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66 lines
3.8 KiB
C#
66 lines
3.8 KiB
C#
// 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 osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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namespace osu.Game.Rulesets.Catch.Difficulty.Evaluators
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{
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public static class MovementEvaluator
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{
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private const double direction_change_bonus = 21.0;
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public static double EvaluateDifficultyOf(DifficultyHitObject current, double catcherSpeedMultiplier)
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{
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var catchCurrent = (CatchDifficultyHitObject)current;
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var catchLast = (CatchDifficultyHitObject)current.Previous(0);
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var catchLastLast = (CatchDifficultyHitObject)current.Previous(1);
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double weightedStrainTime = catchCurrent.StrainTime + 13 + (3 / catcherSpeedMultiplier);
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double distanceAddition = (Math.Pow(Math.Abs(catchCurrent.DistanceMoved), 1.3) / 510);
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double sqrtStrain = Math.Sqrt(weightedStrainTime);
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double edgeDashBonus = 0;
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// Direction change bonus.
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if (Math.Abs(catchCurrent.DistanceMoved) > 0.1)
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{
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if (current.Index >= 1 && Math.Abs(catchLast.DistanceMoved) > 0.1 && Math.Sign(catchCurrent.DistanceMoved) != Math.Sign(catchLast.DistanceMoved))
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{
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double bonusFactor = Math.Min(50, Math.Abs(catchCurrent.DistanceMoved)) / 50;
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double antiflowFactor = Math.Max(Math.Min(70, Math.Abs(catchLast.DistanceMoved)) / 70, 0.38);
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distanceAddition += direction_change_bonus / Math.Sqrt(catchLast.StrainTime + 16) * bonusFactor * antiflowFactor * Math.Max(1 - Math.Pow(weightedStrainTime / 1000, 3), 0);
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}
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// Base bonus for every movement, giving some weight to streams.
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distanceAddition += 12.5 * Math.Min(Math.Abs(catchCurrent.DistanceMoved), CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH * 2)
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/ (CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH * 6) / sqrtStrain;
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}
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// Bonus for edge dashes.
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if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f)
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{
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if (!catchCurrent.LastObject.HyperDash)
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edgeDashBonus += 5.7;
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distanceAddition *= 1.0 + edgeDashBonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash) / 20)
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* Math.Pow((Math.Min(catchCurrent.StrainTime * catcherSpeedMultiplier, 265) / 265), 1.5); // Edge Dashes are easier at lower ms values
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}
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// There is an edge case where horizontal back and forth sliders create "buzz" patterns which are repeated "movements" with a distance lower than
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// 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
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// We are detecting this exact scenario. The first back and forth is counted but all subsequent ones are nullified.
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// To achieve that, we need to store the exact distances (distance ignoring absolute_player_positioning_error and NORMALIZED_HALF_CATCHER_WIDTH)
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if (current.Index >= 2 && Math.Abs(catchCurrent.ExactDistanceMoved) <= CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH * 2
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&& catchCurrent.ExactDistanceMoved == -catchLast.ExactDistanceMoved && catchLast.ExactDistanceMoved == -catchLastLast.ExactDistanceMoved
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&& catchCurrent.StrainTime == catchLast.StrainTime && catchLast.StrainTime == catchLastLast.StrainTime)
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distanceAddition = 0;
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return distanceAddition / weightedStrainTime;
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}
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}
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}
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