// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using osu.Game.Rulesets.Osu.Difficulty.Preprocessing; namespace osu.Game.Rulesets.Osu.Difficulty.Skills { /// /// Represents the skill required to press keys with regards to keeping up with the speed at which objects need to be hit. /// public class Speed : Skill { private const double angle_bonus_begin = 3 * Math.PI / 4; private const double pi_over_4 = Math.PI / 4; protected override double SkillMultiplier => 1400; protected override double StrainDecayBase => 0.3; private const double min_speed_bonus = 75; // ~200BPM private const double max_speed_bonus = 45; // ~330BPM private const double speed_balancing_factor = 40; protected override double StrainValueOf(OsuDifficultyHitObject current) { double distance = Math.Min(SINGLE_SPACING_THRESHOLD, current.TravelDistance + current.JumpDistance); double deltaTime = Math.Max(max_speed_bonus, current.DeltaTime); double speedBonus = 1.0; if (deltaTime < min_speed_bonus) speedBonus = 1 + Math.Pow((min_speed_bonus - deltaTime) / speed_balancing_factor, 2); double angleBonus = 1.0; if (current.Angle != null && current.Angle.Value < angle_bonus_begin) { angleBonus = 1 + Math.Min(Math.Sin(angle_bonus_begin - current.Angle.Value), Math.Sin(Math.PI / 4)) / 2.5; if (distance < 90 && current.Angle.Value < Math.PI / 4) angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1); else if (distance < 90 && current.Angle.Value < Math.PI / 2) angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1) * Math.Sin((Math.PI / 2 - current.Angle.Value) / pi_over_4); } return speedBonus * angleBonus * (0.95 + Math.Pow(distance / SINGLE_SPACING_THRESHOLD, 4)) / current.StrainTime; } } }