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62 lines
2.9 KiB
C#
62 lines
2.9 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.Framework.Utils;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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namespace osu.Game.Rulesets.Mania.Difficulty.Evaluators
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{
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public class OverallStrainEvaluator
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{
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private const double release_threshold = 30;
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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var maniaCurrent = (ManiaDifficultyHitObject)current;
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double startTime = maniaCurrent.StartTime;
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double endTime = maniaCurrent.EndTime;
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bool isOverlapping = false;
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double closestEndTime = Math.Abs(endTime - startTime); // Lowest value we can assume with the current information
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double holdFactor = 1.0; // Factor to all additional strains in case something else is held
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double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
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foreach (var maniaPrevious in maniaCurrent.PreviousHitObjects)
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{
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if (maniaPrevious is null)
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continue;
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// The current note is overlapped if a previous note or end is overlapping the current note body
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isOverlapping |= Precision.DefinitelyBigger(maniaPrevious.EndTime, startTime, 1) &&
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Precision.DefinitelyBigger(endTime, maniaPrevious.EndTime, 1) &&
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Precision.DefinitelyBigger(startTime, maniaPrevious.StartTime, 1);
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// We give a slight bonus to everything if something is held meanwhile
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if (Precision.DefinitelyBigger(maniaPrevious.EndTime, endTime, 1) &&
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Precision.DefinitelyBigger(startTime, maniaPrevious.StartTime, 1))
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holdFactor = 1.25;
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closestEndTime = Math.Min(closestEndTime, Math.Abs(endTime - maniaPrevious.EndTime));
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}
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// The hold addition is given if there was an overlap, however it is only valid if there are no other note with a similar ending.
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// Releasing multiple notes is just as easy as releasing 1. Nerfs the hold addition by half if the closest release is release_threshold away.
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// holdAddition
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// ^
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// 1.0 + - - - - - -+-----------
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// | /
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// 0.5 + - - - - -/ Sigmoid Curve
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// | /|
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// 0.0 +--------+-+---------------> Release Difference / ms
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// release_threshold
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if (isOverlapping)
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holdAddition = DifficultyCalculationUtils.Logistic(x: closestEndTime, multiplier: 0.27, midpointOffset: release_threshold);
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return (1 + holdAddition) * holdFactor;
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}
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}
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}
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