2019-02-12 07:03:28 +00:00
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// 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 System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Skills;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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2019-09-06 06:24:00 +00:00
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Scoring;
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2019-02-12 07:03:28 +00:00
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namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public class OsuDifficultyCalculator : DifficultyCalculator
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{
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private const double difficulty_multiplier = 0.0675;
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2021-09-15 09:52:50 +00:00
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private double hitWindowGreat;
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2019-02-12 07:03:28 +00:00
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public OsuDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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2019-02-19 08:38:33 +00:00
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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2019-02-12 07:03:28 +00:00
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{
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2019-02-19 08:38:33 +00:00
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if (beatmap.HitObjects.Count == 0)
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2019-05-29 09:22:51 +00:00
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return new OsuDifficultyAttributes { Mods = mods, Skills = skills };
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2019-02-12 07:03:28 +00:00
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double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
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double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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2021-08-08 13:56:03 +00:00
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double flashlightRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
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2021-08-01 13:27:05 +00:00
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2021-07-31 16:23:03 +00:00
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double baseAimPerformance = Math.Pow(5 * Math.Max(1, aimRating / 0.0675) - 4, 3) / 100000;
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double baseSpeedPerformance = Math.Pow(5 * Math.Max(1, speedRating / 0.0675) - 4, 3) / 100000;
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2021-09-15 09:03:42 +00:00
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double baseFlashlightPerformance = 0.0;
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2021-09-21 03:43:29 +00:00
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2021-09-15 09:03:42 +00:00
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if (mods.Any(h => h is OsuModFlashlight))
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baseFlashlightPerformance = Math.Pow(flashlightRating, 2.0) * 25.0;
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2021-09-21 03:43:29 +00:00
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2021-09-15 09:03:42 +00:00
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double basePerformance =
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Math.Pow(
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Math.Pow(baseAimPerformance, 1.1) +
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Math.Pow(baseSpeedPerformance, 1.1) +
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Math.Pow(baseFlashlightPerformance, 1.1), 1.0 / 1.1
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);
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2021-09-21 03:43:29 +00:00
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2021-08-03 22:57:33 +00:00
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double starRating = basePerformance > 0.00001 ? Math.Cbrt(1.12) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4) : 0;
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2019-02-12 07:03:28 +00:00
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2019-02-19 08:38:33 +00:00
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double preempt = (int)BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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2019-02-12 07:03:28 +00:00
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int maxCombo = beatmap.HitObjects.Count;
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// Add the ticks + tail of the slider. 1 is subtracted because the head circle would be counted twice (once for the slider itself in the line above)
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maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
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2020-10-02 17:34:41 +00:00
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int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
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2020-12-08 13:09:48 +00:00
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int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
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2020-10-02 17:34:41 +00:00
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2019-02-19 08:38:33 +00:00
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return new OsuDifficultyAttributes
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{
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StarRating = starRating,
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2019-02-19 08:39:30 +00:00
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Mods = mods,
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2019-02-19 08:38:33 +00:00
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AimStrain = aimRating,
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SpeedStrain = speedRating,
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2021-09-14 00:34:21 +00:00
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FlashlightRating = flashlightRating,
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2019-02-19 08:38:33 +00:00
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ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
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OverallDifficulty = (80 - hitWindowGreat) / 6,
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2019-05-29 09:22:51 +00:00
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MaxCombo = maxCombo,
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2020-10-03 14:52:33 +00:00
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HitCircleCount = hitCirclesCount,
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2020-12-08 13:09:48 +00:00
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SpinnerCount = spinnerCount,
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2019-05-29 09:22:51 +00:00
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Skills = skills
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2019-02-19 08:38:33 +00:00
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};
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2019-02-12 07:03:28 +00:00
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}
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2019-02-19 08:40:35 +00:00
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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2019-02-12 07:03:28 +00:00
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{
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// The first jump is formed by the first two hitobjects of the map.
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// If the map has less than two OsuHitObjects, the enumerator will not return anything.
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for (int i = 1; i < beatmap.HitObjects.Count; i++)
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{
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var lastLast = i > 1 ? beatmap.HitObjects[i - 2] : null;
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var last = beatmap.HitObjects[i - 1];
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var current = beatmap.HitObjects[i];
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2019-02-19 08:40:35 +00:00
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yield return new OsuDifficultyHitObject(current, lastLast, last, clockRate);
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2019-02-12 07:03:28 +00:00
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}
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}
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2021-09-15 09:52:50 +00:00
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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HitWindows hitWindows = new OsuHitWindows();
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hitWindows.SetDifficulty(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
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// Todo: These int casts are temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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hitWindowGreat = (int)(hitWindows.WindowFor(HitResult.Great)) / clockRate;
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return new Skill[]
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{
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new Aim(mods),
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new Speed(mods, hitWindowGreat),
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2021-09-21 09:41:27 +00:00
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new Flashlight(mods)
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2021-09-15 09:52:50 +00:00
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};
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}
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2019-02-12 07:03:28 +00:00
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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{
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new OsuModDoubleTime(),
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new OsuModHalfTime(),
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new OsuModEasy(),
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new OsuModHardRock(),
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2021-09-15 09:03:42 +00:00
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new OsuModFlashlight(),
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2019-02-12 07:03:28 +00:00
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};
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}
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}
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