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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs

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// 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 osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
public static class RhythmEvaluator
{
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private struct Island : IEquatable<Island>
{
private readonly double deltaDifferenceEpsilon;
public Island(double epsilon)
{
deltaDifferenceEpsilon = epsilon;
}
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public Island(int delta, double epsilon)
{
deltaDifferenceEpsilon = epsilon;
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Delta = Math.Max(delta, OsuDifficultyHitObject.MIN_DELTA_TIME);
}
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public int Delta { get; private set; }
public int DeltaCount { get; private set; }
public void AddDelta(int delta)
{
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if (Delta == default)
Delta = Math.Max(delta, OsuDifficultyHitObject.MIN_DELTA_TIME);
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DeltaCount++;
}
public bool IsSimilarPolarity(Island other)
{
// consider islands to be of similar polarity only if they're having the same average delta (we don't want to consider 3 singletaps similar to a triple)
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return DeltaCount % 2 == other.DeltaCount % 2 &&
Math.Abs(Delta - other.Delta) < deltaDifferenceEpsilon;
}
public override int GetHashCode()
{
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return HashCode.Combine(Delta, DeltaCount);
}
public bool Equals(Island other)
{
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return Math.Abs(Delta - other.Delta) < deltaDifferenceEpsilon &&
DeltaCount == other.DeltaCount;
}
public override bool Equals(object? obj)
{
return obj?.GetHashCode() == GetHashCode();
}
}
private const int history_time_max = 4 * 1000; // 5 seconds of calculatingRhythmBonus max.
private const int history_objects_max = 24;
private const double rhythm_overall_multiplier = 1.25;
private const double rhythm_ratio_multiplier = 11.0;
/// <summary>
/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
if (current.BaseObject is Spinner)
return 0;
double rhythmComplexitySum = 0;
double deltaDifferenceEpsilon = ((OsuDifficultyHitObject)current).HitWindowGreat * 0.3;
var island = new Island(deltaDifferenceEpsilon);
var previousIsland = new Island(deltaDifferenceEpsilon);
Dictionary<Island, int> islandCounts = new Dictionary<Island, int>();
double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms
bool firstDeltaSwitch = false;
int historicalNoteCount = Math.Min(current.Index, history_objects_max);
int rhythmStart = 0;
while (rhythmStart < historicalNoteCount - 2 && current.StartTime - current.Previous(rhythmStart).StartTime < history_time_max)
rhythmStart++;
OsuDifficultyHitObject prevObj = (OsuDifficultyHitObject)current.Previous(rhythmStart);
OsuDifficultyHitObject lastObj = (OsuDifficultyHitObject)current.Previous(rhythmStart + 1);
// we go from the furthest object back to the current one
for (int i = rhythmStart; i > 0; i--)
{
OsuDifficultyHitObject currObj = (OsuDifficultyHitObject)current.Previous(i - 1);
double currHistoricalDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max; // scales note 0 to 1 from history to now
currHistoricalDecay = Math.Min((double)(historicalNoteCount - i) / historicalNoteCount, currHistoricalDecay); // either we're limited by time or limited by object count.
double currDelta = currObj.StrainTime;
double prevDelta = prevObj.StrainTime;
double lastDelta = lastObj.StrainTime;
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// calculate how much current delta difference deserves a rhythm bonus
// this function is meant to reduce rhythm bonus for deltas that are multiples of each other (i.e 100 and 200)
double deltaDifferenceRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta);
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double currRatio = 1.0 + rhythm_ratio_multiplier * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / deltaDifferenceRatio), 2));
// reduce ratio bonus if delta difference is too big
double fraction = Math.Max(prevDelta / currDelta, currDelta / prevDelta);
double fractionMultiplier = Math.Clamp(2.0 - fraction / 8.0, 0.0, 1.0);
double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - deltaDifferenceEpsilon) / deltaDifferenceEpsilon);
double effectiveRatio = windowPenalty * currRatio * fractionMultiplier;
// bpm change is into slider, this is easy acc window
if (currObj.BaseObject is Slider)
effectiveRatio *= 0.125;
// bpm change was from a slider, this is easier typically than circle -> circle
// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
if (prevObj.BaseObject is Slider)
effectiveRatio *= 0.2;
if (firstDeltaSwitch)
{
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if (Math.Abs(prevDelta - currDelta) < deltaDifferenceEpsilon)
{
// island is still progressing
island.AddDelta((int)currDelta);
}
else
{
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// repeated island polarity (2 -> 4, 3 -> 5)
if (island.IsSimilarPolarity(previousIsland))
effectiveRatio *= 0.3;
// previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
if (lastDelta > prevDelta + deltaDifferenceEpsilon && prevDelta > currDelta + deltaDifferenceEpsilon)
effectiveRatio *= 0.125;
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// singletaps are easier to control
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if (island.DeltaCount == 1)
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effectiveRatio *= 0.7;
if (!islandCounts.TryAdd(island, 1))
{
// only add island to island counts if they're going one after another
if (previousIsland.Equals(island))
islandCounts[island]++;
// repeated island (ex: triplet -> triplet)
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double power = logistic(island.Delta, 4, 0.165, 10);
effectiveRatio *= Math.Min(3.0 / islandCounts[island], Math.Pow(1.0 / islandCounts[island], power));
}
// scale down the difficulty if the object is doubletappable
double doubletapness = prevObj.GetDoubletapness((OsuDifficultyHitObject?)prevObj.Next(0));
effectiveRatio *= 1 - doubletapness * 0.75;
rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay;
startRatio = effectiveRatio;
previousIsland = island;
if (prevDelta + deltaDifferenceEpsilon < currDelta) // we're slowing down, stop counting
firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.
island = new Island((int)currDelta, deltaDifferenceEpsilon);
}
}
else if (prevDelta > currDelta + deltaDifferenceEpsilon) // we're speeding up
{
// Begin counting island until we change speed again.
firstDeltaSwitch = true;
startRatio = effectiveRatio;
island = new Island((int)currDelta, deltaDifferenceEpsilon);
}
lastObj = prevObj;
prevObj = currObj;
}
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return Math.Sqrt(4 + rhythmComplexitySum * rhythm_overall_multiplier) / 2.0; // produces multiplier that can be applied to strain. range [1, infinity) (not really though)
}
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private static double logistic(double x, double maxValue, double multiplier, double offset) => (maxValue / (1 + Math.Pow(Math.E, offset - (multiplier * x))));
}
}