Implement new difficulty calculator for Rulesets.Osu

This commit is contained in:
smoogipoo
2019-02-12 16:03:28 +09:00
parent a8faa942a6
commit fd70269021
11 changed files with 137 additions and 398 deletions

View File

@ -1,24 +1,20 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// 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.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects;
using osuTK;
namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
{
/// <summary>
/// A wrapper around <see cref="OsuHitObject"/> extending it with additional data required for difficulty calculation.
/// </summary>
public class OsuDifficultyHitObject
public class OsuDifficultyHitObject : DifficultyHitObject
{
private const int normalized_radius = 52;
/// <summary>
/// The <see cref="OsuHitObject"/> this <see cref="OsuDifficultyHitObject"/> refers to.
/// </summary>
public OsuHitObject BaseObject { get; }
protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;
/// <summary>
/// Normalized distance from the end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
@ -30,40 +26,30 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
/// </summary>
public double TravelDistance { get; private set; }
/// <summary>
/// Milliseconds elapsed since the StartTime of the previous <see cref="OsuDifficultyHitObject"/>.
/// </summary>
public double DeltaTime { get; private set; }
/// <summary>
/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 50ms.
/// </summary>
public double StrainTime { get; private set; }
/// <summary>
/// Angle the player has to take to hit this <see cref="OsuDifficultyHitObject"/>.
/// Calculated as the angle between the circles (current-2, current-1, current).
/// </summary>
public double? Angle { get; private set; }
/// <summary>
/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 50ms.
/// </summary>
public readonly double StrainTime;
private readonly OsuHitObject lastLastObject;
private readonly OsuHitObject lastObject;
private readonly double timeRate;
/// <summary>
/// Initializes the object calculating extra data required for difficulty calculation.
/// </summary>
public OsuDifficultyHitObject(OsuHitObject lastLastObject, OsuHitObject lastObject, OsuHitObject currentObject, double timeRate)
public OsuDifficultyHitObject(HitObject hitObject, HitObject lastLastObject, HitObject lastObject, double timeRate)
: base(hitObject, lastObject, timeRate)
{
this.lastLastObject = lastLastObject;
this.lastObject = lastObject;
this.timeRate = timeRate;
BaseObject = currentObject;
this.lastLastObject = (OsuHitObject)lastLastObject;
this.lastObject = (OsuHitObject)lastObject;
setDistances();
setTimingValues();
// Calculate angle here
// Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure
StrainTime = Math.Max(50, DeltaTime);
}
private void setDistances()
@ -102,14 +88,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
}
}
private void setTimingValues()
{
DeltaTime = (BaseObject.StartTime - lastObject.StartTime) / timeRate;
// Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure
StrainTime = Math.Max(50, DeltaTime);
}
private void computeSliderCursorPosition(Slider slider)
{
if (slider.LazyEndPosition != null)