mirror of
https://github.com/ppy/osu
synced 2024-12-12 18:07:52 +00:00
176 lines
6.4 KiB
C#
176 lines
6.4 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 osu.Game.Rulesets.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Difficulty.Skills;
|
|
using osu.Game.Rulesets.Difficulty.Utils;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Taiko.Objects;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
|
|
{
|
|
/// <summary>
|
|
/// Calculates the rhythm coefficient of taiko difficulty.
|
|
/// </summary>
|
|
public class Rhythm : StrainDecaySkill
|
|
{
|
|
protected override double SkillMultiplier => 10;
|
|
protected override double StrainDecayBase => 0;
|
|
|
|
/// <summary>
|
|
/// The note-based decay for rhythm strain.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// <see cref="StrainDecayBase"/> is not used here, as it's time- and not note-based.
|
|
/// </remarks>
|
|
private const double strain_decay = 0.96;
|
|
|
|
/// <summary>
|
|
/// Maximum number of entries in <see cref="rhythmHistory"/>.
|
|
/// </summary>
|
|
private const int rhythm_history_max_length = 8;
|
|
|
|
/// <summary>
|
|
/// Contains the last <see cref="rhythm_history_max_length"/> changes in note sequence rhythms.
|
|
/// </summary>
|
|
private readonly LimitedCapacityQueue<TaikoDifficultyHitObject> rhythmHistory = new LimitedCapacityQueue<TaikoDifficultyHitObject>(rhythm_history_max_length);
|
|
|
|
/// <summary>
|
|
/// Contains the rolling rhythm strain.
|
|
/// Used to apply per-note decay.
|
|
/// </summary>
|
|
private double currentStrain;
|
|
|
|
/// <summary>
|
|
/// Number of notes since the last rhythm change has taken place.
|
|
/// </summary>
|
|
private int notesSinceRhythmChange;
|
|
|
|
public Rhythm(Mod[] mods)
|
|
: base(mods)
|
|
{
|
|
}
|
|
|
|
protected override double StrainValueOf(DifficultyHitObject current)
|
|
{
|
|
// drum rolls and swells are exempt.
|
|
if (!(current.BaseObject is Hit))
|
|
{
|
|
resetRhythmAndStrain();
|
|
return 0.0;
|
|
}
|
|
|
|
currentStrain *= strain_decay;
|
|
|
|
TaikoDifficultyHitObject hitObject = (TaikoDifficultyHitObject)current;
|
|
notesSinceRhythmChange += 1;
|
|
|
|
// rhythm difficulty zero (due to rhythm not changing) => no rhythm strain.
|
|
if (hitObject.Rhythm.Difficulty == 0.0)
|
|
{
|
|
return 0.0;
|
|
}
|
|
|
|
double objectStrain = hitObject.Rhythm.Difficulty;
|
|
|
|
objectStrain *= repetitionPenalties(hitObject);
|
|
objectStrain *= patternLengthPenalty(notesSinceRhythmChange);
|
|
objectStrain *= speedPenalty(hitObject.DeltaTime);
|
|
|
|
// careful - needs to be done here since calls above read this value
|
|
notesSinceRhythmChange = 0;
|
|
|
|
currentStrain += objectStrain;
|
|
return currentStrain;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a penalty to apply to the current hit object caused by repeating rhythm changes.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Repetitions of more recent patterns are associated with a higher penalty.
|
|
/// </remarks>
|
|
/// <param name="hitObject">The current hit object being considered.</param>
|
|
private double repetitionPenalties(TaikoDifficultyHitObject hitObject)
|
|
{
|
|
double penalty = 1;
|
|
|
|
rhythmHistory.Enqueue(hitObject);
|
|
|
|
for (int mostRecentPatternsToCompare = 2; mostRecentPatternsToCompare <= rhythm_history_max_length / 2; mostRecentPatternsToCompare++)
|
|
{
|
|
for (int start = rhythmHistory.Count - mostRecentPatternsToCompare - 1; start >= 0; start--)
|
|
{
|
|
if (!samePattern(start, mostRecentPatternsToCompare))
|
|
continue;
|
|
|
|
int notesSince = hitObject.Index - rhythmHistory[start].Index;
|
|
penalty *= repetitionPenalty(notesSince);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return penalty;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines whether the rhythm change pattern starting at <paramref name="start"/> is a repeat of any of the
|
|
/// <paramref name="mostRecentPatternsToCompare"/>.
|
|
/// </summary>
|
|
private bool samePattern(int start, int mostRecentPatternsToCompare)
|
|
{
|
|
for (int i = 0; i < mostRecentPatternsToCompare; i++)
|
|
{
|
|
if (rhythmHistory[start + i].Rhythm != rhythmHistory[rhythmHistory.Count - mostRecentPatternsToCompare + i].Rhythm)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates a single rhythm repetition penalty.
|
|
/// </summary>
|
|
/// <param name="notesSince">Number of notes since the last repetition of a rhythm change.</param>
|
|
private static double repetitionPenalty(int notesSince) => Math.Min(1.0, 0.032 * notesSince);
|
|
|
|
/// <summary>
|
|
/// Calculates a penalty based on the number of notes since the last rhythm change.
|
|
/// Both rare and frequent rhythm changes are penalised.
|
|
/// </summary>
|
|
/// <param name="patternLength">Number of notes since the last rhythm change.</param>
|
|
private static double patternLengthPenalty(int patternLength)
|
|
{
|
|
double shortPatternPenalty = Math.Min(0.15 * patternLength, 1.0);
|
|
double longPatternPenalty = Math.Clamp(2.5 - 0.15 * patternLength, 0.0, 1.0);
|
|
return Math.Min(shortPatternPenalty, longPatternPenalty);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates a penalty for objects that do not require alternating hands.
|
|
/// </summary>
|
|
/// <param name="deltaTime">Time (in milliseconds) since the last hit object.</param>
|
|
private double speedPenalty(double deltaTime)
|
|
{
|
|
if (deltaTime < 80) return 1;
|
|
if (deltaTime < 210) return Math.Max(0, 1.4 - 0.005 * deltaTime);
|
|
|
|
resetRhythmAndStrain();
|
|
return 0.0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resets the rolling strain value and <see cref="notesSinceRhythmChange"/> counter.
|
|
/// </summary>
|
|
private void resetRhythmAndStrain()
|
|
{
|
|
currentStrain = 0.0;
|
|
notesSinceRhythmChange = 0;
|
|
}
|
|
}
|
|
}
|