osu/osu.Game.Rulesets.Osu/OsuDifficulty/OsuDifficultyCalculator.cs

73 lines
2.5 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing;
using osu.Game.Rulesets.Osu.OsuDifficulty.Skills;
namespace osu.Game.Rulesets.Osu.OsuDifficulty
{
public class OsuDifficultyCalculator : DifficultyCalculator<OsuHitObject>
{
private const int section_length = 400;
private const double difficulty_multiplier = 0.0675;
public OsuDifficultyCalculator(Beatmap beatmap) : base(beatmap)
{
}
protected override void PreprocessHitObjects()
{
foreach (OsuHitObject h in Objects)
(h as Slider)?.Curve?.Calculate();
}
protected override double CalculateInternal(Dictionary<string, string> categoryDifficulty)
{
OsuDifficultyBeatmap beatmap = new OsuDifficultyBeatmap(Objects);
Skill[] skills =
{
new Aim(),
new Speed()
};
double sectionEnd = section_length / TimeRate;
foreach (OsuDifficultyHitObject h in beatmap)
{
while (h.BaseObject.StartTime > sectionEnd)
{
foreach (Skill s in skills)
{
s.SaveCurrentPeak();
s.StartNewSectionFrom(sectionEnd);
}
sectionEnd += section_length;
}
foreach (Skill s in skills)
s.Process(h);
}
double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
double starRating = aimRating + speedRating + Math.Abs(aimRating - speedRating) / 2;
if (categoryDifficulty != null)
{
categoryDifficulty.Add("Aim", aimRating.ToString("0.00"));
categoryDifficulty.Add("Speed", speedRating.ToString("0.00"));
}
return starRating;
}
protected override BeatmapConverter<OsuHitObject> CreateBeatmapConverter() => new OsuBeatmapConverter();
}
}