osu/osu.Game.Rulesets.Mania/Objects/ManiaHitObjectDifficulty.cs

113 lines
4.0 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Rulesets.Objects.Types;
using System;
namespace osu.Game.Rulesets.Mania.Objects
{
internal class ManiaHitObjectDifficulty
{
/// <summary>
/// Factor by how much individual / overall strain decays per second.
/// </summary>
/// <remarks>
/// These values are results of tweaking a lot and taking into account general feedback.
/// </remarks>
internal const double INDIVIDUAL_DECAY_BASE = 0.125;
internal const double OVERALL_DECAY_BASE = 0.30;
internal ManiaHitObject BaseHitObject;
private readonly int beatmapColumnCount;
private readonly double endTime;
private readonly double[] heldUntil;
/// <summary>
/// Measures jacks or more generally: repeated presses of the same button
/// </summary>
private readonly double[] individualStrains;
internal double IndividualStrain
{
get
{
return individualStrains[BaseHitObject.Column];
}
set
{
individualStrains[BaseHitObject.Column] = value;
}
}
/// <summary>
/// Measures note density in a way
/// </summary>
internal double OverallStrain = 1;
public ManiaHitObjectDifficulty(ManiaHitObject baseHitObject, int columnCount)
{
BaseHitObject = baseHitObject;
endTime = (baseHitObject as IHasEndTime)?.EndTime ?? baseHitObject.StartTime;
beatmapColumnCount = columnCount;
heldUntil = new double[beatmapColumnCount];
individualStrains = new double[beatmapColumnCount];
for (int i = 0; i < beatmapColumnCount; ++i)
{
individualStrains[i] = 0;
heldUntil[i] = 0;
}
}
internal void CalculateStrains(ManiaHitObjectDifficulty previousHitObject, double timeRate)
{
// TODO: Factor in holds
double timeElapsed = (BaseHitObject.StartTime - previousHitObject.BaseHitObject.StartTime) / timeRate;
double individualDecay = Math.Pow(INDIVIDUAL_DECAY_BASE, timeElapsed / 1000);
double overallDecay = Math.Pow(OVERALL_DECAY_BASE, timeElapsed / 1000);
double holdFactor = 1.0; // Factor to all additional strains in case something else is held
double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
// Fill up the heldUntil array
for (int i = 0; i < beatmapColumnCount; ++i)
{
heldUntil[i] = previousHitObject.heldUntil[i];
// If there is at least one other overlapping end or note, then we get an addition, buuuuuut...
if (BaseHitObject.StartTime < heldUntil[i] && endTime > heldUntil[i])
{
holdAddition = 1.0;
}
// ... this addition only is valid if there is _no_ other note with the same ending. Releasing multiple notes at the same time is just as easy as releasing 1
if (endTime == heldUntil[i])
{
holdAddition = 0;
}
// We give a slight bonus to everything if something is held meanwhile
if (heldUntil[i] > endTime)
{
holdFactor = 1.25;
}
// Decay individual strains
individualStrains[i] = previousHitObject.individualStrains[i] * individualDecay;
}
heldUntil[BaseHitObject.Column] = endTime;
// Increase individual strain in own column
IndividualStrain += 2.0 * holdFactor;
OverallStrain = previousHitObject.OverallStrain * overallDecay + (1.0 + holdAddition) * holdFactor;
}
}
}