Path: blob/master/osu.Game.Rulesets.Catch/Difficulty/Evaluators/MovementEvaluator.cs
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// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osu.Game.Rulesets.Catch.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Preprocessing; namespace osu.Game.Rulesets.Catch.Difficulty.Evaluators { public static class MovementEvaluator { private const double direction_change_bonus = 21.0; public static double EvaluateDifficultyOf(DifficultyHitObject current, double catcherSpeedMultiplier) { var catchCurrent = (CatchDifficultyHitObject)current; var catchLast = (CatchDifficultyHitObject)current.Previous(0); var catchLastLast = (CatchDifficultyHitObject)current.Previous(1); double weightedStrainTime = catchCurrent.StrainTime + 13 + (3 / catcherSpeedMultiplier); double distanceAddition = (Math.Pow(Math.Abs(catchCurrent.DistanceMoved), 1.3) / 510); double sqrtStrain = Math.Sqrt(weightedStrainTime); double edgeDashBonus = 0; // Direction change bonus. if (Math.Abs(catchCurrent.DistanceMoved) > 0.1) { if (current.Index >= 1 && Math.Abs(catchLast.DistanceMoved) > 0.1 && Math.Sign(catchCurrent.DistanceMoved) != Math.Sign(catchLast.DistanceMoved)) { double bonusFactor = Math.Min(50, Math.Abs(catchCurrent.DistanceMoved)) / 50; double antiflowFactor = Math.Max(Math.Min(70, Math.Abs(catchLast.DistanceMoved)) / 70, 0.38); distanceAddition += direction_change_bonus / Math.Sqrt(catchLast.StrainTime + 16) * bonusFactor * antiflowFactor * Math.Max(1 - Math.Pow(weightedStrainTime / 1000, 3), 0); } // Base bonus for every movement, giving some weight to streams. distanceAddition += 12.5 * Math.Min(Math.Abs(catchCurrent.DistanceMoved), CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH * 2) / (CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH * 6) / sqrtStrain; } // Bonus for edge dashes. if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f) { if (!catchCurrent.LastObject.HyperDash) edgeDashBonus += 5.7; distanceAddition *= 1.0 + edgeDashBonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash) / 20) * Math.Pow((Math.Min(catchCurrent.StrainTime * catcherSpeedMultiplier, 265) / 265), 1.5); // Edge Dashes are easier at lower ms values } // There is an edge case where horizontal back and forth sliders create "buzz" patterns which are repeated "movements" with a distance lower than // the platter's width but high enough to be considered a movement due to the absolute_player_positioning_error and NORMALIZED_HALF_CATCHER_WIDTH offsets // We are detecting this exact scenario. The first back and forth is counted but all subsequent ones are nullified. // To achieve that, we need to store the exact distances (distance ignoring absolute_player_positioning_error and NORMALIZED_HALF_CATCHER_WIDTH) if (current.Index >= 2 && Math.Abs(catchCurrent.ExactDistanceMoved) <= CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH * 2 && catchCurrent.ExactDistanceMoved == -catchLast.ExactDistanceMoved && catchLast.ExactDistanceMoved == -catchLastLast.ExactDistanceMoved && catchCurrent.StrainTime == catchLast.StrainTime && catchLast.StrainTime == catchLastLast.StrainTime) distanceAddition = 0; return distanceAddition / weightedStrainTime; } } }