// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.Linq; using osu.Game.Beatmaps; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Mania.Beatmaps; using osu.Game.Rulesets.Mania.Difficulty.Preprocessing; using osu.Game.Rulesets.Mania.Difficulty.Skills; using osu.Game.Rulesets.Mania.Mods; using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mania.Scoring; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; namespace osu.Game.Rulesets.Mania.Difficulty { public class ManiaDifficultyCalculator : DifficultyCalculator { private const double star_scaling_factor = 0.018; private readonly bool isForCurrentRuleset; public ManiaDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap) : base(ruleset, beatmap) { isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.Equals(ruleset.RulesetInfo); } protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate) { if (beatmap.HitObjects.Count == 0) return new ManiaDifficultyAttributes { Mods = mods, Skills = skills }; HitWindows hitWindows = new ManiaHitWindows(); hitWindows.SetDifficulty(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty); return new ManiaDifficultyAttributes { StarRating = difficultyValue(skills) * star_scaling_factor, Mods = mods, // Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future GreatHitWindow = (int)(hitWindows.WindowFor(HitResult.Great)) / clockRate, MaxCombo = beatmap.HitObjects.Sum(h => h is HoldNote ? 2 : 1), Skills = skills }; } private double difficultyValue(Skill[] skills) { // Preprocess the strains to find the maximum overall + individual (aggregate) strain from each section var overall = skills.OfType().Single(); var aggregatePeaks = new List(Enumerable.Repeat(0.0, overall.StrainPeaks.Count)); foreach (var individual in skills.OfType()) { for (int i = 0; i < individual.StrainPeaks.Count; i++) { double aggregate = individual.StrainPeaks[i] + overall.StrainPeaks[i]; if (aggregate > aggregatePeaks[i]) aggregatePeaks[i] = aggregate; } } aggregatePeaks.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain. double difficulty = 0; double weight = 1; // Difficulty is the weighted sum of the highest strains from every section. foreach (double strain in aggregatePeaks) { difficulty += strain * weight; weight *= 0.9; } return difficulty; } protected override IEnumerable CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) { for (int i = 1; i < beatmap.HitObjects.Count; i++) yield return new ManiaDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], clockRate); } protected override Skill[] CreateSkills(IBeatmap beatmap) { int columnCount = ((ManiaBeatmap)beatmap).TotalColumns; var skills = new List { new Overall(columnCount) }; for (int i = 0; i < columnCount; i++) skills.Add(new Individual(i, columnCount)); return skills.ToArray(); } protected override Mod[] DifficultyAdjustmentMods { get { var mods = new Mod[] { new ManiaModDoubleTime(), new ManiaModHalfTime(), new ManiaModEasy(), new ManiaModHardRock(), }; if (isForCurrentRuleset) return mods; // if we are a convert, we can be played in any key mod. return mods.Concat(new Mod[] { new ManiaModKey1(), new ManiaModKey2(), new ManiaModKey3(), new ManiaModKey4(), new ManiaModKey5(), new ManiaModKey6(), new ManiaModKey7(), new ManiaModKey8(), new ManiaModKey9(), }).ToArray(); } } } }