osu/osu.Game/Rulesets/Difficulty/DifficultyCalculator.cs

140 lines
6.1 KiB
C#
Raw Normal View History

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
2018-04-13 09:19:50 +00:00
2018-06-06 07:20:17 +00:00
using System;
2018-04-13 09:19:50 +00:00
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
2018-04-13 09:19:50 +00:00
namespace osu.Game.Rulesets.Difficulty
2018-04-13 09:19:50 +00:00
{
public abstract class DifficultyCalculator : LegacyDifficultyCalculator
2018-04-13 09:19:50 +00:00
{
/// <summary>
/// The length of each strain section.
/// </summary>
protected virtual int SectionLength => 400;
2018-04-13 09:19:50 +00:00
protected DifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
: base(ruleset, beatmap)
2018-04-13 09:19:50 +00:00
{
}
2019-02-19 05:29:23 +00:00
protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double clockRate)
2018-04-13 09:19:50 +00:00
{
2019-02-19 04:40:39 +00:00
var attributes = CreateDifficultyAttributes();
attributes.Mods = mods;
if (!beatmap.HitObjects.Any())
return attributes;
2019-02-19 05:29:23 +00:00
var difficultyHitObjects = CreateDifficultyHitObjects(beatmap, clockRate).OrderBy(h => h.BaseObject.StartTime).ToList();
var skills = CreateSkills();
2019-02-19 05:29:23 +00:00
double sectionLength = SectionLength * clockRate;
// The first object doesn't generate a strain, so we begin with an incremented section end
double currentSectionEnd = Math.Ceiling(beatmap.HitObjects.First().StartTime / sectionLength) * sectionLength;
foreach (DifficultyHitObject h in difficultyHitObjects)
{
while (h.BaseObject.StartTime > currentSectionEnd)
{
foreach (Skill s in skills)
{
s.SaveCurrentPeak();
s.StartNewSectionFrom(currentSectionEnd);
}
currentSectionEnd += sectionLength;
}
foreach (Skill s in skills)
s.Process(h);
}
// The peak strain will not be saved for the last section in the above loop
foreach (Skill s in skills)
s.SaveCurrentPeak();
2019-02-19 05:29:23 +00:00
PopulateAttributes(attributes, beatmap, skills, clockRate);
return attributes;
2018-04-13 09:19:50 +00:00
}
2018-06-06 07:20:17 +00:00
/// <summary>
/// Creates all <see cref="Mod"/> combinations which adjust the <see cref="Beatmap"/> difficulty.
/// </summary>
public Mod[] CreateDifficultyAdjustmentModCombinations()
{
return createDifficultyAdjustmentModCombinations(Enumerable.Empty<Mod>(), DifficultyAdjustmentMods).ToArray();
IEnumerable<Mod> createDifficultyAdjustmentModCombinations(IEnumerable<Mod> currentSet, Mod[] adjustmentSet, int currentSetCount = 0, int adjustmentSetStart = 0)
{
switch (currentSetCount)
{
case 0:
// Initial-case: Empty current set
2018-11-30 08:35:13 +00:00
yield return new ModNoMod();
break;
case 1:
yield return currentSet.Single();
break;
2018-07-17 07:33:08 +00:00
default:
yield return new MultiMod(currentSet.ToArray());
break;
}
2018-06-06 07:20:17 +00:00
// Apply mods in the adjustment set recursively. Using the entire adjustment set would result in duplicate multi-mod mod
// combinations in further recursions, so a moving subset is used to eliminate this effect
for (int i = adjustmentSetStart; i < adjustmentSet.Length; i++)
{
var adjustmentMod = adjustmentSet[i];
if (currentSet.Any(c => c.IncompatibleMods.Any(m => m.IsInstanceOfType(adjustmentMod))))
continue;
foreach (var combo in createDifficultyAdjustmentModCombinations(currentSet.Append(adjustmentMod), adjustmentSet, currentSetCount + 1, i + 1))
yield return combo;
}
}
}
/// <summary>
/// Retrieves all <see cref="Mod"/>s which adjust the <see cref="Beatmap"/> difficulty.
/// </summary>
protected virtual Mod[] DifficultyAdjustmentMods => Array.Empty<Mod>();
/// <summary>
/// Populates <see cref="DifficultyAttributes"/> after difficulty has been processed.
/// </summary>
/// <param name="attributes">The <see cref="DifficultyAttributes"/> to populate with information about the difficulty of <paramref name="beatmap"/>.</param>
/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty was processed.</param>
/// <param name="skills">The skills which processed the difficulty.</param>
2019-02-19 05:29:23 +00:00
/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
protected abstract void PopulateAttributes(DifficultyAttributes attributes, IBeatmap beatmap, Skill[] skills, double clockRate);
/// <summary>
/// Enumerates <see cref="DifficultyHitObject"/>s to be processed from <see cref="HitObject"/>s in the <see cref="IBeatmap"/>.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> providing the <see cref="HitObject"/>s to enumerate.</param>
2019-02-19 05:29:23 +00:00
/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
/// <returns>The enumerated <see cref="DifficultyHitObject"/>s.</returns>
2019-02-19 05:29:23 +00:00
protected abstract IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate);
/// <summary>
/// Creates the <see cref="Skill"/>s to calculate the difficulty of <see cref="DifficultyHitObject"/>s.
/// </summary>
/// <returns>The <see cref="Skill"/>s.</returns>
protected abstract Skill[] CreateSkills();
/// <summary>
/// Creates an empty <see cref="DifficultyAttributes"/>.
/// </summary>
/// <returns>The empty <see cref="DifficultyAttributes"/>.</returns>
2019-02-19 04:40:39 +00:00
protected abstract DifficultyAttributes CreateDifficultyAttributes();
2018-04-13 09:19:50 +00:00
}
}