mirror of
https://github.com/ppy/osu
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86 lines
3.4 KiB
C#
86 lines
3.4 KiB
C#
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.OsuDifficulty.Utils;
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namespace osu.Game.Rulesets.Osu.OsuDifficulty.Skills
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{
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public abstract class Skill
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{
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protected abstract double skillMultiplier { get; }
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protected abstract double strainDecayBase { get; }
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protected OsuDifficultyHitObject current;
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protected History<OsuDifficultyHitObject> previous = new History<OsuDifficultyHitObject>(2); // Contained objects not used yet
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private double currentStrain = 1; // We keep track of the strain level at all times throughout the beatmap.
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private double currentSectionPeak = 1; // We also keep track of the peak strain level in the current section.
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private List<double> strainPeaks = new List<double>();
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/// <summary>
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/// Process a HitObject and update current strain values accordingly.
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/// </summary>
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public void Process(OsuDifficultyHitObject h)
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{
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current = h;
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currentStrain *= strainDecay(current.MS);
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if (!(current.BaseObject is Spinner))
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currentStrain += strainValue() * skillMultiplier;
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currentSectionPeak = Math.Max(currentStrain, currentSectionPeak);
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previous.Push(current);
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}
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/// <summary>
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/// Saves the current peak strain level to the list of strain peaks, which will be used to calculate an overall difficulty.
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/// </summary>
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public void SaveCurrentPeak()
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{
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if (previous.Count > 0)
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strainPeaks.Add(currentSectionPeak);
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}
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/// <summary>
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/// Sets the initial strain level for a new section.
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/// </summary>
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/// <param name="offset">The beginning of the new section in milliseconds</param>
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public void StartNewSectionFrom(double offset)
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{
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// The maximum strain of the new section is not zero by default, strain decays as usual regardless of section boundaries.
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// This means we need to capture the strain level at the beginning of the new section, and use that as the initial peak level.
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if (previous.Count > 0)
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currentSectionPeak = currentStrain * strainDecay(offset - previous[0].BaseObject.StartTime);
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}
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/// <summary>
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/// Returns the calculated difficulty value representing all currently processed HitObjects.
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/// </summary>
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public double DifficultyValue()
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{
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strainPeaks.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
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double difficulty = 0;
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double weight = 1;
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// Difficulty is the weighted sum of the highest strains from every section.
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foreach (double strain in strainPeaks)
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{
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difficulty += strain * weight;
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weight *= 0.9;
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}
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return difficulty;
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}
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protected abstract double strainValue();
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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}
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}
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