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64 lines
2.6 KiB
C#
64 lines
2.6 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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/// <summary>
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/// Represents the skill required to press keys with regards to keeping up with the speed at which objects need to be hit.
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/// </summary>
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public class Speed : Skill
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{
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private const double angle_bonus_begin = 3 * Math.PI / 4;
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private const double pi_over_4 = Math.PI / 4;
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private const double pi_over_2 = Math.PI / 2;
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private const double max_distance_for_bonus = 90;
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private static readonly double sin_pi_over_4 = Math.Sin(pi_over_4);
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protected override double SkillMultiplier => 1400;
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protected override double StrainDecayBase => 0.3;
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private const double min_speed_bonus = 75; // ~200BPM
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private const double max_speed_bonus = 45; // ~330BPM
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private const double speed_balancing_factor = 40;
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protected override double StrainValueOf(OsuDifficultyHitObject current)
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{
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double distance = Math.Min(SINGLE_SPACING_THRESHOLD, current.TravelDistance + current.JumpDistance);
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double deltaTime = Math.Max(max_speed_bonus, current.DeltaTime);
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double speedBonus = 1.0;
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if (deltaTime < min_speed_bonus)
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speedBonus = 1 + Math.Pow((min_speed_bonus - deltaTime) / speed_balancing_factor, 2);
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double angleBonus = 1.0;
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if (current.Angle != null && current.Angle.Value < angle_bonus_begin)
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{
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angleBonus = 1 + Math.Min(Math.Sin(angle_bonus_begin - current.Angle.Value), sin_pi_over_4) / 2.5;
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if (distance < max_distance_for_bonus)
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{
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if (current.Angle.Value < pi_over_4)
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{
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angleBonus +=
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(1 - angleBonus)
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* Math.Min((max_distance_for_bonus - distance) / 10, 1);
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}
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else if (current.Angle.Value < pi_over_2)
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{
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angleBonus +=
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(1 - angleBonus)
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* Math.Min((max_distance_for_bonus - distance) / 10, 1)
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* Math.Sin((pi_over_2 - current.Angle.Value) / pi_over_4);
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}
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}
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}
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return speedBonus * angleBonus * (0.95 + Math.Pow(distance / SINGLE_SPACING_THRESHOLD, 4)) / current.StrainTime;
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}
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}
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}
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