// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Osu.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Objects; namespace osu.Game.Rulesets.Osu.Difficulty.Skills { /// /// Represents the skill required to correctly aim at every object in the map with a uniform CircleSize and normalized distances. /// public class Aim : OsuStrainSkill { public Aim(Mod[] mods, bool withSliders) : base(mods) { this.withSliders = withSliders; } protected override int HistoryLength => 2; private const double wide_angle_multiplier = 1.5; private const double acute_angle_multiplier = 2.0; private const double slider_multiplier = 1.5; private const double velocity_change_multiplier = 0.75; private double currentStrain; private double skillMultiplier => 23.25; private double strainDecayBase => 0.15; private bool withSliders = true; private double strainValueOf(DifficultyHitObject current) { if (current.BaseObject is Spinner || Previous.Count <= 1 || Previous[0].BaseObject is Spinner) return 0; var osuCurrObj = (OsuDifficultyHitObject)current; var osuLastObj = (OsuDifficultyHitObject)Previous[0]; var osuLastLastObj = (OsuDifficultyHitObject)Previous[1]; // Calculate the velocity to the current hitobject, which starts with a base distance / time assuming the last object is a hitcircle. double currVelocity = osuCurrObj.JumpDistance / osuCurrObj.StrainTime; // But if the last object is a slider, then we extend the travel velocity through the slider into the current object. if (osuLastObj.BaseObject is Slider && withSliders) { double movementVelocity = osuCurrObj.MovementDistance / osuCurrObj.MovementTime; // calculate the movement velocity from slider end to current object double travelVelocity = osuCurrObj.TravelDistance / osuCurrObj.TravelTime; // calculate the slider velocity from slider head to slider end. currVelocity = Math.Max(currVelocity, movementVelocity + travelVelocity); // take the larger total combined velocity. } // As above, do the same for the previous hitobject. double prevVelocity = osuLastObj.JumpDistance / osuLastObj.StrainTime; if (osuLastLastObj.BaseObject is Slider && withSliders) { double movementVelocity = osuLastObj.MovementDistance / osuLastObj.MovementTime; double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime; prevVelocity = Math.Max(prevVelocity, movementVelocity + travelVelocity); } double wideAngleBonus = 0; double acuteAngleBonus = 0; double sliderBonus = 0; double velocityChangeBonus = 0; double aimStrain = currVelocity; // Start strain with regular velocity. if (Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime) < 1.25 * Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime)) // If rhythms are the same. { if (osuCurrObj.Angle != null && osuLastObj.Angle != null && osuLastLastObj.Angle != null) { double currAngle = osuCurrObj.Angle.Value; double lastAngle = osuLastObj.Angle.Value; double lastLastAngle = osuLastLastObj.Angle.Value; // Rewarding angles, take the smaller velocity as base. double angleBonus = Math.Min(currVelocity, prevVelocity); wideAngleBonus = calcWideAngleBonus(currAngle); acuteAngleBonus = calcAcuteAngleBonus(currAngle); if (osuCurrObj.StrainTime > 100) // Only buff deltaTime exceeding 300 bpm 1/2. acuteAngleBonus = 0; else { acuteAngleBonus *= calcAcuteAngleBonus(lastAngle) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern. * Math.Min(angleBonus, 125 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime * Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, (100 - osuCurrObj.StrainTime) / 25)), 2) // scale buff from 150 bpm 1/4 to 200 bpm 1/4 * Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.JumpDistance, 50, 100) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter). } // Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute. wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3))); // Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse. acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3))); } } if (Math.Max(prevVelocity, currVelocity) != 0) { // We want to use the average velocity over the whole object when awarding differences, not the individual jump and slider path velocities. prevVelocity = (osuLastObj.JumpDistance + osuLastObj.TravelDistance) / osuLastObj.StrainTime; currVelocity = (osuCurrObj.JumpDistance + osuCurrObj.TravelDistance) / osuCurrObj.StrainTime; // Scale with ratio of difference compared to 0.5 * max dist. double distRatio = Math.Pow(Math.Sin(Math.PI / 2 * Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity)), 2); // Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing. double overlapVelocityBuff = Math.Min(125 / Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime), Math.Abs(prevVelocity - currVelocity)); // Reward for % distance slowed down compared to previous, paying attention to not award overlap double nonOverlapVelocityBuff = Math.Abs(prevVelocity - currVelocity) // do not award overlap * Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, Math.Min(osuCurrObj.JumpDistance, osuLastObj.JumpDistance) / 100)), 2); // Choose the largest bonus, multiplied by ratio. velocityChangeBonus = Math.Max(overlapVelocityBuff, nonOverlapVelocityBuff) * distRatio; // Penalize for rhythm changes. velocityChangeBonus *= Math.Pow(Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime) / Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime), 2); } if (osuCurrObj.TravelTime != 0) { // Reward sliders based on velocity. sliderBonus = osuCurrObj.TravelDistance / osuCurrObj.TravelTime; } // Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger. aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier); // Add in additional slider velocity bonus. if (withSliders) aimStrain += sliderBonus * slider_multiplier; return aimStrain; } private double calcWideAngleBonus(double angle) => Math.Pow(Math.Sin(3.0 / 4 * (Math.Min(5.0 / 6 * Math.PI, Math.Max(Math.PI / 6, angle)) - Math.PI / 6)), 2); private double calcAcuteAngleBonus(double angle) => 1 - calcWideAngleBonus(angle); private double applyDiminishingExp(double val) => Math.Pow(val, 0.99); private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000); protected override double CalculateInitialStrain(double time) => currentStrain * strainDecay(time - Previous[0].StartTime); protected override double StrainValueAt(DifficultyHitObject current) { currentStrain *= strainDecay(current.DeltaTime); currentStrain += strainValueOf(current) * skillMultiplier; return currentStrain; } } }