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