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While it is the case for the existing official Skills, Skill implementations shouldn't be required to conform to a strain based approach. There are other valid approaches to calculating skill difficulty that can be supported by abstracting the strain logic into its own StrainSkill class.
66 lines
2.5 KiB
C#
66 lines
2.5 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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/// <summary>
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/// Represents the skill required to correctly aim at every object in the map with a uniform CircleSize and normalized distances.
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/// </summary>
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public class Aim : StrainSkill
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{
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private const double angle_bonus_begin = Math.PI / 3;
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private const double timing_threshold = 107;
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public Aim(Mod[] mods)
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: base(mods)
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{
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}
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protected override double SkillMultiplier => 26.25;
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protected override double StrainDecayBase => 0.15;
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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if (current.BaseObject is Spinner)
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return 0;
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var osuCurrent = (OsuDifficultyHitObject)current;
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double result = 0;
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if (Previous.Count > 0)
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{
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var osuPrevious = (OsuDifficultyHitObject)Previous[0];
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if (osuCurrent.Angle != null && osuCurrent.Angle.Value > angle_bonus_begin)
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{
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const double scale = 90;
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var angleBonus = Math.Sqrt(
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Math.Max(osuPrevious.JumpDistance - scale, 0)
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* Math.Pow(Math.Sin(osuCurrent.Angle.Value - angle_bonus_begin), 2)
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* Math.Max(osuCurrent.JumpDistance - scale, 0));
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result = 1.5 * applyDiminishingExp(Math.Max(0, angleBonus)) / Math.Max(timing_threshold, osuPrevious.StrainTime);
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}
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}
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double jumpDistanceExp = applyDiminishingExp(osuCurrent.JumpDistance);
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double travelDistanceExp = applyDiminishingExp(osuCurrent.TravelDistance);
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return Math.Max(
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result + (jumpDistanceExp + travelDistanceExp + Math.Sqrt(travelDistanceExp * jumpDistanceExp)) / Math.Max(osuCurrent.StrainTime, timing_threshold),
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(Math.Sqrt(travelDistanceExp * jumpDistanceExp) + jumpDistanceExp + travelDistanceExp) / osuCurrent.StrainTime
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);
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}
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private double applyDiminishingExp(double val) => Math.Pow(val, 0.99);
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}
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}
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