 4; private const double pi_over_2 = Math.PI / 2; + private const double rhythmMultiplier = 1.0; protected override double SkillMultiplier => 1400; protected override double StrainDecayBase => 0.3; protected override int ReducedSectionCount => 5; @@ -31,16 +32,91 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills protected override int HistoryLength => 32; + private const int HistoryTimeMax = 4; // 4 seconds of calculatingRhythmBonus max. + public Speed(Mod[] mods) : base(mods) { } - private double calculateRhythmBonus(double time) + private bool isRatioEqual(double ratio, double a, double b) { - return 1.0; + return a + 15 > ratio * b && a - 15 < ratio * b; } + /// + /// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current . + /// + private double calculateRhythmBonus(double startTime) + { + // {doubles, triplets, quads, quints, 6-tuplets, 7 Tuplets, greater} + int previousIslandSize = -1; + double[] islandTimes = {0, 0, 0, 0, 0, 0, 0}; + int islandSize = 0; + + bool firstDeltaSwitch = false; + + for (int i = Previous.Count - 1; i < 0; i--) + { + double currDelta = ((OsuDifficultyHitObject)Previous[i - 1]).StrainTime; + double prevDelta = ((OsuDifficultyHitObject)Previous[i]).StrainTime; + double effectiveRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta); + + double currHistoricalDecay = Math.Max(0, (HistoryTimeMax - (startTime - Previous[i - 1].StartTime))) / HistoryTimeMax; + + // if (historyTime > HistoryTimeMax) + // break; // not sure if this even does what I want.. + + if (firstDeltaSwitch) + { + if (isRatioEqual(1.0, prevDelta, currDelta)) + { + islandSize++; // island is still progressing, count size. + } + + else + { + if (islandSize > 6) + islandSize = 6; + + if (Previous[i - 1].BaseObject is Slider) // bpm change is into slider, this is easy acc window + effectiveRatio *= 0.5; + + if (Previous[i].BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle + effectiveRatio *= 0.75; + + if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet) + effectiveRatio *= 0.5; + + islandTimes[islandSize] = islandTimes[islandSize] + effectiveRatio * currHistoricalDecay; + + previousIslandSize = islandSize; // log the last island size. + + if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting + firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size. + + islandSize = 0; + } + } + else if (prevDelta > 1.25 * currDelta) // we want to be speeding up. + { + // Begin counting island until we change speed again. + firstDeltaSwitch = true; + islandSize = 0; + } + } + + double rhythmComplexitySum = 0.0; + + for (int i = 0; i < islandTimes.Length; i++) + { + rhythmComplexitySum += islandTimes[i]; // sum the total amount of rhythm variance + } + +Console.WriteLine(Math.Sqrt(4 + rhythmComplexitySum * rhythmMultiplier) / 2); + + return Math.Min(1.5, Math.Sqrt(4 + rhythmComplexitySum * rhythmMultiplier) / 2); + } protected override double StrainValueOf(DifficultyHitObject current) { @@ -81,7 +157,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills protected override double GetPeakStrain(double time) { - return base.GetPeakStrain(time) * calculateRhythmBonus(time); + return base.GetPeakStrain(time);// * calculateRhythmBonus(current.StartTime); } } }