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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Evaluators/CognitionEvaluator.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;
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using System.Collections.Generic;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
public static class CognitionEvaluator
{
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden)
{
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if (current.BaseObject is Spinner || current.Index == 0)
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return 0;
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var currObj = (OsuDifficultyHitObject)current;
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double currVelocity = currObj.LazyJumpDistance / currObj.StrainTime;
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List<DifficultyHitObject> pastVisibleObjects = retrievePastVisibleObjects(currObj);
List<DifficultyHitObject> currentVisibleObjects = retrieveCurrentVisibleObjects(currObj);
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// Rather than note density being the number of on-screen objects visible at the current object,
// consider it as how many objects the current object has been visible for.
double noteDensity = 1.0;
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double loopOpacity = 1.0;
int previousIndex = 0;
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while (loopOpacity > 0)
{
var loopObj = (OsuDifficultyHitObject)currObj.Previous(previousIndex);
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if (loopObj.IsNull())
break;
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loopOpacity = currObj.OpacityAt(loopObj.StartTime, false);
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if (loopOpacity <= 0)
break;
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noteDensity += loopOpacity;
previousIndex++;
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}
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double noteDensityDifficulty = Math.Pow(Math.Max(0, noteDensity - 2), 2);
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double hiddenDifficulty = 0;
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if (hidden)
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{
noteDensityDifficulty *= 3.2;
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// Really not sure about this, but without this a lot of normal HD plays become underweight.
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hiddenDifficulty = 7 * currObj.LazyJumpDistance / currObj.StrainTime;
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}
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double preemptDifficulty = 0.0;
if (currObj.preempt < 400)
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preemptDifficulty += Math.Pow(400 - currObj.preempt, 1.5) / 14;
// Buff rhythm on high AR.
preemptDifficulty *= RhythmEvaluator.EvaluateDifficultyOf(current, 30);
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double difficulty = Math.Max(preemptDifficulty, hiddenDifficulty) + noteDensityDifficulty;
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return difficulty;
}
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// Returns a list of objects that are visible on screen at
// the point in time at which the current object becomes visible.
private static List<DifficultyHitObject> retrievePastVisibleObjects(OsuDifficultyHitObject current)
{
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
for (int i = 0; i < current.Index; i++)
{
DifficultyHitObject currentObj = current.Previous(i);
if (current.OpacityAt(currentObj.StartTime, false) <= 0)
break;
objects.Add(currentObj);
}
return objects;
}
// Returns a list of objects that are visible on screen at
// the point in time at which the current object needs is clicked.
private static List<DifficultyHitObject> retrieveCurrentVisibleObjects(OsuDifficultyHitObject current)
{
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
for (int i = 0; i < current.Count; i++)
{
OsuDifficultyHitObject currentObj = (OsuDifficultyHitObject)current.Next(i);
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if (currentObj.IsNull() || currentObj.OpacityAt(current.StartTime, false) <= 0)
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break;
objects.Add(currentObj);
}
return objects;
}
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private static double logistic(double x) => 1 / (1 + Math.Pow(Math.E, -x));
}
}