diff --git a/osu.Game.Rulesets.Taiko.Tests/TaikoDifficultyCalculatorTest.cs b/osu.Game.Rulesets.Taiko.Tests/TaikoDifficultyCalculatorTest.cs index 226da7df09..51332a1ece 100644 --- a/osu.Game.Rulesets.Taiko.Tests/TaikoDifficultyCalculatorTest.cs +++ b/osu.Game.Rulesets.Taiko.Tests/TaikoDifficultyCalculatorTest.cs @@ -14,13 +14,13 @@ namespace osu.Game.Rulesets.Taiko.Tests { protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko"; - [TestCase(2.2420075288523802d, 200, "diffcalc-test")] - [TestCase(2.2420075288523802d, 200, "diffcalc-test-strong")] + [TestCase(1.9971301024093662d, 200, "diffcalc-test")] + [TestCase(1.9971301024093662d, 200, "diffcalc-test-strong")] public void Test(double expectedStarRating, int expectedMaxCombo, string name) => base.Test(expectedStarRating, expectedMaxCombo, name); - [TestCase(3.134084469440479d, 200, "diffcalc-test")] - [TestCase(3.134084469440479d, 200, "diffcalc-test-strong")] + [TestCase(3.1645810961313674d, 200, "diffcalc-test")] + [TestCase(3.1645810961313674d, 200, "diffcalc-test-strong")] public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name) => Test(expectedStarRating, expectedMaxCombo, name, new TaikoModDoubleTime()); diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/StaminaCheeseDetector.cs b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/StaminaCheeseDetector.cs deleted file mode 100644 index 3b1a9ad777..0000000000 --- a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/StaminaCheeseDetector.cs +++ /dev/null @@ -1,145 +0,0 @@ -// 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. - -using System; -using System.Collections.Generic; -using osu.Game.Rulesets.Difficulty.Utils; -using osu.Game.Rulesets.Taiko.Objects; - -namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing -{ - /// <summary> - /// Detects special hit object patterns which are easier to hit using special techniques - /// than normally assumed in the fully-alternating play style. - /// </summary> - /// <remarks> - /// This component detects two basic types of patterns, leveraged by the following techniques: - /// <list> - /// <item>Rolling allows hitting patterns with quickly and regularly alternating notes with a single hand.</item> - /// <item>TL tapping makes hitting longer sequences of consecutive same-colour notes with little to no colour changes in-between.</item> - /// </list> - /// </remarks> - public class StaminaCheeseDetector - { - /// <summary> - /// The minimum number of consecutive objects with repeating patterns that can be classified as hittable using a roll. - /// </summary> - private const int roll_min_repetitions = 12; - - /// <summary> - /// The minimum number of consecutive objects with repeating patterns that can be classified as hittable using a TL tap. - /// </summary> - private const int tl_min_repetitions = 16; - - /// <summary> - /// The list of all <see cref="TaikoDifficultyHitObject"/>s in the map. - /// </summary> - private readonly List<TaikoDifficultyHitObject> hitObjects; - - public StaminaCheeseDetector(List<TaikoDifficultyHitObject> hitObjects) - { - this.hitObjects = hitObjects; - } - - /// <summary> - /// Finds and marks all objects in <see cref="hitObjects"/> that special difficulty-reducing techiques apply to - /// with the <see cref="TaikoDifficultyHitObject.StaminaCheese"/> flag. - /// </summary> - public void FindCheese() - { - findRolls(3); - findRolls(4); - - findTlTap(0, HitType.Rim); - findTlTap(1, HitType.Rim); - findTlTap(0, HitType.Centre); - findTlTap(1, HitType.Centre); - } - - /// <summary> - /// Finds and marks all sequences hittable using a roll. - /// </summary> - /// <param name="patternLength">The length of a single repeating pattern to consider (triplets/quadruplets).</param> - private void findRolls(int patternLength) - { - var history = new LimitedCapacityQueue<TaikoDifficultyHitObject>(2 * patternLength); - - // for convenience, we're tracking the index of the item *before* our suspected repeat's start, - // as that index can be simply subtracted from the current index to get the number of elements in between - // without off-by-one errors - int indexBeforeLastRepeat = -1; - int lastMarkEnd = 0; - - for (int i = 0; i < hitObjects.Count; i++) - { - history.Enqueue(hitObjects[i]); - if (!history.Full) - continue; - - if (!containsPatternRepeat(history, patternLength)) - { - // we're setting this up for the next iteration, hence the +1. - // right here this index will point at the queue's front (oldest item), - // but that item is about to be popped next loop with an enqueue. - indexBeforeLastRepeat = i - history.Count + 1; - continue; - } - - int repeatedLength = i - indexBeforeLastRepeat; - if (repeatedLength < roll_min_repetitions) - continue; - - markObjectsAsCheese(Math.Max(lastMarkEnd, i - repeatedLength + 1), i); - lastMarkEnd = i; - } - } - - /// <summary> - /// Determines whether the objects stored in <paramref name="history"/> contain a repetition of a pattern of length <paramref name="patternLength"/>. - /// </summary> - private static bool containsPatternRepeat(LimitedCapacityQueue<TaikoDifficultyHitObject> history, int patternLength) - { - for (int j = 0; j < patternLength; j++) - { - if (history[j].HitType != history[j + patternLength].HitType) - return false; - } - - return true; - } - - /// <summary> - /// Finds and marks all sequences hittable using a TL tap. - /// </summary> - /// <param name="parity">Whether sequences starting with an odd- (1) or even-indexed (0) hit object should be checked.</param> - /// <param name="type">The type of hit to check for TL taps.</param> - private void findTlTap(int parity, HitType type) - { - int tlLength = -2; - int lastMarkEnd = 0; - - for (int i = parity; i < hitObjects.Count; i += 2) - { - if (hitObjects[i].HitType == type) - tlLength += 2; - else - tlLength = -2; - - if (tlLength < tl_min_repetitions) - continue; - - markObjectsAsCheese(Math.Max(lastMarkEnd, i - tlLength + 1), i); - lastMarkEnd = i; - } - } - - /// <summary> - /// Marks all objects from <paramref name="start"/> to <paramref name="end"/> (inclusive) as <see cref="TaikoDifficultyHitObject.StaminaCheese"/>. - /// </summary> - private void markObjectsAsCheese(int start, int end) - { - for (int i = start; i <= end; i++) - hitObjects[i].StaminaCheese = true; - } - } -} diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Skills/SingleKeyStamina.cs b/osu.Game.Rulesets.Taiko/Difficulty/Skills/SingleKeyStamina.cs new file mode 100644 index 0000000000..cabfd231d8 --- /dev/null +++ b/osu.Game.Rulesets.Taiko/Difficulty/Skills/SingleKeyStamina.cs @@ -0,0 +1,42 @@ +// 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. + +using osu.Game.Rulesets.Difficulty.Preprocessing; +using osu.Game.Rulesets.Difficulty.Skills; + +namespace osu.Game.Rulesets.Taiko.Difficulty.Skills +{ + /// <summary> + /// Stamina of a single key, calculated based on repetition speed. + /// </summary> + public class SingleKeyStamina + { + private double? previousHitTime; + + /// <summary> + /// Similar to <see cref="StrainDecaySkill.StrainValueOf"/> + /// </summary> + public double StrainValueOf(DifficultyHitObject current) + { + if (previousHitTime == null) + { + previousHitTime = current.StartTime; + return 0; + } + + double objectStrain = 0.5; + objectStrain += speedBonus(current.StartTime - previousHitTime.Value); + previousHitTime = current.StartTime; + return objectStrain; + } + + /// <summary> + /// Applies a speed bonus dependent on the time since the last hit performed using this key. + /// </summary> + /// <param name="notePairDuration">The duration between the current and previous note hit using the same key.</param> + private double speedBonus(double notePairDuration) + { + return 175 / (notePairDuration + 100); + } + } +} diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs index 54cf233d69..61bcbfa59d 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs @@ -1,10 +1,8 @@ // 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. -using System.Linq; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; -using osu.Game.Rulesets.Difficulty.Utils; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; using osu.Game.Rulesets.Taiko.Objects; @@ -22,39 +20,52 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills protected override double SkillMultiplier => 1; protected override double StrainDecayBase => 0.4; - /// <summary> - /// Maximum number of entries to keep in <see cref="notePairDurationHistory"/>. - /// </summary> - private const int max_history_length = 2; + private readonly SingleKeyStamina[] centreKeyStamina = + { + new SingleKeyStamina(), + new SingleKeyStamina() + }; + + private readonly SingleKeyStamina[] rimKeyStamina = + { + new SingleKeyStamina(), + new SingleKeyStamina() + }; /// <summary> - /// The index of the hand this <see cref="Stamina"/> instance is associated with. + /// Current index into <see cref="centreKeyStamina" /> for a centre hit. /// </summary> - /// <remarks> - /// The value of 0 indicates the left hand (full alternating gameplay starting with left hand is assumed). - /// This naturally translates onto index offsets of the objects in the map. - /// </remarks> - private readonly int hand; + private int centreKeyIndex; /// <summary> - /// Stores the last <see cref="max_history_length"/> durations between notes hit with the hand indicated by <see cref="hand"/>. + /// Current index into <see cref="rimKeyStamina" /> for a rim hit. /// </summary> - private readonly LimitedCapacityQueue<double> notePairDurationHistory = new LimitedCapacityQueue<double>(max_history_length); - - /// <summary> - /// Stores the <see cref="DifficultyHitObject.DeltaTime"/> of the last object that was hit by the <i>other</i> hand. - /// </summary> - private double offhandObjectDuration = double.MaxValue; + private int rimKeyIndex; /// <summary> /// Creates a <see cref="Stamina"/> skill. /// </summary> /// <param name="mods">Mods for use in skill calculations.</param> - /// <param name="rightHand">Whether this instance is performing calculations for the right hand.</param> - public Stamina(Mod[] mods, bool rightHand) + public Stamina(Mod[] mods) : base(mods) { - hand = rightHand ? 1 : 0; + } + + /// <summary> + /// Get the next <see cref="SingleKeyStamina"/> to use for the given <see cref="TaikoDifficultyHitObject"/>. + /// </summary> + /// <param name="current">The current <see cref="TaikoDifficultyHitObject"/>.</param> + private SingleKeyStamina getNextSingleKeyStamina(TaikoDifficultyHitObject current) + { + // Alternate key for the same color. + if (current.HitType == HitType.Centre) + { + centreKeyIndex = (centreKeyIndex + 1) % 2; + return centreKeyStamina[centreKeyIndex]; + } + + rimKeyIndex = (rimKeyIndex + 1) % 2; + return rimKeyStamina[rimKeyIndex]; } protected override double StrainValueOf(DifficultyHitObject current) @@ -65,52 +76,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills } TaikoDifficultyHitObject hitObject = (TaikoDifficultyHitObject)current; - - if (hitObject.ObjectIndex % 2 == hand) - { - double objectStrain = 1; - - if (hitObject.ObjectIndex == 1) - return 1; - - notePairDurationHistory.Enqueue(hitObject.DeltaTime + offhandObjectDuration); - - double shortestRecentNote = notePairDurationHistory.Min(); - objectStrain += speedBonus(shortestRecentNote); - - if (hitObject.StaminaCheese) - objectStrain *= cheesePenalty(hitObject.DeltaTime + offhandObjectDuration); - - return objectStrain; - } - - offhandObjectDuration = hitObject.DeltaTime; - return 0; - } - - /// <summary> - /// Applies a penalty for hit objects marked with <see cref="TaikoDifficultyHitObject.StaminaCheese"/>. - /// </summary> - /// <param name="notePairDuration">The duration between the current and previous note hit using the hand indicated by <see cref="hand"/>.</param> - private double cheesePenalty(double notePairDuration) - { - if (notePairDuration > 125) return 1; - if (notePairDuration < 100) return 0.6; - - return 0.6 + (notePairDuration - 100) * 0.016; - } - - /// <summary> - /// Applies a speed bonus dependent on the time since the last hit performed using this hand. - /// </summary> - /// <param name="notePairDuration">The duration between the current and previous note hit using the hand indicated by <see cref="hand"/>.</param> - private double speedBonus(double notePairDuration) - { - if (notePairDuration >= 200) return 0; - - double bonus = 200 - notePairDuration; - bonus *= bonus; - return bonus / 100000; + return getNextSingleKeyStamina(hitObject).StrainValueOf(hitObject); } } } diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs index a9d512f076..1aa31c6fe4 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs @@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty { private const double rhythm_skill_multiplier = 0.014; private const double colour_skill_multiplier = 0.01; - private const double stamina_skill_multiplier = 0.02; + private const double stamina_skill_multiplier = 0.021; public TaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap) : base(ruleset, beatmap) @@ -33,8 +33,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty { new Colour(mods), new Rhythm(mods), - new Stamina(mods, true), - new Stamina(mods, false), + new Stamina(mods) }; protected override Mod[] DifficultyAdjustmentMods => new Mod[] @@ -58,7 +57,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty ); } - new StaminaCheeseDetector(taikoDifficultyHitObjects).FindCheese(); return taikoDifficultyHitObjects; } @@ -69,17 +67,22 @@ namespace osu.Game.Rulesets.Taiko.Difficulty var colour = (Colour)skills[0]; var rhythm = (Rhythm)skills[1]; - var staminaRight = (Stamina)skills[2]; - var staminaLeft = (Stamina)skills[3]; + var stamina = (Stamina)skills[2]; double colourRating = colour.DifficultyValue() * colour_skill_multiplier; double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier; - double staminaRating = (staminaRight.DifficultyValue() + staminaLeft.DifficultyValue()) * stamina_skill_multiplier; + double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier; double staminaPenalty = simpleColourPenalty(staminaRating, colourRating); staminaRating *= staminaPenalty; - double combinedRating = locallyCombinedDifficulty(colour, rhythm, staminaRight, staminaLeft, staminaPenalty); + //TODO : This is a temporary fix for the stamina rating of converts, due to their low colour variance. + if (beatmap.BeatmapInfo.Ruleset.OnlineID == 0 && colourRating < 0.05) + { + staminaPenalty *= 0.25; + } + + double combinedRating = locallyCombinedDifficulty(colour, rhythm, stamina, staminaPenalty); double separatedRating = norm(1.5, colourRating, rhythmRating, staminaRating); double starRating = 1.4 * separatedRating + 0.5 * combinedRating; starRating = rescale(starRating); @@ -127,20 +130,19 @@ namespace osu.Game.Rulesets.Taiko.Difficulty /// For each section, the peak strains of all separate skills are combined into a single peak strain for the section. /// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more). /// </remarks> - private double locallyCombinedDifficulty(Colour colour, Rhythm rhythm, Stamina staminaRight, Stamina staminaLeft, double staminaPenalty) + private double locallyCombinedDifficulty(Colour colour, Rhythm rhythm, Stamina stamina, double staminaPenalty) { List<double> peaks = new List<double>(); var colourPeaks = colour.GetCurrentStrainPeaks().ToList(); var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList(); - var staminaRightPeaks = staminaRight.GetCurrentStrainPeaks().ToList(); - var staminaLeftPeaks = staminaLeft.GetCurrentStrainPeaks().ToList(); + var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList(); for (int i = 0; i < colourPeaks.Count; i++) { double colourPeak = colourPeaks[i] * colour_skill_multiplier; double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier; - double staminaPeak = (staminaRightPeaks[i] + staminaLeftPeaks[i]) * stamina_skill_multiplier * staminaPenalty; + double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier * staminaPenalty; double peak = norm(2, colourPeak, rhythmPeak, staminaPeak); diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs index a8122551ff..8d99fd3b87 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs @@ -59,7 +59,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes) { - double difficultyValue = Math.Pow(5.0 * Math.Max(1.0, attributes.StarRating / 0.0075) - 4.0, 2.0) / 100000.0; + double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.175) - 4.0, 2.25) / 450.0; double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0); difficultyValue *= lengthBonus;