mirror of
https://github.com/ppy/osu
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f3e9fb76fc
Was weirdly missing from this one method.
312 lines
14 KiB
C#
312 lines
14 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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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using JetBrains.Annotations;
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using osu.Framework.Audio.Track;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Timing;
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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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namespace osu.Game.Rulesets.Difficulty
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{
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public abstract class DifficultyCalculator
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{
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/// <summary>
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/// The beatmap for which difficulty will be calculated.
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/// </summary>
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protected IBeatmap Beatmap { get; private set; }
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private Mod[] playableMods;
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private double clockRate;
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private readonly IRulesetInfo ruleset;
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private readonly IWorkingBeatmap beatmap;
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protected DifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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{
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this.ruleset = ruleset;
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this.beatmap = beatmap;
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}
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/// <summary>
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/// Calculates the difficulty of the beatmap with no mods applied.
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/// </summary>
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/// <param name="cancellationToken">The cancellation token.</param>
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/// <returns>A structure describing the difficulty of the beatmap.</returns>
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public DifficultyAttributes Calculate(CancellationToken cancellationToken = default)
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=> Calculate(Array.Empty<Mod>(), cancellationToken);
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/// <summary>
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/// Calculates the difficulty of the beatmap using a specific mod combination.
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/// </summary>
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/// <param name="mods">The mods that should be applied to the beatmap.</param>
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/// <param name="cancellationToken">The cancellation token.</param>
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/// <returns>A structure describing the difficulty of the beatmap.</returns>
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public DifficultyAttributes Calculate([NotNull] IEnumerable<Mod> mods, CancellationToken cancellationToken = default)
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{
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cancellationToken.ThrowIfCancellationRequested();
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preProcess(mods, cancellationToken);
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var skills = CreateSkills(Beatmap, playableMods, clockRate);
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if (!Beatmap.HitObjects.Any())
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return CreateDifficultyAttributes(Beatmap, playableMods, skills, clockRate);
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foreach (var hitObject in getDifficultyHitObjects())
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{
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foreach (var skill in skills)
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{
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cancellationToken.ThrowIfCancellationRequested();
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skill.ProcessInternal(hitObject);
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}
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}
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return CreateDifficultyAttributes(Beatmap, playableMods, skills, clockRate);
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}
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/// <summary>
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/// Calculates the difficulty of the beatmap with no mods applied and returns a set of <see cref="TimedDifficultyAttributes"/> representing the difficulty at every relevant time value in the beatmap.
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/// </summary>
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/// <param name="cancellationToken">The cancellation token.</param>
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/// <returns>The set of <see cref="TimedDifficultyAttributes"/>.</returns>
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public List<TimedDifficultyAttributes> CalculateTimed(CancellationToken cancellationToken = default)
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=> CalculateTimed(Array.Empty<Mod>(), cancellationToken);
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/// <summary>
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/// Calculates the difficulty of the beatmap using a specific mod combination and returns a set of <see cref="TimedDifficultyAttributes"/> representing the difficulty at every relevant time value in the beatmap.
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/// </summary>
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/// <param name="mods">The mods that should be applied to the beatmap.</param>
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/// <param name="cancellationToken">The cancellation token.</param>
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/// <returns>The set of <see cref="TimedDifficultyAttributes"/>.</returns>
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public List<TimedDifficultyAttributes> CalculateTimed([NotNull] IEnumerable<Mod> mods, CancellationToken cancellationToken = default)
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{
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cancellationToken.ThrowIfCancellationRequested();
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preProcess(mods, cancellationToken);
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var attribs = new List<TimedDifficultyAttributes>();
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if (!Beatmap.HitObjects.Any())
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return attribs;
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var skills = CreateSkills(Beatmap, playableMods, clockRate);
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var progressiveBeatmap = new ProgressiveCalculationBeatmap(Beatmap);
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foreach (var hitObject in getDifficultyHitObjects())
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{
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progressiveBeatmap.HitObjects.Add(hitObject.BaseObject);
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foreach (var skill in skills)
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{
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cancellationToken.ThrowIfCancellationRequested();
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skill.ProcessInternal(hitObject);
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}
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attribs.Add(new TimedDifficultyAttributes(hitObject.EndTime * clockRate, CreateDifficultyAttributes(progressiveBeatmap, playableMods, skills, clockRate)));
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}
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return attribs;
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}
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/// <summary>
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/// Calculates the difficulty of the beatmap using all mod combinations applicable to the beatmap.
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/// </summary>
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/// <returns>A collection of structures describing the difficulty of the beatmap for each mod combination.</returns>
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public IEnumerable<DifficultyAttributes> CalculateAll(CancellationToken cancellationToken = default)
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{
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foreach (var combination in CreateDifficultyAdjustmentModCombinations())
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{
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if (combination is MultiMod multi)
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yield return Calculate(multi.Mods, cancellationToken);
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else
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yield return Calculate(combination.Yield(), cancellationToken);
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}
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}
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/// <summary>
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/// Retrieves the <see cref="DifficultyHitObject"/>s to calculate against.
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/// </summary>
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private IEnumerable<DifficultyHitObject> getDifficultyHitObjects() => SortObjects(CreateDifficultyHitObjects(Beatmap, clockRate));
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/// <summary>
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/// Performs required tasks before every calculation.
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/// </summary>
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/// <param name="mods">The original list of <see cref="Mod"/>s.</param>
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/// <param name="cancellationToken">The cancellation token.</param>
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private void preProcess([NotNull] IEnumerable<Mod> mods, CancellationToken cancellationToken = default)
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{
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playableMods = mods.Select(m => m.DeepClone()).ToArray();
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Beatmap = beatmap.GetPlayableBeatmap(ruleset, playableMods, cancellationToken);
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var track = new TrackVirtual(10000);
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playableMods.OfType<IApplicableToTrack>().ForEach(m => m.ApplyToTrack(track));
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clockRate = track.Rate;
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}
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/// <summary>
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/// Sorts a given set of <see cref="DifficultyHitObject"/>s.
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/// </summary>
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/// <param name="input">The <see cref="DifficultyHitObject"/>s to sort.</param>
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/// <returns>The sorted <see cref="DifficultyHitObject"/>s.</returns>
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protected virtual IEnumerable<DifficultyHitObject> SortObjects(IEnumerable<DifficultyHitObject> input)
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=> input.OrderBy(h => h.BaseObject.StartTime);
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/// <summary>
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/// Creates all <see cref="Mod"/> combinations which adjust the <see cref="Beatmaps.Beatmap"/> difficulty.
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/// </summary>
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public Mod[] CreateDifficultyAdjustmentModCombinations()
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{
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return createDifficultyAdjustmentModCombinations(DifficultyAdjustmentMods, Array.Empty<Mod>()).ToArray();
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static IEnumerable<Mod> createDifficultyAdjustmentModCombinations(ReadOnlyMemory<Mod> remainingMods, IEnumerable<Mod> currentSet, int currentSetCount = 0)
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{
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// Return the current set.
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switch (currentSetCount)
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{
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case 0:
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// Initial-case: Empty current set
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yield return new ModNoMod();
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break;
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case 1:
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yield return currentSet.Single();
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break;
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default:
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yield return new MultiMod(currentSet.ToArray());
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break;
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}
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// Apply the rest of the remaining mods recursively.
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for (int i = 0; i < remainingMods.Length; i++)
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{
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(var nextSet, int nextCount) = flatten(remainingMods.Span[i]);
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// Check if any mods in the next set are incompatible with any of the current set.
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if (currentSet.SelectMany(m => m.IncompatibleMods).Any(c => nextSet.Any(c.IsInstanceOfType)))
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continue;
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// Check if any mods in the next set are the same type as the current set. Mods of the exact same type are not incompatible with themselves.
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if (currentSet.Any(c => nextSet.Any(n => c.GetType() == n.GetType())))
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continue;
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// If all's good, attach the next set to the current set and recurse further.
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foreach (var combo in createDifficultyAdjustmentModCombinations(remainingMods.Slice(i + 1), currentSet.Concat(nextSet), currentSetCount + nextCount))
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yield return combo;
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}
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}
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// Flattens a mod hierarchy (through MultiMod) as an IEnumerable<Mod>
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static (IEnumerable<Mod> set, int count) flatten(Mod mod)
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{
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if (!(mod is MultiMod multi))
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return (mod.Yield(), 1);
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IEnumerable<Mod> set = Enumerable.Empty<Mod>();
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int count = 0;
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foreach (var nested in multi.Mods)
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{
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(var nestedSet, int nestedCount) = flatten(nested);
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set = set.Concat(nestedSet);
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count += nestedCount;
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}
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return (set, count);
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}
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}
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/// <summary>
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/// Retrieves all <see cref="Mod"/>s which adjust the <see cref="Beatmaps.Beatmap"/> difficulty.
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/// </summary>
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protected virtual Mod[] DifficultyAdjustmentMods => Array.Empty<Mod>();
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/// <summary>
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/// Creates <see cref="DifficultyAttributes"/> to describe beatmap's calculated difficulty.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty was calculated.
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/// This may differ from <see cref="Beatmap"/> in the case of timed calculation.</param>
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/// <param name="mods">The <see cref="Mod"/>s that difficulty was calculated with.</param>
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/// <param name="skills">The skills which processed the beatmap.</param>
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/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
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protected abstract DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate);
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/// <summary>
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/// Enumerates <see cref="DifficultyHitObject"/>s to be processed from <see cref="HitObject"/>s in the <see cref="IBeatmap"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> providing the <see cref="HitObject"/>s to enumerate.</param>
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/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
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/// <returns>The enumerated <see cref="DifficultyHitObject"/>s.</returns>
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protected abstract IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate);
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/// <summary>
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/// Creates the <see cref="Skill"/>s to calculate the difficulty of an <see cref="IBeatmap"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty will be calculated.
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/// This may differ from <see cref="Beatmap"/> in the case of timed calculation.</param>
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/// <param name="mods">Mods to calculate difficulty with.</param>
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/// <param name="clockRate">Clockrate to calculate difficulty with.</param>
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/// <returns>The <see cref="Skill"/>s.</returns>
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protected abstract Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate);
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/// <summary>
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/// Used to calculate timed difficulty attributes, where only a subset of hitobjects should be visible at any point in time.
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/// </summary>
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private class ProgressiveCalculationBeatmap : IBeatmap
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{
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private readonly IBeatmap baseBeatmap;
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public ProgressiveCalculationBeatmap(IBeatmap baseBeatmap)
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{
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this.baseBeatmap = baseBeatmap;
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}
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public readonly List<HitObject> HitObjects = new List<HitObject>();
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IReadOnlyList<HitObject> IBeatmap.HitObjects => HitObjects;
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#region Delegated IBeatmap implementation
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public BeatmapInfo BeatmapInfo
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{
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get => baseBeatmap.BeatmapInfo;
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set => baseBeatmap.BeatmapInfo = value;
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}
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public ControlPointInfo ControlPointInfo
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{
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get => baseBeatmap.ControlPointInfo;
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set => baseBeatmap.ControlPointInfo = value;
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}
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public BeatmapMetadata Metadata => baseBeatmap.Metadata;
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public BeatmapDifficulty Difficulty
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{
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get => baseBeatmap.Difficulty;
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set => baseBeatmap.Difficulty = value;
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}
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public List<BreakPeriod> Breaks => baseBeatmap.Breaks;
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public double TotalBreakTime => baseBeatmap.TotalBreakTime;
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public IEnumerable<BeatmapStatistic> GetStatistics() => baseBeatmap.GetStatistics();
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public double GetMostCommonBeatLength() => baseBeatmap.GetMostCommonBeatLength();
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public IBeatmap Clone() => new ProgressiveCalculationBeatmap(baseBeatmap.Clone());
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#endregion
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}
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}
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}
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