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changed decay system to allow for customizing the currentStrain
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64
osu.Game/Rulesets/Difficulty/Skills/StrainDecaySkill.cs
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64
osu.Game/Rulesets/Difficulty/Skills/StrainDecaySkill.cs
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// 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 System.Collections.Generic;
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using System.Linq;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Difficulty.Skills
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{
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/// <summary>
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/// Used to processes strain values of <see cref="DifficultyHitObject"/>s, keep track of strain levels caused by the processed objects
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/// and to calculate a final difficulty value representing the difficulty of hitting all the processed objects.
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/// </summary>
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public abstract class StrainDecaySkill : StrainSkill
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{
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/// <summary>
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/// Strain values are multiplied by this number for the given skill. Used to balance the value of different skills between each other.
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/// </summary>
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protected abstract double SkillMultiplier { get; }
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/// <summary>
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/// Determines how quickly strain decays for the given skill.
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/// For example a value of 0.15 indicates that strain decays to 15% of its original value in one second.
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/// </summary>
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protected abstract double StrainDecayBase { get; }
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/// <summary>
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/// The current strain level.
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/// </summary>
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protected double CurrentStrain { get; private set; } = 1;
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protected StrainDecaySkill(Mod[] mods)
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: base(mods)
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{
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}
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/// <summary>
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/// Retrieves the peak strain at a point in time.
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/// </summary>
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/// <param name="time">The time to retrieve the peak strain at.</param>
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/// <returns>The peak strain.</returns>
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protected override double CalculateInitialStrain(double time) => CurrentStrain * strainDecay(time - Previous[0].StartTime);
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/// <summary>
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/// Returns the strain value of <see cref="DifficultyHitObject"/>. This value is calculated with or without respect to previous objects.
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/// </summary>
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protected override double StrainValueAt(DifficultyHitObject current)
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{
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CurrentStrain *= strainDecay(current.DeltaTime);
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CurrentStrain += StrainValueOf(current) * SkillMultiplier;
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return CurrentStrain;
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}
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/// <summary>
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/// Calculates the strain value of a <see cref="DifficultyHitObject"/>. This value is affected by previously processed objects.
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/// </summary>
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protected abstract double StrainValueOf(DifficultyHitObject current);
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private double strainDecay(double ms) => Math.Pow(StrainDecayBase, ms / 1000);
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}
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}
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@ -15,27 +15,11 @@ namespace osu.Game.Rulesets.Difficulty.Skills
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/// </summary>
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public abstract class StrainSkill : Skill
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{
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/// <summary>
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/// Strain values are multiplied by this number for the given skill. Used to balance the value of different skills between each other.
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/// </summary>
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protected abstract double SkillMultiplier { get; }
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/// <summary>
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/// Determines how quickly strain decays for the given skill.
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/// For example a value of 0.15 indicates that strain decays to 15% of its original value in one second.
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/// </summary>
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protected abstract double StrainDecayBase { get; }
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/// <summary>
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/// The weight by which each strain value decays.
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/// </summary>
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protected virtual double DecayWeight => 0.9;
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/// <summary>
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/// The current strain level.
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/// </summary>
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protected double CurrentStrain { get; private set; } = 1;
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/// <summary>
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/// The length of each strain section.
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/// </summary>
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@ -52,6 +36,11 @@ namespace osu.Game.Rulesets.Difficulty.Skills
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{
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}
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/// <summary>
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/// Returns the strain value of <see cref="DifficultyHitObject"/>. This value is calculated with or without respect to previous objects.
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/// </summary>
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protected abstract double StrainValueAt(DifficultyHitObject current);
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/// <summary>
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/// Process a <see cref="DifficultyHitObject"/> and update current strain values accordingly.
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/// </summary>
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@ -68,15 +57,7 @@ namespace osu.Game.Rulesets.Difficulty.Skills
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currentSectionEnd += SectionLength;
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}
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CurrentStrain *= strainDecay(current.DeltaTime);
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CurrentStrain += StrainValueOf(current) * SkillMultiplier;
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currentSectionPeak = Math.Max(GetTotalCurrentStrain(current), currentSectionPeak);
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}
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protected virtual double GetTotalCurrentStrain(DifficultyHitObject current)
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{
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return CurrentStrain;
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currentSectionPeak = Math.Max(StrainValueAt(current), currentSectionPeak);
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}
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/// <summary>
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@ -93,9 +74,9 @@ namespace osu.Game.Rulesets.Difficulty.Skills
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/// <param name="time">The beginning of the new section in milliseconds.</param>
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private void startNewSectionFrom(double time)
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{
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// The maximum strain of the new section is not zero by default, strain decays as usual regardless of section boundaries.
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// The maximum strain of the new section is not zero by default
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// This means we need to capture the strain level at the beginning of the new section, and use that as the initial peak level.
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currentSectionPeak = GetPeakStrain(time);
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currentSectionPeak = CalculateInitialStrain(time);
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}
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/// <summary>
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@ -103,7 +84,7 @@ namespace osu.Game.Rulesets.Difficulty.Skills
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/// </summary>
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/// <param name="time">The time to retrieve the peak strain at.</param>
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/// <returns>The peak strain.</returns>
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protected virtual double GetPeakStrain(double time) => CurrentStrain * strainDecay(time - Previous[0].StartTime);
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protected abstract double CalculateInitialStrain(double time);
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/// <summary>
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/// Returns a live enumerable of the peak strains for each <see cref="SectionLength"/> section of the beatmap,
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@ -129,12 +110,5 @@ namespace osu.Game.Rulesets.Difficulty.Skills
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return difficulty;
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}
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/// <summary>
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/// Calculates the strain value of a <see cref="DifficultyHitObject"/>. This value is affected by previously processed objects.
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/// </summary>
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protected abstract double StrainValueOf(DifficultyHitObject current);
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private double strainDecay(double ms) => Math.Pow(StrainDecayBase, ms / 1000);
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}
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}
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