Add consistentRatioPenalty to the Colour skill. (#31285)

* fix colour

* review fix

Co-authored-by: StanR <castl@inbox.ru>

* remove cancelled out operand

* increase nerf, adjust tests

* fix automated spacing issues

* up penalty

* adjust tests

* apply review changes

* fix nullable hell

---------

Co-authored-by: StanR <castl@inbox.ru>
This commit is contained in:
Jay Lawton 2025-01-07 21:36:56 +10:00 committed by GitHub
parent 76ac11ff59
commit 4095b2662b
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2 changed files with 57 additions and 5 deletions

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@ -14,13 +14,13 @@ namespace osu.Game.Rulesets.Taiko.Tests
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko";
[TestCase(3.0950934814938953d, 200, "diffcalc-test")]
[TestCase(3.0950934814938953d, 200, "diffcalc-test-strong")]
[TestCase(2.837609165845338d, 200, "diffcalc-test")]
[TestCase(2.837609165845338d, 200, "diffcalc-test-strong")]
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
=> base.Test(expectedStarRating, expectedMaxCombo, name);
[TestCase(4.0839365008715403d, 200, "diffcalc-test")]
[TestCase(4.0839365008715403d, 200, "diffcalc-test-strong")]
[TestCase(3.8005218640444949, 200, "diffcalc-test")]
[TestCase(3.8005218640444949, 200, "diffcalc-test-strong")]
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new TaikoModDoubleTime());

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@ -36,18 +36,70 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
return 2 * (1 - DifficultyCalculationUtils.Logistic(exponent: Math.E * repeatingHitPattern.RepetitionInterval - 2 * Math.E));
}
/// <summary>
/// Calculates a consistency penalty based on the number of consecutive consistent intervals,
/// considering the delta time between each colour sequence.
/// </summary>
/// <param name="hitObject">The current hitObject to consider.</param>
/// <param name="threshold"> The allowable margin of error for determining whether ratios are consistent.</param>
/// <param name="maxObjectsToCheck">The maximum objects to check per count of consistent ratio.</param>
private static double consistentRatioPenalty(TaikoDifficultyHitObject hitObject, double threshold = 0.01, int maxObjectsToCheck = 64)
{
int consistentRatioCount = 0;
double totalRatioCount = 0.0;
TaikoDifficultyHitObject current = hitObject;
for (int i = 0; i < maxObjectsToCheck; i++)
{
// Break if there is no valid previous object
if (current.Index <= 1)
break;
var previousHitObject = (TaikoDifficultyHitObject)current.Previous(1);
double currentRatio = current.Rhythm.Ratio;
double previousRatio = previousHitObject.Rhythm.Ratio;
// A consistent interval is defined as the percentage difference between the two rhythmic ratios with the margin of error.
if (Math.Abs(1 - currentRatio / previousRatio) <= threshold)
{
consistentRatioCount++;
totalRatioCount += currentRatio;
break;
}
// Move to the previous object
current = previousHitObject;
}
// Ensure no division by zero
double ratioPenalty = 1 - totalRatioCount / (consistentRatioCount + 1) * 0.80;
return ratioPenalty;
}
/// <summary>
/// Evaluate the difficulty of the first hitobject within a colour streak.
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject hitObject)
{
TaikoDifficultyHitObjectColour colour = ((TaikoDifficultyHitObject)hitObject).Colour;
var taikoObject = (TaikoDifficultyHitObject)hitObject;
TaikoDifficultyHitObjectColour colour = taikoObject.Colour;
double difficulty = 0.0d;
if (colour.MonoStreak?.FirstHitObject == hitObject) // Difficulty for MonoStreak
difficulty += EvaluateDifficultyOf(colour.MonoStreak);
if (colour.AlternatingMonoPattern?.FirstHitObject == hitObject) // Difficulty for AlternatingMonoPattern
difficulty += EvaluateDifficultyOf(colour.AlternatingMonoPattern);
if (colour.RepeatingHitPattern?.FirstHitObject == hitObject) // Difficulty for RepeatingHitPattern
difficulty += EvaluateDifficultyOf(colour.RepeatingHitPattern);
double consistencyPenalty = consistentRatioPenalty(taikoObject);
difficulty *= consistencyPenalty;
return difficulty;
}
}