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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.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.
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#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;
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using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuDifficultyCalculator : DifficultyCalculator
{
public const double DIFFICULTY_MULTIPLIER = 0.067;
public const double SUM_POWER = 1.1;
public const double FL_SUM_POWER = 1.6;
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public override int Version => 20220902;
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;
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double speedNotes = ((Speed)skills[2]).RelevantNoteCount();
double flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * DIFFICULTY_MULTIPLIER;
double readingLowARRating = Math.Sqrt(skills[4].DifficultyValue()) * DIFFICULTY_MULTIPLIER;
double readingHighARRating = Math.Sqrt(skills[5].DifficultyValue()) * DIFFICULTY_MULTIPLIER;
double readingSlidersRating = 0;
double hiddenRating = Math.Sqrt(skills[6].DifficultyValue()) * DIFFICULTY_MULTIPLIER;
double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
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if (mods.Any(m => m is OsuModTouchDevice))
{
aimRating = Math.Pow(aimRating, 0.8);
flashlightRating = Math.Pow(flashlightRating, 0.8);
}
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if (mods.Any(h => h is OsuModRelax))
{
aimRating *= 0.9;
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speedRating = 0.0;
flashlightRating *= 0.7;
}
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double baseAimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating);
double baseSpeedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating);
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// Cognition
double baseFlashlightPerformance = 0.0;
if (mods.Any(h => h is OsuModFlashlight))
baseFlashlightPerformance = Math.Pow(flashlightRating, 2.0) * 25.0;
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double baseReadingLowARPerformance = Math.Pow(readingLowARRating, 2.5) * 17.0;
double baseReadingHighARPerformance = OsuStrainSkill.DifficultyToPerformance(readingHighARRating);
double baseReadingARPerformance = Math.Pow(Math.Pow(baseReadingLowARPerformance, SUM_POWER) + Math.Pow(baseReadingHighARPerformance, SUM_POWER), 1.0 / SUM_POWER);
double baseFlashlightARPerformance = Math.Pow(Math.Pow(baseFlashlightPerformance, FL_SUM_POWER) + Math.Pow(baseReadingARPerformance, FL_SUM_POWER), 1.0 / FL_SUM_POWER);
double baseReadingHiddenPerformance = 0;
if (mods.Any(h => h is OsuModHidden))
baseReadingHiddenPerformance = Math.Pow(hiddenRating, 2.0) * 25.0;
double baseReadingSliderPerformance = 0;
double baseReadingNonARPerformance = baseReadingHiddenPerformance + baseReadingSliderPerformance;
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double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
double drainRate = beatmap.Difficulty.DrainRate;
int maxCombo = beatmap.GetMaxCombo();
int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
// Limit cognition by full memorisation difficulty
double cognitionPerformance = Math.Pow(Math.Pow(baseFlashlightARPerformance, SUM_POWER) + Math.Pow(baseReadingNonARPerformance, SUM_POWER), 1.0 / SUM_POWER);
double mechanicalPerformance = Math.Pow(Math.Pow(baseAimPerformance, SUM_POWER) + Math.Pow(baseSpeedPerformance, SUM_POWER), 1.0 / SUM_POWER);
double potentialFlashlightPerformance = OsuPerformanceCalculator.ComputePerfectFlashlightValue(flashlightRating, hitCirclesCount + sliderCount);
cognitionPerformance = OsuPerformanceCalculator.AdjustCognitionPerformance(cognitionPerformance, mechanicalPerformance, potentialFlashlightPerformance);
double basePerformance =
Math.Pow(
Math.Pow(mechanicalPerformance, SUM_POWER) +
Math.Pow(cognitionPerformance, SUM_POWER)
, 1.0 / SUM_POWER
);
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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;
HitWindows hitWindows = new OsuHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
//var test = ((ReadingHighAR)skills[5]).GetAimSpeed();
OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
{
StarRating = starRating,
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Mods = mods,
AimDifficulty = aimRating,
SpeedDifficulty = speedRating,
SpeedNoteCount = speedNotes,
ReadingDifficultyLowAR = readingLowARRating,
ReadingDifficultyHighAR = readingHighARRating,
ReadingDifficultySliders = readingSlidersRating,
HiddenDifficulty = hiddenRating,
FlashlightDifficulty = flashlightRating,
SliderFactor = sliderFactor,
ApproachRate = IBeatmapDifficultyInfo.InverseDifficultyRange(preempt, 1800, 1200, 450),
OverallDifficulty = (80 - hitWindowGreat) / 6,
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DrainRate = drainRate,
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MaxCombo = maxCombo,
HitCircleCount = hitCirclesCount,
SliderCount = sliderCount,
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SpinnerCount = spinnerCount,
};
return attributes;
}
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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;
}
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
{
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return new Skill[]
{
new Aim(mods, true),
new Aim(mods, false),
new Speed(mods),
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new Flashlight(mods),
new ReadingLowAR(mods),
new ReadingHighAR(mods),
new ReadingHidden(mods),
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};
}
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{
new OsuModTouchDevice(),
new OsuModDoubleTime(),
new OsuModHalfTime(),
new OsuModEasy(),
new OsuModHardRock(),
new OsuModFlashlight(),
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new MultiMod(new OsuModFlashlight(), new OsuModHidden())
};
}
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}