mirror of
https://github.com/osukey/osukey.git
synced 2025-08-03 22:56:36 +09:00
Implement mania star difficulty calculation
This commit is contained in:
114
osu.Game.Rulesets.Mania/Objects/ManiaHitObjectDifficulty.cs
Normal file
114
osu.Game.Rulesets.Mania/Objects/ManiaHitObjectDifficulty.cs
Normal file
@ -0,0 +1,114 @@
|
||||
// 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
|
||||
{
|
||||
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 int beatmapColumnCount;
|
||||
|
||||
|
||||
private double endTime;
|
||||
private double[] heldUntil;
|
||||
|
||||
/// <summary>
|
||||
/// Measures jacks or more generally: repeated presses of the same button
|
||||
/// </summary>
|
||||
private 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 addition = 1.0;
|
||||
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/* + (double)SpeedMania.Column / 8.0*/) * holdFactor;
|
||||
|
||||
OverallStrain = previousHitObject.OverallStrain * overallDecay + (addition + holdAddition) * holdFactor;
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user