osu/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs
2023-06-02 17:36:45 +09:00

293 lines
11 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
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.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Skills;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuDifficultyCalculator : DifficultyCalculator
{
private const double difficulty_multiplier = 0.0675;
public override int Version => 20220902;
private readonly IWorkingBeatmap workingBeatmap;
public OsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
workingBeatmap = beatmap;
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
if (beatmap.HitObjects.Count == 0)
return new OsuDifficultyAttributes { Mods = mods };
double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
double speedRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
double speedNotes = ((Speed)skills[2]).RelevantNoteCount();
double flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;
double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
if (mods.Any(m => m is OsuModTouchDevice))
{
aimRating = Math.Pow(aimRating, 0.8);
flashlightRating = Math.Pow(flashlightRating, 0.8);
}
if (mods.Any(h => h is OsuModRelax))
{
aimRating *= 0.9;
speedRating = 0.0;
flashlightRating *= 0.7;
}
double baseAimPerformance = Math.Pow(5 * Math.Max(1, aimRating / 0.0675) - 4, 3) / 100000;
double baseSpeedPerformance = Math.Pow(5 * Math.Max(1, speedRating / 0.0675) - 4, 3) / 100000;
double baseFlashlightPerformance = 0.0;
if (mods.Any(h => h is OsuModFlashlight))
baseFlashlightPerformance = Math.Pow(flashlightRating, 2.0) * 25.0;
double basePerformance =
Math.Pow(
Math.Pow(baseAimPerformance, 1.1) +
Math.Pow(baseSpeedPerformance, 1.1) +
Math.Pow(baseFlashlightPerformance, 1.1), 1.0 / 1.1
);
double starRating = basePerformance > 0.00001
? Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
: 0;
double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
double drainRate = beatmap.Difficulty.DrainRate;
int maxCombo = beatmap.GetMaxCombo();
int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
HitWindows hitWindows = new OsuHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
return new OsuDifficultyAttributes
{
StarRating = starRating,
Mods = mods,
TotalScoreV1 = new OsuScoreV1Processor(workingBeatmap.Beatmap, beatmap, mods).TotalScore,
AimDifficulty = aimRating,
SpeedDifficulty = speedRating,
SpeedNoteCount = speedNotes,
FlashlightDifficulty = flashlightRating,
SliderFactor = sliderFactor,
ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
OverallDifficulty = (80 - hitWindowGreat) / 6,
DrainRate = drainRate,
MaxCombo = maxCombo,
HitCircleCount = hitCirclesCount,
SliderCount = sliderCount,
SpinnerCount = spinnerCount,
};
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
// The first jump is formed by the first two hitobjects of the map.
// If the map has less than two OsuHitObjects, the enumerator will not return anything.
for (int i = 1; i < beatmap.HitObjects.Count; i++)
{
var lastLast = i > 1 ? beatmap.HitObjects[i - 2] : null;
objects.Add(new OsuDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], lastLast, clockRate, objects, objects.Count));
}
return objects;
}
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
{
return new Skill[]
{
new Aim(mods, true),
new Aim(mods, false),
new Speed(mods),
new Flashlight(mods)
};
}
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{
new OsuModTouchDevice(),
new OsuModDoubleTime(),
new OsuModHalfTime(),
new OsuModEasy(),
new OsuModHardRock(),
new OsuModFlashlight(),
new MultiMod(new OsuModFlashlight(), new OsuModHidden())
};
}
public abstract class ScoreV1Processor
{
protected readonly int DifficultyPeppyStars;
protected readonly double ScoreMultiplier;
protected readonly IBeatmap PlayableBeatmap;
protected ScoreV1Processor(IBeatmap baseBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> mods)
{
PlayableBeatmap = playableBeatmap;
int countNormal = 0;
int countSlider = 0;
int countSpinner = 0;
foreach (HitObject obj in baseBeatmap.HitObjects)
{
switch (obj)
{
case IHasPath:
countSlider++;
break;
case IHasDuration:
countSpinner++;
break;
default:
countNormal++;
break;
}
}
int objectCount = countNormal + countSlider + countSpinner;
DifficultyPeppyStars = (int)Math.Round(
(playableBeatmap.Difficulty.DrainRate
+ playableBeatmap.Difficulty.OverallDifficulty
+ playableBeatmap.Difficulty.CircleSize
+ Math.Clamp(objectCount / playableBeatmap.Difficulty.DrainRate * 8, 0, 16)) / 38 * 5);
ScoreMultiplier = 1 * DifficultyPeppyStars * mods.Aggregate(1.0, (current, mod) => current * mod.ScoreMultiplier);
}
}
public class OsuScoreV1Processor : ScoreV1Processor
{
public int TotalScore { get; private set; }
private int combo;
public OsuScoreV1Processor(IBeatmap baseBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> mods)
: base(baseBeatmap, playableBeatmap, mods)
{
foreach (var obj in playableBeatmap.HitObjects)
increaseScore(obj);
}
private void increaseScore(HitObject hitObject)
{
bool increaseCombo = true;
bool addScoreComboMultiplier = false;
int scoreIncrease = 0;
switch (hitObject)
{
case SliderHeadCircle:
case SliderTailCircle:
case SliderRepeat:
scoreIncrease = 30;
break;
case SliderTick:
scoreIncrease = 10;
break;
case SpinnerBonusTick:
scoreIncrease = 1100;
increaseCombo = false;
break;
case SpinnerTick:
scoreIncrease = 100;
increaseCombo = false;
break;
case HitCircle:
scoreIncrease = 300;
addScoreComboMultiplier = true;
break;
case Slider:
foreach (var nested in hitObject.NestedHitObjects)
increaseScore(nested);
scoreIncrease = 300;
increaseCombo = false;
addScoreComboMultiplier = true;
break;
case Spinner spinner:
// The spinner object applies a lenience because gameplay mechanics differ from osu-stable.
// We'll redo the calculations to match osu-stable here...
const double maximum_rotations_per_second = 477.0 / 60;
double minimumRotationsPerSecond = IBeatmapDifficultyInfo.DifficultyRange(PlayableBeatmap.Difficulty.OverallDifficulty, 3, 5, 7.5);
double secondsDuration = spinner.Duration / 1000;
// The total amount of half spins possible for the entire spinner.
int totalHalfSpinsPossible = (int)(secondsDuration * maximum_rotations_per_second * 2);
// The amount of half spins that are required to successfully complete the spinner (i.e. get a 300).
int halfSpinsRequiredForCompletion = (int)(secondsDuration * minimumRotationsPerSecond);
// To be able to receive bonus points, the spinner must be rotated another 1.5 times.
int halfSpinsRequiredBeforeBonus = halfSpinsRequiredForCompletion + 3;
for (int i = 0; i <= totalHalfSpinsPossible; i++)
{
if (i > halfSpinsRequiredBeforeBonus && (i - halfSpinsRequiredBeforeBonus) % 2 == 0)
increaseScore(new SpinnerBonusTick());
else if (i > 1 && i % 2 == 0)
increaseScore(new SpinnerTick());
}
scoreIncrease = 300;
addScoreComboMultiplier = true;
break;
}
if (addScoreComboMultiplier)
{
// ReSharper disable once PossibleLossOfFraction (intentional to match osu-stable...)
scoreIncrease += (int)(Math.Max(0, combo - 1) * (scoreIncrease / 25 * ScoreMultiplier));
}
if (increaseCombo)
combo++;
TotalScore += scoreIncrease;
}
}
}