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https://github.com/ppy/osu
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71 lines
2.6 KiB
C#
71 lines
2.6 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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{
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/// <summary>
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/// A wrapper around <see cref="OsuHitObject"/> extending it with additional data required for difficulty calculation.
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/// </summary>
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public class OsuDifficultyHitObject
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{
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/// <summary>
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/// The <see cref="OsuHitObject"/> this <see cref="OsuDifficultyHitObject"/> refers to.
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/// </summary>
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public OsuHitObject BaseObject { get; }
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/// <summary>
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/// Normalized distance from the <see cref="OsuHitObject.StackedPosition"/> of the previous <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double Distance { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since the StartTime of the previous <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double DeltaTime { get; private set; }
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/// <summary>
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/// Number of milliseconds until the <see cref="OsuDifficultyHitObject"/> has to be hit.
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/// </summary>
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public double TimeUntilHit { get; set; }
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private const int normalized_radius = 52;
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private readonly OsuHitObject[] t;
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/// <summary>
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/// Initializes the object calculating extra data required for difficulty calculation.
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/// </summary>
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public OsuDifficultyHitObject(OsuHitObject[] triangle)
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{
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t = triangle;
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BaseObject = t[0];
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setDistances();
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setTimingValues();
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// Calculate angle here
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}
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private void setDistances()
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{
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// We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps.
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double scalingFactor = normalized_radius / BaseObject.Radius;
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if (BaseObject.Radius < 30)
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{
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double smallCircleBonus = Math.Min(30 - BaseObject.Radius, 5) / 50;
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scalingFactor *= 1 + smallCircleBonus;
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}
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Distance = (t[0].StackedPosition - t[1].StackedPosition).Length * scalingFactor;
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}
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private void setTimingValues()
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{
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// Every timing inverval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure.
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DeltaTime = Math.Max(40, t[0].StartTime - t[1].StartTime);
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TimeUntilHit = 450; // BaseObject.PreEmpt;
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}
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}
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}
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