2019-01-24 08:43:03 +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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2018-04-13 09:19:50 +00:00
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2018-06-06 07:20:17 +00:00
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using System;
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2018-04-13 09:19:50 +00:00
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions.IEnumerableExtensions;
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2018-05-15 08:38:04 +00:00
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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2018-04-13 09:19:50 +00:00
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2018-05-15 08:38:04 +00:00
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namespace osu.Game.Rulesets.Difficulty
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{
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public abstract class DifficultyCalculator
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{
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private readonly Ruleset ruleset;
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private readonly WorkingBeatmap beatmap;
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protected DifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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{
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this.ruleset = ruleset;
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this.beatmap = beatmap;
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}
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2018-06-14 06:32:07 +00:00
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/// <summary>
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/// Calculates the difficulty of the beatmap using a specific mod combination.
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/// </summary>
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/// <param name="mods">The mods that should be applied to the beatmap.</param>
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/// <returns>A structure describing the difficulty of the beatmap.</returns>
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public DifficultyAttributes Calculate(params Mod[] mods)
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{
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beatmap.Mods.Value = mods;
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IBeatmap playableBeatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo);
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var clock = new StopwatchClock();
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mods.OfType<IApplicableToClock>().ForEach(m => m.ApplyToClock(clock));
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return Calculate(playableBeatmap, mods, clock.Rate);
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}
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/// <summary>
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/// Calculates the difficulty of the beatmap using all mod combinations applicable to the beatmap.
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/// </summary>
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/// <returns>A collection of structures describing the difficulty of the beatmap for each mod combination.</returns>
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public IEnumerable<DifficultyAttributes> CalculateAll()
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{
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foreach (var combination in CreateDifficultyAdjustmentModCombinations())
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{
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if (combination is MultiMod multi)
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yield return Calculate(multi.Mods);
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else
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yield return Calculate(combination);
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}
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}
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/// <summary>
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/// Creates all <see cref="Mod"/> combinations which adjust the <see cref="Beatmap"/> difficulty.
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/// </summary>
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public Mod[] CreateDifficultyAdjustmentModCombinations()
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{
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return createDifficultyAdjustmentModCombinations(Enumerable.Empty<Mod>(), DifficultyAdjustmentMods).ToArray();
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IEnumerable<Mod> createDifficultyAdjustmentModCombinations(IEnumerable<Mod> currentSet, Mod[] adjustmentSet, int currentSetCount = 0, int adjustmentSetStart = 0)
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{
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switch (currentSetCount)
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{
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case 0:
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// Initial-case: Empty current set
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yield return new ModNoMod();
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break;
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case 1:
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yield return currentSet.Single();
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break;
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default:
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yield return new MultiMod(currentSet.ToArray());
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break;
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}
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// Apply mods in the adjustment set recursively. Using the entire adjustment set would result in duplicate multi-mod mod
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// combinations in further recursions, so a moving subset is used to eliminate this effect
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for (int i = adjustmentSetStart; i < adjustmentSet.Length; i++)
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{
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var adjustmentMod = adjustmentSet[i];
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if (currentSet.Any(c => c.IncompatibleMods.Any(m => m.IsInstanceOfType(adjustmentMod))))
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continue;
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foreach (var combo in createDifficultyAdjustmentModCombinations(currentSet.Append(adjustmentMod), adjustmentSet, currentSetCount + 1, i + 1))
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yield return combo;
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}
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}
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}
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/// <summary>
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/// Retrieves all <see cref="Mod"/>s which adjust the <see cref="Beatmap"/> difficulty.
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/// </summary>
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protected virtual Mod[] DifficultyAdjustmentMods => Array.Empty<Mod>();
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2018-06-14 06:32:07 +00:00
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/// <summary>
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/// Calculates the difficulty of a <see cref="Beatmap"/> using a specific <see cref="Mod"/> combination.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to compute the difficulty for.</param>
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/// <param name="mods">The <see cref="Mod"/>s that should be applied.</param>
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/// <param name="timeRate">The rate of time in <paramref name="beatmap"/>.</param>
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/// <returns>A structure containing the difficulty attributes.</returns>
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protected abstract DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate);
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2018-04-13 09:19:50 +00:00
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}
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}
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