mirror of
https://github.com/ppy/osu
synced 2024-12-18 12:55:37 +00:00
LTCA save me
This commit is contained in:
parent
50be7fb077
commit
101a4028fa
@ -1,33 +1,51 @@
|
|||||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
// 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.
|
// See the LICENCE file in the repository root for full licence text.
|
||||||
|
|
||||||
|
using System;
|
||||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||||
using osu.Game.Rulesets.Difficulty.Skills;
|
using osu.Game.Rulesets.Difficulty.Skills;
|
||||||
using osu.Game.Rulesets.Mods;
|
using osu.Game.Rulesets.Mods;
|
||||||
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
|
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
|
||||||
|
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
|
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Calculates the stamina coefficient of taiko difficulty.
|
/// Calculates the stamina coefficient of taiko difficulty.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class Stamina : StrainDecaySkill
|
public class Stamina : StrainSkill
|
||||||
{
|
{
|
||||||
protected override double SkillMultiplier => 1.1;
|
private double skillMultiplier => 1.1;
|
||||||
protected override double StrainDecayBase => 0.4;
|
private double strainDecayBase => 0.4;
|
||||||
|
|
||||||
|
private bool onlyMono;
|
||||||
|
|
||||||
|
private double currentStrain;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Creates a <see cref="Stamina"/> skill.
|
/// Creates a <see cref="Stamina"/> skill.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="mods">Mods for use in skill calculations.</param>
|
/// <param name="mods">Mods for use in skill calculations.</param>
|
||||||
public Stamina(Mod[] mods)
|
/// <param name="onlyMono">I hate strangeprogram</param>
|
||||||
|
public Stamina(Mod[] mods, bool onlyMono)
|
||||||
: base(mods)
|
: base(mods)
|
||||||
{
|
{
|
||||||
|
this.onlyMono = onlyMono;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override double StrainValueOf(DifficultyHitObject current)
|
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
||||||
|
|
||||||
|
protected override double StrainValueAt(DifficultyHitObject current)
|
||||||
{
|
{
|
||||||
return StaminaEvaluator.EvaluateDifficultyOf(current);
|
currentStrain *= strainDecay(current.DeltaTime);
|
||||||
|
currentStrain += StaminaEvaluator.EvaluateDifficultyOf(current) * skillMultiplier;
|
||||||
|
|
||||||
|
if (onlyMono)
|
||||||
|
return ((TaikoDifficultyHitObject)current).Colour.MonoStreak?.RunLength >= 16 ? currentStrain : 0;
|
||||||
|
|
||||||
|
return currentStrain;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => onlyMono ? 0 : currentStrain * strainDecay(time - current.Previous(0).StartTime);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -16,6 +16,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
|||||||
[JsonProperty("stamina_difficulty")]
|
[JsonProperty("stamina_difficulty")]
|
||||||
public double StaminaDifficulty { get; set; }
|
public double StaminaDifficulty { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The ratio of stamina difficulty from mono-color streams to total stamina difficulty.
|
||||||
|
/// </summary>
|
||||||
|
[JsonProperty("mono_stamina_factor")]
|
||||||
|
public double MonoStaminaFactor { get; set; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The difficulty corresponding to the rhythm skill.
|
/// The difficulty corresponding to the rhythm skill.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -38,7 +38,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
|||||||
{
|
{
|
||||||
new Rhythm(mods),
|
new Rhythm(mods),
|
||||||
new Colour(mods),
|
new Colour(mods),
|
||||||
new Stamina(mods)
|
new Stamina(mods, false),
|
||||||
|
new Stamina(mods, true)
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -79,10 +80,14 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
|||||||
Colour colour = (Colour)skills.First(x => x is Colour);
|
Colour colour = (Colour)skills.First(x => x is Colour);
|
||||||
Rhythm rhythm = (Rhythm)skills.First(x => x is Rhythm);
|
Rhythm rhythm = (Rhythm)skills.First(x => x is Rhythm);
|
||||||
Stamina stamina = (Stamina)skills.First(x => x is Stamina);
|
Stamina stamina = (Stamina)skills.First(x => x is Stamina);
|
||||||
|
Stamina staminaMonos = (Stamina)skills.Last(x => x is Stamina);
|
||||||
|
|
||||||
double colourRating = colour.DifficultyValue() * colour_skill_multiplier;
|
double colourRating = colour.DifficultyValue() * colour_skill_multiplier;
|
||||||
double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier;
|
double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier;
|
||||||
double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier;
|
double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier;
|
||||||
|
double monoStaminaRating = staminaMonos.DifficultyValue() * stamina_skill_multiplier;
|
||||||
|
|
||||||
|
double monoStaminaFactor = Math.Pow(monoStaminaRating / staminaRating, 5);
|
||||||
|
|
||||||
double combinedRating = combinedDifficultyValue(rhythm, colour, stamina);
|
double combinedRating = combinedDifficultyValue(rhythm, colour, stamina);
|
||||||
double starRating = rescale(combinedRating * 1.4);
|
double starRating = rescale(combinedRating * 1.4);
|
||||||
@ -95,6 +100,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
|||||||
StarRating = starRating,
|
StarRating = starRating,
|
||||||
Mods = mods,
|
Mods = mods,
|
||||||
StaminaDifficulty = staminaRating,
|
StaminaDifficulty = staminaRating,
|
||||||
|
MonoStaminaFactor = monoStaminaFactor,
|
||||||
RhythmDifficulty = rhythmRating,
|
RhythmDifficulty = rhythmRating,
|
||||||
ColourDifficulty = colourRating,
|
ColourDifficulty = colourRating,
|
||||||
PeakDifficulty = combinedRating,
|
PeakDifficulty = combinedRating,
|
||||||
|
@ -95,7 +95,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
|||||||
if (estimatedUnstableRate == null)
|
if (estimatedUnstableRate == null)
|
||||||
return 0;
|
return 0;
|
||||||
|
|
||||||
return difficultyValue * Math.Pow(SpecialFunctions.Erf(400 / (Math.Sqrt(2) * estimatedUnstableRate.Value)), 2.0);
|
// Scale accuracy more harshly on nearly-completely mono speed maps.
|
||||||
|
double accScalingExponent = 2 + attributes.MonoStaminaFactor;
|
||||||
|
double accScalingShift = 300 - 100 * attributes.MonoStaminaFactor;
|
||||||
|
|
||||||
|
return difficultyValue * Math.Pow(SpecialFunctions.Erf(accScalingShift / (Math.Sqrt(2) * estimatedUnstableRate.Value)), accScalingExponent);
|
||||||
}
|
}
|
||||||
|
|
||||||
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
|
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
|
||||||
|
Loading…
Reference in New Issue
Block a user