// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using osu.Game.Rulesets.Osu.Difficulty.Preprocessing; 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 : Skill { private const double angle_bonus_begin = 5 * Math.PI / 12; private const double timing_threshold = 107; private const double min_distance_for_bonus = 90; private const double angle_threshold = Math.PI / 4; private static readonly double sin_angle_threshold = Math.Sin(angle_threshold); protected override double SkillMultiplier => 26.25; protected override double StrainDecayBase => 0.15; protected override double StrainValueOf(OsuDifficultyHitObject current) { double result = 0; if (Previous.Count > 0) { if (current.Angle != null && current.Angle.Value > angle_bonus_begin) { var sinDiffAngle = Math.Sin(current.Angle.Value - angle_bonus_begin); var angleBonus = Math.Sqrt ( Math.Max(0, Previous[0].JumpDistance + Previous[0].TravelDistance - min_distance_for_bonus) * Math.Min ( sinDiffAngle, sin_angle_threshold ) * Math.Max(0, current.JumpDistance - min_distance_for_bonus) * Math.Min ( sinDiffAngle, sin_angle_threshold ) ); result = 2 * Math.Pow(Math.Max(0, angleBonus), 0.99) / Math.Max(Previous[0].StrainTime, timing_threshold); } } return Math.Max ( result + (Math.Pow(current.TravelDistance, 0.99) + Math.Pow(current.JumpDistance, 0.99)) / Math.Max(current.StrainTime, timing_threshold), (Math.Pow(current.TravelDistance, 0.99) + Math.Pow(current.JumpDistance, 0.99)) / current.StrainTime ); } } }