osu/osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyCalculator.cs
Samuel Cattini-Schultz 5b2dcea8a8 Refactor to encapsulate strain logic into Skill class
As strains are an implementation detail of the current Skill calculations, it makes sense that strain related logic should be encapsulated within the Skill class.
2021-04-03 20:47:43 +11:00

92 lines
3.8 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
using osu.Game.Rulesets.Catch.Difficulty.Skills;
using osu.Game.Rulesets.Catch.Mods;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Catch.Difficulty
{
public class CatchDifficultyCalculator : DifficultyCalculator
{
private const double star_scaling_factor = 0.153;
private float halfCatcherWidth;
public CatchDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
if (beatmap.HitObjects.Count == 0)
return new CatchDifficultyAttributes { Mods = mods, Skills = skills };
// this is the same as osu!, so there's potential to share the implementation... maybe
double preempt = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / clockRate;
return new CatchDifficultyAttributes
{
StarRating = Math.Sqrt(skills[0].DifficultyValue()) * star_scaling_factor,
Mods = mods,
ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0,
MaxCombo = beatmap.HitObjects.Count(h => h is Fruit) + beatmap.HitObjects.OfType<JuiceStream>().SelectMany(j => j.NestedHitObjects).Count(h => !(h is TinyDroplet)),
Skills = skills
};
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
CatchHitObject lastObject = null;
// In 2B beatmaps, it is possible that a normal Fruit is placed in the middle of a JuiceStream.
foreach (var hitObject in beatmap.HitObjects
.SelectMany(obj => obj is JuiceStream stream ? stream.NestedHitObjects : new[] { obj })
.Cast<CatchHitObject>()
.OrderBy(x => x.StartTime))
{
// We want to only consider fruits that contribute to the combo.
if (hitObject is BananaShower || hitObject is TinyDroplet)
continue;
if (lastObject != null)
yield return new CatchDifficultyHitObject(hitObject, lastObject, clockRate, halfCatcherWidth);
lastObject = hitObject;
}
}
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods)
{
halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.BeatmapInfo.BaseDifficulty) * 0.5f;
// For circle sizes above 5.5, reduce the catcher width further to simulate imperfect gameplay.
halfCatcherWidth *= 1 - (Math.Max(0, beatmap.BeatmapInfo.BaseDifficulty.CircleSize - 5.5f) * 0.0625f);
return new Skill[]
{
new Movement(mods, halfCatcherWidth),
};
}
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{
new CatchModDoubleTime(),
new CatchModHalfTime(),
new CatchModHardRock(),
new CatchModEasy(),
};
}
}