mirror of
https://github.com/ppy/osu
synced 2024-12-15 03:16:17 +00:00
172 lines
7.1 KiB
C#
172 lines
7.1 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.
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Difficulty;
|
|
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Difficulty.Skills;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
|
|
using osu.Game.Rulesets.Taiko.Difficulty.Skills;
|
|
using osu.Game.Rulesets.Taiko.Mods;
|
|
using osu.Game.Rulesets.Taiko.Objects;
|
|
using osu.Game.Rulesets.Taiko.Scoring;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Difficulty
|
|
{
|
|
public class TaikoDifficultyCalculator : DifficultyCalculator
|
|
{
|
|
private const double difficulty_multiplier = 1.35;
|
|
|
|
private const double final_multiplier = 0.0625;
|
|
private const double rhythm_skill_multiplier = 0.2 * final_multiplier;
|
|
private const double colour_skill_multiplier = 0.375 * final_multiplier;
|
|
private const double stamina_skill_multiplier = 0.375 * final_multiplier;
|
|
|
|
public override int Version => 20221107;
|
|
|
|
public TaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
|
|
: base(ruleset, beatmap)
|
|
{
|
|
}
|
|
|
|
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
|
|
{
|
|
return new Skill[]
|
|
{
|
|
new Rhythm(mods),
|
|
new Colour(mods),
|
|
new Stamina(mods)
|
|
};
|
|
}
|
|
|
|
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
|
|
{
|
|
new TaikoModDoubleTime(),
|
|
new TaikoModHalfTime(),
|
|
new TaikoModEasy(),
|
|
new TaikoModHardRock(),
|
|
};
|
|
|
|
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
|
|
{
|
|
List<DifficultyHitObject> difficultyHitObjects = new List<DifficultyHitObject>();
|
|
List<TaikoDifficultyHitObject> centreObjects = new List<TaikoDifficultyHitObject>();
|
|
List<TaikoDifficultyHitObject> rimObjects = new List<TaikoDifficultyHitObject>();
|
|
List<TaikoDifficultyHitObject> noteObjects = new List<TaikoDifficultyHitObject>();
|
|
|
|
for (int i = 2; i < beatmap.HitObjects.Count; i++)
|
|
{
|
|
difficultyHitObjects.Add(
|
|
new TaikoDifficultyHitObject(
|
|
beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObjects,
|
|
centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count)
|
|
);
|
|
}
|
|
|
|
TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
|
|
|
|
return difficultyHitObjects;
|
|
}
|
|
|
|
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
|
|
{
|
|
if (beatmap.HitObjects.Count == 0)
|
|
return new TaikoDifficultyAttributes { Mods = mods };
|
|
|
|
Colour colour = (Colour)skills.First(x => x is Colour);
|
|
Rhythm rhythm = (Rhythm)skills.First(x => x is Rhythm);
|
|
Stamina stamina = (Stamina)skills.First(x => x is Stamina);
|
|
|
|
double colourRating = colour.DifficultyValue() * colour_skill_multiplier * difficulty_multiplier;
|
|
double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier * difficulty_multiplier;
|
|
double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier * difficulty_multiplier;
|
|
|
|
double combinedRating = combinedDifficultyValue(rhythm, colour, stamina) * difficulty_multiplier;
|
|
double starRating = rescale(combinedRating * 1.4);
|
|
|
|
HitWindows hitWindows = new TaikoHitWindows();
|
|
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
|
|
|
|
TaikoDifficultyAttributes attributes = new TaikoDifficultyAttributes
|
|
{
|
|
StarRating = starRating,
|
|
Mods = mods,
|
|
StaminaDifficulty = staminaRating,
|
|
RhythmDifficulty = rhythmRating,
|
|
ColourDifficulty = colourRating,
|
|
PeakDifficulty = combinedRating,
|
|
GreatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate,
|
|
MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
|
|
};
|
|
|
|
return attributes;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Applies a final re-scaling of the star rating.
|
|
/// </summary>
|
|
/// <param name="sr">The raw star rating value before re-scaling.</param>
|
|
private double rescale(double sr)
|
|
{
|
|
if (sr < 0) return sr;
|
|
|
|
return 10.43 * Math.Log(sr / 8 + 1);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the combined star rating of the beatmap, calculated using peak strains from all sections of the map.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
|
|
/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
|
|
/// </remarks>
|
|
private double combinedDifficultyValue(Rhythm rhythm, Colour colour, Stamina stamina)
|
|
{
|
|
List<double> peaks = new List<double>();
|
|
|
|
var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
|
|
var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
|
|
var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
|
|
|
|
for (int i = 0; i < colourPeaks.Count; i++)
|
|
{
|
|
double colourPeak = colourPeaks[i] * colour_skill_multiplier;
|
|
double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
|
|
double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier;
|
|
|
|
double peak = norm(1.5, colourPeak, staminaPeak);
|
|
peak = norm(2, peak, rhythmPeak);
|
|
|
|
// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
|
|
// These sections will not contribute to the difficulty.
|
|
if (peak > 0)
|
|
peaks.Add(peak);
|
|
}
|
|
|
|
double difficulty = 0;
|
|
double weight = 1;
|
|
|
|
foreach (double strain in peaks.OrderDescending())
|
|
{
|
|
difficulty += strain * weight;
|
|
weight *= 0.9;
|
|
}
|
|
|
|
return difficulty;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the <i>p</i>-norm of an <i>n</i>-dimensional vector.
|
|
/// </summary>
|
|
/// <param name="p">The value of <i>p</i> to calculate the norm for.</param>
|
|
/// <param name="values">The coefficients of the vector.</param>
|
|
private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
|
|
}
|
|
}
|