mirror of https://github.com/ppy/osu
Refactor
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5e8174faa8
commit
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@ -3,7 +3,6 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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@ -12,7 +11,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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{
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public static class RhythmEvaluator
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public static class RhythmEvaluator
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{
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{
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private readonly struct Island : IEquatable<Island>
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private struct Island : IEquatable<Island>
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{
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{
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private readonly double deltaDifferenceEpsilon;
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private readonly double deltaDifferenceEpsilon;
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@ -21,41 +20,39 @@ public Island(double epsilon)
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deltaDifferenceEpsilon = epsilon;
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deltaDifferenceEpsilon = epsilon;
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}
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}
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public Island(int firstDelta, double epsilon)
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public Island(int delta, double epsilon)
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{
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{
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deltaDifferenceEpsilon = epsilon;
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deltaDifferenceEpsilon = epsilon;
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AddDelta(firstDelta);
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Delta = Math.Max(delta, OsuDifficultyHitObject.MIN_DELTA_TIME);
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}
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}
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public List<int> Deltas { get; } = new List<int>();
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public int Delta { get; private set; }
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public int DeltaCount { get; private set; }
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public void AddDelta(int delta)
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public void AddDelta(int delta)
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{
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{
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double epsilon = deltaDifferenceEpsilon;
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if (Delta == default)
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int existingDelta = Deltas.FirstOrDefault(x => Math.Abs(x - delta) >= epsilon);
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Delta = Math.Max(delta, OsuDifficultyHitObject.MIN_DELTA_TIME);
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Deltas.Add(existingDelta == default ? delta : existingDelta);
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DeltaCount++;
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}
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}
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public double AverageDelta() => Deltas.Count > 0 ? Math.Max(Deltas.Average(), OsuDifficultyHitObject.MIN_DELTA_TIME) : 0;
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public bool IsSimilarPolarity(Island other)
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public bool IsSimilarPolarity(Island other)
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{
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{
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// consider islands to be of similar polarity only if they're having the same average delta (we don't want to consider 3 singletaps similar to a triple)
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// consider islands to be of similar polarity only if they're having the same average delta (we don't want to consider 3 singletaps similar to a triple)
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return Math.Abs(AverageDelta() - other.AverageDelta()) < deltaDifferenceEpsilon &&
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return DeltaCount % 2 == other.DeltaCount % 2 &&
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Deltas.Count % 2 == other.Deltas.Count % 2;
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Math.Abs(Delta - other.Delta) < deltaDifferenceEpsilon;
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}
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}
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public override int GetHashCode()
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public override int GetHashCode()
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{
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{
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// we need to compare all deltas and they must be in the exact same order we added them
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return HashCode.Combine(Delta, DeltaCount);
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string joinedDeltas = string.Join(string.Empty, Deltas);
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return joinedDeltas.GetHashCode();
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}
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}
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public bool Equals(Island other)
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public bool Equals(Island other)
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{
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{
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return other.GetHashCode() == GetHashCode();
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return Math.Abs(Delta - other.Delta) < deltaDifferenceEpsilon &&
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DeltaCount == other.DeltaCount;
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}
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}
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public override bool Equals(object? obj)
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public override bool Equals(object? obj)
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@ -113,7 +110,10 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, double cl
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double prevDelta = prevObj.StrainTime;
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double prevDelta = prevObj.StrainTime;
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double lastDelta = lastObj.StrainTime;
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double lastDelta = lastObj.StrainTime;
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double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses.
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// calculate how much current delta difference deserves a rhythm bonus
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// this function is meant to reduce rhythm bonus for deltas that are multiples of each other (i.e 100 and 200)
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double deltaDifferenceRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta);
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double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / deltaDifferenceRatio), 2));
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double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - deltaDifferenceEpsilon) / deltaDifferenceEpsilon);
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double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - deltaDifferenceEpsilon) / deltaDifferenceEpsilon);
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@ -121,7 +121,7 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, double cl
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if (firstDeltaSwitch)
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if (firstDeltaSwitch)
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{
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{
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if (!(Math.Abs(prevDelta - currDelta) > deltaDifferenceEpsilon))
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if (Math.Abs(prevDelta - currDelta) < deltaDifferenceEpsilon)
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{
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{
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// island is still progressing
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// island is still progressing
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island.AddDelta((int)currDelta);
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island.AddDelta((int)currDelta);
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@ -146,7 +146,7 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, double cl
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effectiveRatio *= 0.125;
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effectiveRatio *= 0.125;
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// singletaps are easier to control
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// singletaps are easier to control
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if (island.Deltas.Count == 1)
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if (island.DeltaCount == 1)
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effectiveRatio *= 0.7;
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effectiveRatio *= 0.7;
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if (!islandCounts.TryAdd(island, 1))
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if (!islandCounts.TryAdd(island, 1))
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@ -156,7 +156,7 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, double cl
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islandCounts[island]++;
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islandCounts[island]++;
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// repeated island (ex: triplet -> triplet)
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// repeated island (ex: triplet -> triplet)
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double power = logistic(island.AverageDelta(), 4, 0.165, 10);
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double power = logistic(island.Delta, 4, 0.165, 10);
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effectiveRatio *= Math.Min(3.0 / islandCounts[island], Math.Pow(1.0 / islandCounts[island], power));
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effectiveRatio *= Math.Min(3.0 / islandCounts[island], Math.Pow(1.0 / islandCounts[island], power));
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}
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}
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