osu/osu.Game.Rulesets.Osu/Difficulty/Evaluators/FlashlightEvaluator.cs

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// 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.
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#nullable disable
using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
public static class FlashlightEvaluator
{
private const double max_opacity_bonus = 0.4;
private const double hidden_bonus = 0.2;
private const double min_velocity = 0.5;
private const double slider_multiplier = 1.3;
private const double min_angle_multiplier = 0.2;
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/// <summary>
/// Evaluates the difficulty of memorising and hitting an object, based on:
/// <list type="bullet">
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/// <item><description>distance between a number of previous objects and the current object,</description></item>
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/// <item><description>the visual opacity of the current object,</description></item>
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/// <item><description>the angle made by the current object,</description></item>
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/// <item><description>length and speed of the current object (for sliders),</description></item>
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/// <item><description>and whether the hidden mod is enabled.</description></item>
/// </list>
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden)
{
if (current.BaseObject is Spinner)
return 0;
var osuCurrent = (OsuDifficultyHitObject)current;
var osuHitObject = (OsuHitObject)(osuCurrent.BaseObject);
double scalingFactor = 52.0 / osuHitObject.Radius;
double smallDistNerf = 1.0;
double cumulativeStrainTime = 0.0;
double result = 0.0;
OsuDifficultyHitObject lastObj = osuCurrent;
double angleRepeatCount = 0.0;
// This is iterating backwards in time from the current object.
for (int i = 0; i < Math.Min(current.Index, 10); i++)
{
var currentObj = (OsuDifficultyHitObject)current.Previous(i);
var currentHitObject = (OsuHitObject)(currentObj.BaseObject);
if (!(currentObj.BaseObject is Spinner))
{
double jumpDistance = (osuHitObject.StackedPosition - currentHitObject.StackedEndPosition).Length;
cumulativeStrainTime += lastObj.StrainTime;
// We want to nerf objects that can be easily seen within the Flashlight circle radius.
if (i == 0)
smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
// We also want to nerf stacks so that only the first object of the stack is accounted for.
double stackNerf = Math.Min(1.0, (currentObj.LazyJumpDistance / scalingFactor) / 25.0);
// Bonus based on how visible the object is.
double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, hidden));
result += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
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if (currentObj.Angle != null && osuCurrent.Angle != null)
{
// Objects further back in time should count less for the nerf.
if (Math.Abs(currentObj.Angle.Value - osuCurrent.Angle.Value) < 0.02)
angleRepeatCount += Math.Max(1.0 - 0.1 * i, 0.0);
}
}
lastObj = currentObj;
}
result = Math.Pow(smallDistNerf * result, 2.0);
// Additional bonus for Hidden due to there being no approach circles.
if (hidden)
result *= 1.0 + hidden_bonus;
// Nerf patterns with repeated angles.
result *= min_angle_multiplier + (1.0 - min_angle_multiplier) / (angleRepeatCount + 1.0);
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double sliderBonus = 0.0;
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if (osuCurrent.BaseObject is Slider osuSlider)
{
// Invert the scaling factor to determine the true travel distance independent of circle size.
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double pixelTravelDistance = osuSlider.LazyTravelDistance / scalingFactor;
// Reward sliders based on velocity.
sliderBonus = Math.Pow(Math.Max(0.0, pixelTravelDistance / osuCurrent.TravelTime - min_velocity), 0.5);
// Longer sliders require more memorisation.
sliderBonus *= pixelTravelDistance;
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// Nerf sliders with repeats, as less memorisation is required.
if (osuSlider.RepeatCount > 0)
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sliderBonus /= (osuSlider.RepeatCount + 1);
}
result += sliderBonus * slider_multiplier;
return result;
}
}
}