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https://github.com/ppy/osu
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96 lines
3.7 KiB
C#
96 lines
3.7 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.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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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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public class Peaks : Skill
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{
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private const double rhythm_skill_multiplier = 0.2 * final_multiplier;
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private const double colour_skill_multiplier = 0.375 * final_multiplier;
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private const double stamina_skill_multiplier = 0.375 * final_multiplier;
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private const double final_multiplier = 0.0625;
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private readonly Rhythm rhythm;
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private readonly Colour colour;
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private readonly Stamina stamina;
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public double ColourDifficultyValue => colour.DifficultyValue() * colour_skill_multiplier;
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public double RhythmDifficultyValue => rhythm.DifficultyValue() * rhythm_skill_multiplier;
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public double StaminaDifficultyValue => stamina.DifficultyValue() * stamina_skill_multiplier;
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public Peaks(Mod[] mods)
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: base(mods)
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{
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rhythm = new Rhythm(mods);
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colour = new Colour(mods);
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stamina = new Stamina(mods);
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}
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/// <summary>
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/// Returns the <i>p</i>-norm of an <i>n</i>-dimensional vector.
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/// </summary>
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/// <param name="p">The value of <i>p</i> to calculate the norm for.</param>
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/// <param name="values">The coefficients of the vector.</param>
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private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
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public override void Process(DifficultyHitObject current)
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{
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rhythm.Process(current);
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colour.Process(current);
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stamina.Process(current);
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}
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/// <summary>
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/// Returns the combined star rating of the beatmap, calculated using peak strains from all sections of the map.
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/// </summary>
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/// <remarks>
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/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
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/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
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/// </remarks>
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public override double DifficultyValue()
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{
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List<double> peaks = new List<double>();
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var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
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var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
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var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
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for (int i = 0; i < colourPeaks.Count; i++)
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{
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double colourPeak = colourPeaks[i] * colour_skill_multiplier;
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double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
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double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier;
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double peak = norm(1.5, colourPeak, staminaPeak);
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peak = norm(2, peak, rhythmPeak);
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// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
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// These sections will not contribute to the difficulty.
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if (peak > 0)
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peaks.Add(peak);
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}
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double difficulty = 0;
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double weight = 1;
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foreach (double strain in peaks.OrderByDescending(d => d))
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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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}
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}
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