recoded and added rhythm complexity calculator (untested)

This commit is contained in:
Xexxar 2021-08-16 15:25:35 +00:00
parent df6e4664e0
commit 19cdd5c323

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@ -20,6 +20,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private const double pi_over_4 = Math.PI / 4;
private const double pi_over_2 = Math.PI / 2;
private const double rhythmMultiplier = 1.0;
protected override double SkillMultiplier => 1400;
protected override double StrainDecayBase => 0.3;
protected override int ReducedSectionCount => 5;
@ -31,16 +32,91 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
protected override int HistoryLength => 32;
private const int HistoryTimeMax = 4; // 4 seconds of calculatingRhythmBonus max.
public Speed(Mod[] mods)
: base(mods)
{
}
private double calculateRhythmBonus(double time)
private bool isRatioEqual(double ratio, double a, double b)
{
return 1.0;
return a + 15 > ratio * b && a - 15 < ratio * b;
}
/// <summary>
/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
/// </summary>
private double calculateRhythmBonus(double startTime)
{
// {doubles, triplets, quads, quints, 6-tuplets, 7 Tuplets, greater}
int previousIslandSize = -1;
double[] islandTimes = {0, 0, 0, 0, 0, 0, 0};
int islandSize = 0;
bool firstDeltaSwitch = false;
for (int i = Previous.Count - 1; i < 0; i--)
{
double currDelta = ((OsuDifficultyHitObject)Previous[i - 1]).StrainTime;
double prevDelta = ((OsuDifficultyHitObject)Previous[i]).StrainTime;
double effectiveRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta);
double currHistoricalDecay = Math.Max(0, (HistoryTimeMax - (startTime - Previous[i - 1].StartTime))) / HistoryTimeMax;
// if (historyTime > HistoryTimeMax)
// break; // not sure if this even does what I want..
if (firstDeltaSwitch)
{
if (isRatioEqual(1.0, prevDelta, currDelta))
{
islandSize++; // island is still progressing, count size.
}
else
{
if (islandSize > 6)
islandSize = 6;
if (Previous[i - 1].BaseObject is Slider) // bpm change is into slider, this is easy acc window
effectiveRatio *= 0.5;
if (Previous[i].BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle
effectiveRatio *= 0.75;
if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet)
effectiveRatio *= 0.5;
islandTimes[islandSize] = islandTimes[islandSize] + effectiveRatio * currHistoricalDecay;
previousIslandSize = islandSize; // log the last island size.
if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting
firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.
islandSize = 0;
}
}
else if (prevDelta > 1.25 * currDelta) // we want to be speeding up.
{
// Begin counting island until we change speed again.
firstDeltaSwitch = true;
islandSize = 0;
}
}
double rhythmComplexitySum = 0.0;
for (int i = 0; i < islandTimes.Length; i++)
{
rhythmComplexitySum += islandTimes[i]; // sum the total amount of rhythm variance
}
Console.WriteLine(Math.Sqrt(4 + rhythmComplexitySum * rhythmMultiplier) / 2);
return Math.Min(1.5, Math.Sqrt(4 + rhythmComplexitySum * rhythmMultiplier) / 2);
}
protected override double StrainValueOf(DifficultyHitObject current)
{
@ -81,7 +157,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
protected override double GetPeakStrain(double time)
{
return base.GetPeakStrain(time) * calculateRhythmBonus(time);
return base.GetPeakStrain(time);// * calculateRhythmBonus(current.StartTime);
}
}
}