Refactor colour encoding to avoid circular dependencies

This commit is contained in:
vun 2022-07-14 16:29:23 +08:00
parent 6660379a0e
commit 1cb18f8474
12 changed files with 326 additions and 250 deletions

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@ -1,5 +1,4 @@
using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
@ -67,16 +66,5 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
}
}
}
public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
TaikoDifficultyHitObject? taikoObject = current as TaikoDifficultyHitObject;
if (taikoObject != null && taikoObject.Colour != null)
{
return taikoObject.Colour.EvaluatedDifficulty;
}
return 0;
}
}
}

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@ -16,8 +16,15 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
/// <param name="interval">The interval between the current and previous note hit using the same key.</param>
private static double speedBonus(double interval)
{
// Cap to 300bpm 1/4, 50ms note interval, 100ms key interval
// This is a temporary measure to prevent absurdly high speed mono convert maps being rated too high
// There is a plan to replace this with detecting mono that can be hit by special techniques, and this will
// be removed when that is implemented.
interval = Math.Max(interval, 100);
// return 15 / Math.Pow(interval, 0.6);
return Math.Pow(0.2, interval / 1000);
// return Math.Pow(0.2, interval / 1000);
return 30 / interval;
}
/// <summary>
@ -41,8 +48,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
return 0.0;
}
double objectStrain = 1;
objectStrain *= speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime);
double objectStrain = 0.5; // Add a base strain to all objects
// double objectStrain = 0;
objectStrain += speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime);
return objectStrain;
}
}

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@ -1,43 +1,38 @@
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
/// <summary>
/// Encodes a list of <see cref="MonoEncoding"/>s.
/// <see cref="MonoEncoding"/>s with the same <see cref="MonoEncoding.RunLength"/> are grouped together.
/// </summary>
public class ColourEncoding
{
/// <summary>
/// <see cref="MonoEncoding"/>s that are grouped together within this <see cref="ColourEncoding"/>.
/// </summary>
public List<MonoEncoding> Payload { get; private set; } = new List<MonoEncoding>();
/// <summary>
/// Determine if this <see cref="ColourEncoding"/> is a repetition of another <see cref="ColourEncoding"/>. This
/// is a strict comparison and is true if and only if the colour sequence is exactly the same.
/// This does not require the <see cref="ColourEncoding"/>s to have the same amount of <see cref="MonoEncoding"/>s.
/// </summary>
public bool isRepetitionOf(ColourEncoding other)
{
return hasIdenticalMonoLength(other) &&
other.Payload.Count == Payload.Count &&
other.Payload[0].EncodedData[0].HitType == Payload[0].EncodedData[0].HitType;
(other.Payload[0].EncodedData[0].BaseObject as Hit)?.Type ==
(Payload[0].EncodedData[0].BaseObject as Hit)?.Type;
}
/// <summary>
/// Determine if this <see cref="ColourEncoding"/> has the same mono length of another <see cref="ColourEncoding"/>.
/// </summary>
public bool hasIdenticalMonoLength(ColourEncoding other)
{
return other.Payload[0].RunLength == Payload[0].RunLength;
}
public static List<ColourEncoding> Encode(List<MonoEncoding> data)
{
// Compute encoding lengths
List<ColourEncoding> encoded = new List<ColourEncoding>();
ColourEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
if (i == 0 || lastEncoded == null || data[i].RunLength != data[i - 1].RunLength)
{
lastEncoded = new ColourEncoding();
lastEncoded.Payload.Add(data[i]);
encoded.Add(lastEncoded);
continue;
}
lastEncoded.Payload.Add(data[i]);
}
return encoded;
}
}
}

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@ -1,78 +1,35 @@
using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
/// <summary>
/// Encodes a list of <see cref="ColourEncoding"/>s, grouped together by back and forth repetition of the same
/// <see cref="ColourEncoding"/>. Also stores the repetition interval between this and the previous <see cref="CoupledColourEncoding"/>.
/// </summary>
public class CoupledColourEncoding
{
/// <summary>
/// Maximum amount of <see cref="CoupledColourEncoding"/>s to look back to find a repetition.
/// </summary>
private const int max_repetition_interval = 16;
/// <summary>
/// The <see cref="ColourEncoding"/>s that are grouped together within this <see cref="CoupledColourEncoding"/>.
/// </summary>
public List<ColourEncoding> Payload = new List<ColourEncoding>();
public CoupledColourEncoding? Previous { get; private set; } = null;
/// <summary>
/// The previous <see cref="CoupledColourEncoding"/>. This is used to determine the repetition interval.
/// </summary>
public CoupledColourEncoding? Previous = null;
/// <summary>
/// How many notes between the current and previous identical <see cref="TaikoDifficultyHitObjectColour"/>.
/// Negative number means that there is no repetition in range.
/// How many <see cref="CoupledColourEncoding"/> between the current and previous identical <see cref="CoupledColourEncoding"/>.
/// If no repetition is found this will have a value of <see cref="max_repetition_interval"/> + 1.
/// </summary>
public int RepetitionInterval { get; private set; } = max_repetition_interval + 1;
public static List<CoupledColourEncoding> Encode(List<DifficultyHitObject> data)
{
List<MonoEncoding> firstPass = MonoEncoding.Encode(data);
List<ColourEncoding> secondPass = ColourEncoding.Encode(firstPass);
List<CoupledColourEncoding> thirdPass = CoupledColourEncoding.Encode(secondPass);
return thirdPass;
}
public static List<CoupledColourEncoding> Encode(List<ColourEncoding> data)
{
List<CoupledColourEncoding> encoded = new List<CoupledColourEncoding>();
CoupledColourEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
lastEncoded = new CoupledColourEncoding()
{
Previous = lastEncoded
};
bool isCoupled = i < data.Count - 2 && data[i].isRepetitionOf(data[i + 2]);
if (!isCoupled)
{
lastEncoded.Payload.Add(data[i]);
}
else
{
while (isCoupled)
{
lastEncoded.Payload.Add(data[i]);
i++;
isCoupled = i < data.Count - 2 && data[i].isRepetitionOf(data[i + 2]);
}
// Skip over peeked data and add the rest to the payload
lastEncoded.Payload.Add(data[i]);
lastEncoded.Payload.Add(data[i + 1]);
i++;
}
encoded.Add(lastEncoded);
}
// Final pass to find repetition interval
for (int i = 0; i < encoded.Count; i++)
{
encoded[i].FindRepetitionInterval();
}
return encoded;
}
/// <summary>
/// Returns true if other is considered a repetition of this encoding. This is true if other's first two payload
/// identical mono lengths.
@ -90,7 +47,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
}
/// <summary>
/// Finds the closest previous <see cref="TaikoDifficultyHitObjectColour"/> that has the identical <see cref="CoupledColourEncoding.Payload"/>.
/// Finds the closest previous <see cref="CoupledColourEncoding"/> that has the identical <see cref="Payload"/>.
/// Interval is defined as the amount of <see cref="CoupledColourEncoding"/> chunks between the current and repeated encoding.
/// </summary>
public void FindRepetitionInterval()

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@ -1,40 +1,22 @@
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
using System.Collections.Generic;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
/// <summary>
/// Encode colour information for a sequence of <see cref="TaikoDifficultyHitObject"/>s. Consecutive <see cref="TaikoDifficultyHitObject"/>s
/// of the same <see cref="HitType"/> are encoded within the same <see cref="MonoEncoding"/>.
/// </summary>
public class MonoEncoding
{
/// <summary>
/// List of <see cref="DifficultyHitObject"/>s that are encoded within this <see cref="MonoEncoding"/>.
/// This is not declared as <see cref="TaikoDifficultyHitObject"/> to avoid circular dependencies.
/// TODO: Review this, are circular dependencies within data-only classes are acceptable?
/// </summary>
public List<TaikoDifficultyHitObject> EncodedData { get; private set; } = new List<TaikoDifficultyHitObject>();
public int RunLength => EncodedData.Count;
public static List<MonoEncoding> Encode(List<DifficultyHitObject> data)
{
List<MonoEncoding> encoded = new List<MonoEncoding>();
MonoEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
TaikoDifficultyHitObject taikoObject = (TaikoDifficultyHitObject)data[i];
// This ignores all non-note objects, which may or may not be the desired behaviour
TaikoDifficultyHitObject previousObject = (TaikoDifficultyHitObject)taikoObject.PreviousNote(0);
if (
previousObject == null ||
lastEncoded == null ||
taikoObject.HitType != previousObject.HitType)
{
lastEncoded = new MonoEncoding();
lastEncoded.EncodedData.Add(taikoObject);
encoded.Add(lastEncoded);
continue;
}
lastEncoded.EncodedData.Add(taikoObject);
}
return encoded;
}
}
}

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@ -0,0 +1,170 @@
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
/// <summary>
/// Utility class to perform various encodings. This is separated out from the encoding classes to prevent circular
/// dependencies.
/// </summary>
public class TaikoColourDifficultyPreprocessor
{
/// <summary>
/// Process and encode a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="TaikoDifficultyHitObjectColour"/>s,
/// assign the appropriate <see cref="TaikoDifficultyHitObjectColour"/>s to each <see cref="TaikoDifficultyHitObject"/>,
/// and preevaluate colour difficulty of each <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
public static List<TaikoDifficultyHitObjectColour> ProcessAndAssign(List<DifficultyHitObject> hitObjects)
{
List<TaikoDifficultyHitObjectColour> colours = new List<TaikoDifficultyHitObjectColour>();
List<CoupledColourEncoding> encodings = Encode(hitObjects);
// Assign colour to objects
encodings.ForEach(coupledEncoding =>
{
coupledEncoding.Payload.ForEach(encoding =>
{
encoding.Payload.ForEach(mono =>
{
mono.EncodedData.ForEach(hitObject =>
{
hitObject.Colour = new TaikoDifficultyHitObjectColour(coupledEncoding);
});
});
});
// Preevaluate and assign difficulty values
ColourEvaluator.PreEvaluateDifficulties(coupledEncoding);
});
return colours;
}
/// <summary>
/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="MonoEncoding"/>s.
/// </summary>
public static List<MonoEncoding> EncodeMono(List<DifficultyHitObject> data)
{
List<MonoEncoding> encoded = new List<MonoEncoding>();
MonoEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
TaikoDifficultyHitObject taikoObject = (TaikoDifficultyHitObject)data[i];
// This ignores all non-note objects, which may or may not be the desired behaviour
TaikoDifficultyHitObject previousObject = taikoObject.PreviousNote(0);
// If the colour changed, or if this is the first object in the run, create a new mono encoding
if (
previousObject == null || // First object in the list
(taikoObject.BaseObject as Hit)?.Type != (previousObject.BaseObject as Hit)?.Type)
{
lastEncoded = new MonoEncoding();
lastEncoded.EncodedData.Add(taikoObject);
encoded.Add(lastEncoded);
continue;
}
// If we're here, we're in the same encoding as the previous object, thus lastEncoded is not null. Add
// the current object to the encoded payload.
lastEncoded!.EncodedData.Add(taikoObject);
}
return encoded;
}
/// <summary>
/// Encodes a list of <see cref="MonoEncoding"/>s into a list of <see cref="ColourEncoding"/>s.
/// </summary>
public static List<ColourEncoding> EncodeColour(List<MonoEncoding> data)
{
List<ColourEncoding> encoded = new List<ColourEncoding>();
ColourEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
// Starts a new ColourEncoding if the previous MonoEncoding has a different mono length, or if this is
// the first MonoEncoding in the list.
if (lastEncoded == null || data[i].RunLength != data[i - 1].RunLength)
{
lastEncoded = new ColourEncoding();
lastEncoded.Payload.Add(data[i]);
encoded.Add(lastEncoded);
continue;
}
// If we're here, we're in the same encoding as the previous object. Add the current MonoEncoding to the
// encoded payload.
lastEncoded.Payload.Add(data[i]);
}
return encoded;
}
/// <summary>
/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="CoupledColourEncoding"/>s.
/// </summary>
public static List<CoupledColourEncoding> Encode(List<DifficultyHitObject> data)
{
List<MonoEncoding> firstPass = EncodeMono(data);
List<ColourEncoding> secondPass = EncodeColour(firstPass);
List<CoupledColourEncoding> thirdPass = EncodeCoupledColour(secondPass);
return thirdPass;
}
/// <summary>
/// Encodes a list of <see cref="ColourEncoding"/>s into a list of <see cref="CoupledColourEncoding"/>s.
/// </summary>
public static List<CoupledColourEncoding> EncodeCoupledColour(List<ColourEncoding> data)
{
List<CoupledColourEncoding> encoded = new List<CoupledColourEncoding>();
CoupledColourEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
// Starts a new CoupledColourEncoding. ColourEncodings that should be grouped together will be handled
// later within this loop.
lastEncoded = new CoupledColourEncoding()
{
Previous = lastEncoded
};
// Determine if future ColourEncodings should be grouped.
bool isCoupled = i < data.Count - 2 && data[i].isRepetitionOf(data[i + 2]);
if (!isCoupled)
{
// If not, add the current ColourEncoding to the encoded payload and continue.
lastEncoded.Payload.Add(data[i]);
}
else
{
// If so, add the current ColourEncoding to the encoded payload and start repeatedly checking if
// subsequent ColourEncodings should be grouped by increasing i and doing the appropriate isCoupled
// check;
while (isCoupled)
{
lastEncoded.Payload.Add(data[i]);
i++;
isCoupled = i < data.Count - 2 && data[i].isRepetitionOf(data[i + 2]);
}
// Skip over peeked data and add the rest to the payload
lastEncoded.Payload.Add(data[i]);
lastEncoded.Payload.Add(data[i + 1]);
i++;
}
encoded.Add(lastEncoded);
}
// Final pass to find repetition intervals
for (int i = 0; i < encoded.Count; i++)
{
encoded[i].FindRepetitionInterval();
}
return encoded;
}
}
}

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@ -1,8 +1,3 @@
using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
/// <summary>
@ -15,36 +10,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
public double EvaluatedDifficulty = 0;
private TaikoDifficultyHitObjectColour(CoupledColourEncoding encoding)
public TaikoDifficultyHitObjectColour(CoupledColourEncoding encoding)
{
Encoding = encoding;
}
// TODO: Might wanna move this somewhere else as it is introducing circular references
public static List<TaikoDifficultyHitObjectColour> EncodeAndAssign(List<DifficultyHitObject> hitObjects)
{
List<TaikoDifficultyHitObjectColour> colours = new List<TaikoDifficultyHitObjectColour>();
List<CoupledColourEncoding> encodings = CoupledColourEncoding.Encode(hitObjects);
// Assign colour to objects
encodings.ForEach(coupledEncoding =>
{
coupledEncoding.Payload.ForEach(encoding =>
{
encoding.Payload.ForEach(mono =>
{
mono.EncodedData.ForEach(hitObject =>
{
hitObject.Colour = new TaikoDifficultyHitObjectColour(coupledEncoding);
});
});
});
// Preevaluate and assign difficulty values
ColourEvaluator.PreEvaluateDifficulties(coupledEncoding);
});
return colours;
}
}
}

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@ -4,12 +4,10 @@
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{
@ -35,40 +33,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
/// </summary>
public TaikoDifficultyHitObjectColour? Colour;
/// <summary>
/// The hit type of this hit object.
/// </summary>
public readonly HitType? HitType;
/// <summary>
/// Creates a list of <see cref="TaikoDifficultyHitObject"/>s from a <see cref="IBeatmap"/>s.
/// TODO: Review this - this is moved here from TaikoDifficultyCalculator so that TaikoDifficultyCalculator can
/// have less knowledge of implementation details (i.e. creating all the different hitObject lists, and
/// calling FindRepetitionInterval for the final object). The down side of this is
/// TaikoDifficultyHitObejct.CreateDifficultyHitObjects is now pretty much a proxy for this.
/// </summary>
/// <param name="beatmap">The beatmap from which the list of <see cref="TaikoDifficultyHitObject"/> is created.</param>
/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
public static List<DifficultyHitObject> Create(IBeatmap beatmap, double clockRate)
{
List<DifficultyHitObject> difficultyHitObjects = new List<DifficultyHitObject>();
List<TaikoDifficultyHitObject> centreObjects = new List<TaikoDifficultyHitObject>();
List<TaikoDifficultyHitObject> rimObjects = new List<TaikoDifficultyHitObject>();
List<TaikoDifficultyHitObject> noteObjects = new List<TaikoDifficultyHitObject>();
for (int i = 2; i < beatmap.HitObjects.Count; i++)
{
difficultyHitObjects.Add(
new TaikoDifficultyHitObject(
beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObjects,
centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count)
);
}
var encoded = TaikoDifficultyHitObjectColour.EncodeAndAssign(difficultyHitObjects);
return difficultyHitObjects;
}
/// <summary>
/// Creates a new difficulty hit object.
/// </summary>
@ -81,10 +45,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
/// <param name="rimHitObjects">The list of rim (kat) <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
/// <param name="noteObjects">The list of <see cref="DifficultyHitObject"/>s that is a hit (i.e. not a slider or spinner) in the current beatmap.</param>
/// <param name="index">The position of this <see cref="DifficultyHitObject"/> in the <paramref name="objects"/> list.</param>
///
/// TODO: This argument list is getting long, we might want to refactor this into a static method that create
/// all <see cref="DifficultyHitObject"/>s from a <see cref="IBeatmap"/>.
private TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate,
public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate,
List<DifficultyHitObject> objects,
List<TaikoDifficultyHitObject> centreHitObjects,
List<TaikoDifficultyHitObject> rimHitObjects,
@ -95,15 +56,15 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
this.noteObjects = noteObjects;
Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate);
HitType = currentHit?.Type;
HitType? hitType = currentHit?.Type;
if (HitType == Objects.HitType.Centre)
if (hitType == Objects.HitType.Centre)
{
MonoIndex = centreHitObjects.Count;
centreHitObjects.Add(this);
monoDifficultyHitObjects = centreHitObjects;
}
else if (HitType == Objects.HitType.Rim)
else if (hitType == Objects.HitType.Rim)
{
MonoIndex = rimHitObjects.Count;
rimHitObjects.Add(this);
@ -111,7 +72,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
}
// Need to be done after HitType is set.
if (HitType == null) return;
if (hitType == null) return;
NoteIndex = noteObjects.Count;
noteObjects.Add(this);

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@ -0,0 +1,38 @@
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{
public class TaikoDifficultyPreprocessor
{
/// <summary>
/// Creates a list of <see cref="TaikoDifficultyHitObject"/>s from a <see cref="IBeatmap"/>s.
/// This is placed here in a separate class to avoid <see cref="TaikoDifficultyCalculator"/> having to know
/// too much implementation details of the preprocessing, and avoid <see cref="TaikoDifficultyHitObject"/>
/// having circular dependencies with various preprocessing and evaluator classes.
/// </summary>
/// <param name="beatmap">The beatmap from which the list of <see cref="TaikoDifficultyHitObject"/> is created.</param>
/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
public static List<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
List<DifficultyHitObject> difficultyHitObjects = new List<DifficultyHitObject>();
List<TaikoDifficultyHitObject> centreObjects = new List<TaikoDifficultyHitObject>();
List<TaikoDifficultyHitObject> rimObjects = new List<TaikoDifficultyHitObject>();
List<TaikoDifficultyHitObject> noteObjects = new List<TaikoDifficultyHitObject>();
for (int i = 2; i < beatmap.HitObjects.Count; i++)
{
difficultyHitObjects.Add(
new TaikoDifficultyHitObject(
beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObjects,
centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count)
);
}
var encoded = TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
return difficultyHitObjects;
}
}
}

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@ -2,10 +2,12 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
@ -15,16 +17,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
public class Colour : StrainDecaySkill
{
protected override double SkillMultiplier => 0.12;
protected override double StrainDecayBase => 0.8;
/// <summary>
/// Applies a speed bonus dependent on the time since the last hit.
/// </summary>
/// <param name="interval">The interval between the current and previous note hit using the same key.</param>
private static double speedBonus(double interval)
{
return Math.Pow(0.4, interval / 1000);
}
// This is set to decay slower than other skills, due to the fact that only the first note of each Mono/Colour/Coupled
// encoding having any difficulty values, and we want to allow colour difficulty to be able to build up even on
// slower maps.
protected override double StrainDecayBase => 0.8;
public Colour(Mod[] mods)
: base(mods)
@ -33,38 +30,37 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
protected override double StrainValueOf(DifficultyHitObject current)
{
double difficulty = ColourEvaluator.EvaluateDifficultyOf(current);
double difficulty = ((TaikoDifficultyHitObject)current).Colour?.EvaluatedDifficulty ?? 0;
return difficulty;
}
// TODO: Remove before pr
// public static String GetDebugHeaderLabels()
// {
// return "StartTime,Raw,Decayed,CoupledRunLength,RepetitionInterval,EncodingRunLength,Payload(MonoRunLength|MonoCount)";
// }
public static String GetDebugHeaderLabels()
{
return "StartTime,Raw,Decayed,CoupledRunLength,RepetitionInterval,EncodingRunLength,Payload(MonoRunLength|MonoCount)";
}
// // TODO: Remove before pr
// public string GetDebugString(DifficultyHitObject current)
// {
// double difficulty = ColourEvaluator.EvaluateDifficultyOf(current);
// difficulty *= speedBonus(current.DeltaTime);
// TaikoDifficultyHitObject? taikoCurrent = (TaikoDifficultyHitObject)current;
// TaikoDifficultyHitObjectColour? colour = taikoCurrent?.Colour;
// if (taikoCurrent != null && colour != null)
// {
// List<ColourEncoding> payload = colour.Encoding.Payload;
// string payloadDisplay = "";
// for (int i = 0; i < payload.Count; ++i)
// {
// payloadDisplay += $"({payload[i].Payload[0].RunLength}|{payload[i].Payload.Count})";
// }
// TODO: Remove before pr
public string GetDebugString(DifficultyHitObject current)
{
double difficulty = ((TaikoDifficultyHitObject)current).Colour?.EvaluatedDifficulty ?? 0;
TaikoDifficultyHitObject? taikoCurrent = (TaikoDifficultyHitObject)current;
TaikoDifficultyHitObjectColour? colour = taikoCurrent?.Colour;
if (taikoCurrent != null && colour != null)
{
List<ColourEncoding> payload = colour.Encoding.Payload;
string payloadDisplay = "";
for (int i = 0; i < payload.Count; ++i)
{
payloadDisplay += $"({payload[i].Payload[0].RunLength}|{payload[i].Payload.Count})";
}
// return $"{current.StartTime},{difficulty},{CurrentStrain},{colour.Encoding.Payload[0].Payload.Count},{colour.Encoding.RepetitionInterval},{colour.Encoding.Payload.Count},{payloadDisplay}";
// }
// else
// {
// return $"{current.StartTime},{difficulty},{CurrentStrain},0,0,0,0,0";
// }
// }
return $"{current.StartTime},{difficulty},{CurrentStrain},{colour.Encoding.Payload[0].Payload.Count},{colour.Encoding.RepetitionInterval},{colour.Encoding.Payload.Count},{payloadDisplay}";
}
else
{
return $"{current.StartTime},{difficulty},{CurrentStrain},0,0,0,0,0";
}
}
}
}

View File

@ -26,8 +26,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
public double StaminaDifficultyValue => stamina.DifficultyValue() * stamina_skill_multiplier;
// TODO: remove before pr
// private StreamWriter? colourDebugOutput;
// bool debugColour = false;
private StreamWriter? colourDebugOutput;
bool debugColour = false;
private StreamWriter? strainPeakDebugOutput;
bool debugStrain = false;
public Peaks(Mod[] mods, IBeatmap beatmap)
: base(mods)
@ -36,14 +38,20 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
colour = new Colour(mods);
stamina = new Stamina(mods);
// if (debugColour)
// {
// String filename = $"{beatmap.BeatmapInfo.OnlineID} - {beatmap.BeatmapInfo.Metadata.Title}[{beatmap.BeatmapInfo.DifficultyName}].csv";
// filename = filename.Replace('/', '_');
// colourDebugOutput = new StreamWriter(File.OpenWrite($"/run/mount/secondary/workspace/osu/output/colour-debug/{filename}"));
// colourDebugOutput.WriteLine(Colour.GetDebugHeaderLabels());
// }
if (debugColour)
{
String filename = $"{beatmap.BeatmapInfo.OnlineID} - {beatmap.BeatmapInfo.Metadata.Title}[{beatmap.BeatmapInfo.DifficultyName}].csv";
filename = filename.Replace('/', '_');
colourDebugOutput = new StreamWriter(File.OpenWrite($"/run/mount/secondary/workspace/osu/output/colour-debug/{filename}"));
colourDebugOutput.WriteLine(Colour.GetDebugHeaderLabels());
}
if (debugStrain)
{
String filename = $"{beatmap.BeatmapInfo.OnlineID} - {beatmap.BeatmapInfo.Metadata.Title}[{beatmap.BeatmapInfo.DifficultyName}].csv";
filename = filename.Replace('/', '_');
strainPeakDebugOutput = new StreamWriter(File.OpenWrite($"/run/mount/secondary/workspace/osu/output/strain-debug/{filename}"));
strainPeakDebugOutput.WriteLine("Colour,Stamina,Rhythm,Combined");
}
}
/// <summary>
@ -90,6 +98,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
double peak = norm(1.5, colourPeak, staminaPeak);
peak = norm(2, peak, rhythmPeak);
if (debugStrain && strainPeakDebugOutput != null)
{
strainPeakDebugOutput.WriteLine($"{colourPeak},{staminaPeak},{rhythmPeak},{peak}");
}
// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
// These sections will not contribute to the difficulty.
if (peak > 0)

View File

@ -47,7 +47,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
return TaikoDifficultyHitObject.Create(beatmap, clockRate);
return TaikoDifficultyPreprocessor.CreateDifficultyHitObjects(beatmap, clockRate);
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)