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