// 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; using osu.Framework.Utils; 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) : base(mods) { } protected override int HistoryLength => 2; private const double wide_angle_multiplier = 1.5; private const double acute_angle_multiplier = 1.5; private const double slider_multiplier = 1.75; private const double vel_change_multiplier = 0.75; private double currentStrain = 1; private double skillMultiplier => 23.25; private double strainDecayBase => 0.15; 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 osuPrevObj = (OsuDifficultyHitObject)Previous[0]; var osuLastObj = (OsuDifficultyHitObject)Previous[1]; double currVelocity = (osuCurrObj.JumpDistance + osuCurrObj.TravelDistance) / osuCurrObj.StrainTime; // Start with the base distance / time if (osuPrevObj.BaseObject is Slider) // If object is a slider { double movementVelocity = osuCurrObj.MovementDistance / osuCurrObj.MovementTime; // calculate the movement velocity from slider end to next note double travelVelocity = osuCurrObj.TravelDistance / osuCurrObj.TravelTime; // calculate the slider velocity from slider head to lazy end. currVelocity = Math.Max(currVelocity, movementVelocity + travelVelocity); // take the larger total combined velocity. } double prevVelocity = (osuPrevObj.JumpDistance + osuPrevObj.TravelDistance) / osuPrevObj.StrainTime; // do the same for the previous velocity. if (osuLastObj.BaseObject is Slider) { double movementVelocity = osuPrevObj.MovementDistance / osuPrevObj.MovementTime; double travelVelocity = osuPrevObj.TravelDistance / osuPrevObj.TravelTime; prevVelocity = Math.Max(prevVelocity, movementVelocity + travelVelocity); } double angleBonus = 0; double sliderBonus = 0; double velChangeBonus = 0; double aimStrain = currVelocity; // Start strain with regular velocity. if (Precision.AlmostEquals(osuCurrObj.StrainTime, osuPrevObj.StrainTime, 10)) // If rhythms are the same. { if (osuCurrObj.Angle != null && osuPrevObj.Angle != null) { double currAngle = osuCurrObj.Angle.Value; double prevAngle = osuPrevObj.Angle.Value; // Rewarding angles, take the smaller velocity as base. angleBonus = Math.Min(currVelocity, prevVelocity); double wideAngleBonus = calcWideAngleBonus(currAngle); double acuteAngleBonus = calcAcuteAngleBonus(currAngle); if (osuCurrObj.StrainTime > 100) // Only buff deltaTime exceeding 300 bpm 1/2. acuteAngleBonus = 0; else acuteAngleBonus *= calcAcuteAngleBonus(prevAngle) // 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.Min(100, osuCurrObj.JumpDistance) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter). wideAngleBonus *= angleBonus * (1 - Math.Pow(calcWideAngleBonus(prevAngle), 3)); // Penalize wide angles if they're repeated, reducing the penalty as the prevAngle gets more acute. angleBonus = acuteAngleBonus * acute_angle_multiplier + wideAngleBonus * wide_angle_multiplier; // add the anglebuffs together. } } if (Math.Max(prevVelocity, currVelocity) != 0) { prevVelocity = (osuPrevObj.JumpDistance + osuPrevObj.TravelDistance) / osuPrevObj.StrainTime; // We want to use the average velocity when awarding differences, not necessarily combined. currVelocity = (osuCurrObj.JumpDistance + osuCurrObj.TravelDistance) / osuCurrObj.StrainTime; velChangeBonus = Math.Max(Math.Abs(prevVelocity - currVelocity) // reward for % distance slowed down compared to previous, paying attention to not award overlap * Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, osuCurrObj.JumpDistance / 100)), 2) // do not award overlap * Math.Pow(Math.Sin(Math.PI / 2 * Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity)), 2), // scale with ratio of difference compared to max Math.Min(125 / Math.Min(osuCurrObj.StrainTime, osuPrevObj.StrainTime), Math.Abs(prevVelocity - currVelocity)) // reward for % distance up to 125 / strainTime for overlaps where velocity is still changing. * Math.Pow(Math.Sin(Math.PI / 2 * Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity)), 2)); // scale with ratio of difference compared to max velChangeBonus *= Math.Pow(Math.Min(osuCurrObj.StrainTime, osuPrevObj.StrainTime) / Math.Max(osuCurrObj.StrainTime, osuPrevObj.StrainTime), 2); // penalize for rhythm changes. } if (osuCurrObj.TravelTime != 0) { sliderBonus = osuCurrObj.TravelDistance / osuCurrObj.TravelTime; // add some slider rewards } aimStrain += Math.Max(angleBonus, velChangeBonus * vel_change_multiplier); // Add in angle bonus or velchange bonus, whichever is larger. aimStrain += sliderBonus * slider_multiplier; // Add in additional slider velocity. 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; } } }