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osu-lazer/osu.Game/Rulesets/Difficulty/DifficultyCalculator.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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using System;
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using System.Collections.Generic;
using System.Linq;
using osu.Framework.Audio.Track;
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using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
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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{
/// <summary>
/// The length of each strain section.
/// </summary>
protected virtual int SectionLength => 400;
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private readonly Ruleset ruleset;
private readonly WorkingBeatmap beatmap;
protected DifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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{
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this.ruleset = ruleset;
this.beatmap = beatmap;
}
/// <summary>
/// Calculates the difficulty of the beatmap using a specific mod combination.
/// </summary>
/// <param name="mods">The mods that should be applied to the beatmap.</param>
/// <returns>A structure describing the difficulty of the beatmap.</returns>
public DifficultyAttributes Calculate(params Mod[] mods)
{
mods = mods.Select(m => m.CreateCopy()).ToArray();
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IBeatmap playableBeatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo, mods);
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var track = new TrackVirtual(10000);
mods.OfType<IApplicableToTrack>().ForEach(m => m.ApplyToTrack(track));
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return calculate(playableBeatmap, mods, track.Rate);
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}
/// <summary>
/// Calculates the difficulty of the beatmap using all mod combinations applicable to the beatmap.
/// </summary>
/// <returns>A collection of structures describing the difficulty of the beatmap for each mod combination.</returns>
public IEnumerable<DifficultyAttributes> CalculateAll()
{
foreach (var combination in CreateDifficultyAdjustmentModCombinations())
{
if (combination is MultiMod multi)
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yield return Calculate(multi.Mods);
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else
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yield return Calculate(combination);
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}
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}
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private DifficultyAttributes calculate(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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var skills = CreateSkills(beatmap);
if (!beatmap.HitObjects.Any())
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return CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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var difficultyHitObjects = SortObjects(CreateDifficultyHitObjects(beatmap, clockRate)).ToList();
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double sectionLength = SectionLength * clockRate;
// The first object doesn't generate a strain, so we begin with an incremented section end
double currentSectionEnd = Math.Ceiling(beatmap.HitObjects.First().StartTime / sectionLength) * sectionLength;
foreach (DifficultyHitObject h in difficultyHitObjects)
{
while (h.BaseObject.StartTime > currentSectionEnd)
{
foreach (Skill s in skills)
{
s.SaveCurrentPeak();
s.StartNewSectionFrom(currentSectionEnd);
}
currentSectionEnd += sectionLength;
}
foreach (Skill s in skills)
s.Process(h);
}
// The peak strain will not be saved for the last section in the above loop
foreach (Skill s in skills)
s.SaveCurrentPeak();
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return CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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}
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/// <summary>
/// Sorts a given set of <see cref="DifficultyHitObject"/>s.
/// </summary>
/// <param name="input">The <see cref="DifficultyHitObject"/>s to sort.</param>
/// <returns>The sorted <see cref="DifficultyHitObject"/>s.</returns>
protected virtual IEnumerable<DifficultyHitObject> SortObjects(IEnumerable<DifficultyHitObject> input)
=> input.OrderBy(h => h.BaseObject.StartTime);
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/// <summary>
/// Creates all <see cref="Mod"/> combinations which adjust the <see cref="Beatmap"/> difficulty.
/// </summary>
public Mod[] CreateDifficultyAdjustmentModCombinations()
{
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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.
switch (currentSetCount)
{
case 0:
// Initial-case: Empty current set
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yield return new ModNoMod();
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break;
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case 1:
yield return currentSet.Single();
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break;
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default:
yield return new MultiMod(currentSet.ToArray());
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break;
}
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// Apply the rest of the remaining mods recursively.
for (int i = 0; i < remainingMods.Length; i++)
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{
var (nextSet, nextCount) = flatten(remainingMods.Span[i]);
// Check if any mods in the next set are incompatible with any of the current set.
if (currentSet.SelectMany(m => m.IncompatibleMods).Any(c => nextSet.Any(c.IsInstanceOfType)))
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continue;
// 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.
if (currentSet.Any(c => nextSet.Any(n => c.GetType() == n.GetType())))
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continue;
// If all's good, attach the next set to the current set and recurse further.
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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// Flattens a mod hierarchy (through MultiMod) as an IEnumerable<Mod>
static (IEnumerable<Mod> set, int count) flatten(Mod mod)
{
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if (!(mod is MultiMod multi))
return (mod.Yield(), 1);
IEnumerable<Mod> set = Enumerable.Empty<Mod>();
int count = 0;
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foreach (var nested in multi.Mods)
{
var (nestedSet, nestedCount) = flatten(nested);
set = set.Concat(nestedSet);
count += nestedCount;
}
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return (set, count);
}
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}
/// <summary>
/// Retrieves all <see cref="Mod"/>s which adjust the <see cref="Beatmap"/> difficulty.
/// </summary>
protected virtual Mod[] DifficultyAdjustmentMods => Array.Empty<Mod>();
/// <summary>
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/// Creates <see cref="DifficultyAttributes"/> to describe beatmap's calculated difficulty.
/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty was calculated.</param>
/// <param name="mods">The <see cref="Mod"/>s that difficulty was calculated with.</param>
/// <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);
/// <summary>
/// Enumerates <see cref="DifficultyHitObject"/>s to be processed from <see cref="HitObject"/>s in the <see cref="IBeatmap"/>.
/// </summary>
/// <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>
/// <returns>The enumerated <see cref="DifficultyHitObject"/>s.</returns>
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protected abstract IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate);
/// <summary>
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/// Creates the <see cref="Skill"/>s to calculate the difficulty of an <see cref="IBeatmap"/>.
/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty will be calculated.</param>
/// <returns>The <see cref="Skill"/>s.</returns>
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protected abstract Skill[] CreateSkills(IBeatmap beatmap);
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}
}