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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.
70 lines
2.7 KiB
C#
70 lines
2.7 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 press keys with regards to keeping up with the speed at which objects need to be hit.
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/// </summary>
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public class Speed : StrainSkill
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{
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private const double single_spacing_threshold = 125;
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private const double angle_bonus_begin = 5 * Math.PI / 6;
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private const double pi_over_4 = Math.PI / 4;
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private const double pi_over_2 = Math.PI / 2;
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protected override double SkillMultiplier => 1400;
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protected override double StrainDecayBase => 0.3;
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private const double min_speed_bonus = 75; // ~200BPM
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private const double max_speed_bonus = 45; // ~330BPM
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private const double speed_balancing_factor = 40;
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public Speed(Mod[] mods)
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: base(mods)
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{
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}
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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 distance = Math.Min(single_spacing_threshold, osuCurrent.TravelDistance + osuCurrent.JumpDistance);
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double deltaTime = Math.Max(max_speed_bonus, current.DeltaTime);
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double speedBonus = 1.0;
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if (deltaTime < min_speed_bonus)
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speedBonus = 1 + Math.Pow((min_speed_bonus - deltaTime) / speed_balancing_factor, 2);
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double angleBonus = 1.0;
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if (osuCurrent.Angle != null && osuCurrent.Angle.Value < angle_bonus_begin)
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{
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angleBonus = 1 + Math.Pow(Math.Sin(1.5 * (angle_bonus_begin - osuCurrent.Angle.Value)), 2) / 3.57;
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if (osuCurrent.Angle.Value < pi_over_2)
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{
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angleBonus = 1.28;
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if (distance < 90 && osuCurrent.Angle.Value < pi_over_4)
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angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1);
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else if (distance < 90)
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angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1) * Math.Sin((pi_over_2 - osuCurrent.Angle.Value) / pi_over_4);
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}
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}
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return (1 + (speedBonus - 1) * 0.75) * angleBonus * (0.95 + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / osuCurrent.StrainTime;
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}
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}
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}
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