1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-16 09:17:48 +08:00
osu-lazer/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

162 lines
6.5 KiB
C#
Raw Normal View History

// 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.
2022-06-17 15:37:17 +08:00
#nullable disable
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.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Skills;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
2019-09-06 14:24:00 +08:00
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuDifficultyCalculator : DifficultyCalculator
{
private const double difficulty_multiplier = 0.0675;
public override int Version => 20241007;
public OsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
if (beatmap.HitObjects.Count == 0)
return new OsuDifficultyAttributes { Mods = mods };
double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
double speedRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
2022-06-29 15:29:17 +08:00
double speedNotes = ((Speed)skills[2]).RelevantNoteCount();
double flashlightRating = 0.0;
if (mods.Any(h => h is OsuModFlashlight))
flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;
2021-11-12 16:31:25 +08:00
double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
2021-08-01 21:27:05 +08:00
2022-02-19 23:33:28 +08:00
double aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountDifficultStrains();
double speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountDifficultStrains();
if (mods.Any(m => m is OsuModTouchDevice))
{
aimRating = Math.Pow(aimRating, 0.8);
flashlightRating = Math.Pow(flashlightRating, 0.8);
}
2021-10-06 23:53:33 +08:00
if (mods.Any(h => h is OsuModRelax))
{
aimRating *= 0.9;
2021-10-06 23:53:33 +08:00
speedRating = 0.0;
flashlightRating *= 0.7;
}
2021-10-06 23:53:33 +08:00
double baseAimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating);
double baseSpeedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating);
double baseFlashlightPerformance = 0.0;
2021-09-21 11:43:29 +08:00
if (mods.Any(h => h is OsuModFlashlight))
baseFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
2021-09-21 11:43:29 +08:00
double basePerformance =
Math.Pow(
Math.Pow(baseAimPerformance, 1.1) +
Math.Pow(baseSpeedPerformance, 1.1) +
Math.Pow(baseFlashlightPerformance, 1.1), 1.0 / 1.1
);
2021-09-21 11:43:29 +08:00
double starRating = basePerformance > 0.00001
? Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
: 0;
double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
2021-10-08 18:50:31 +08:00
double drainRate = beatmap.Difficulty.DrainRate;
int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
2020-12-08 21:09:48 +08:00
int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
HitWindows hitWindows = new OsuHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
{
StarRating = starRating,
2019-02-19 16:39:30 +08:00
Mods = mods,
AimDifficulty = aimRating,
SpeedDifficulty = speedRating,
SpeedNoteCount = speedNotes,
FlashlightDifficulty = flashlightRating,
SliderFactor = sliderFactor,
AimDifficultStrainCount = aimDifficultyStrainCount,
SpeedDifficultStrainCount = speedDifficultyStrainCount,
ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
OverallDifficulty = (80 - hitWindowGreat) / 6,
2021-09-24 22:02:19 +08:00
DrainRate = drainRate,
2024-09-22 20:01:58 +08:00
MaxCombo = beatmap.GetMaxCombo(),
HitCircleCount = hitCirclesCount,
SliderCount = sliderCount,
2020-12-08 21:09:48 +08:00
SpinnerCount = spinnerCount,
};
return attributes;
}
2019-02-19 16:40:35 +08:00
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
// The first jump is formed by the first two hitobjects of the map.
// If the map has less than two OsuHitObjects, the enumerator will not return anything.
for (int i = 1; i < beatmap.HitObjects.Count; i++)
{
var lastLast = i > 1 ? beatmap.HitObjects[i - 2] : null;
objects.Add(new OsuDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], lastLast, clockRate, objects, objects.Count));
}
return objects;
}
2021-09-15 17:52:50 +08:00
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
{
var skills = new List<Skill>
2021-09-15 17:52:50 +08:00
{
new Aim(mods, true),
new Aim(mods, false),
new Speed(mods)
2021-09-15 17:52:50 +08:00
};
if (mods.Any(h => h is OsuModFlashlight))
skills.Add(new Flashlight(mods));
return skills.ToArray();
2021-09-15 17:52:50 +08:00
}
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{
new OsuModTouchDevice(),
new OsuModDoubleTime(),
new OsuModHalfTime(),
new OsuModEasy(),
new OsuModHardRock(),
new OsuModFlashlight(),
2021-11-30 09:39:48 +08:00
new MultiMod(new OsuModFlashlight(), new OsuModHidden())
};
}
}