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