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osu-lazer/osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyCalculator.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
public class CatchDifficultyCalculator : DifficultyCalculator
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{
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/// <summary>
/// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size STRAIN_STEP.
/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
/// The higher this value, the less strains there will be, indirectly giving long beatmaps an advantage.
/// </summary>
private const double strain_step = 750;
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/// <summary>
/// The weighting of each strain value decays to this number * it's previous value
/// </summary>
private const double decay_weight = 0.94;
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private const double star_scaling_factor = 0.145;
public CatchDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
: base(ruleset, beatmap)
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{
}
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
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{
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if (!beatmap.HitObjects.Any())
return new CatchDifficultyAttributes(mods, 0);
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var catcher = new CatcherArea.Catcher(beatmap.BeatmapInfo.BaseDifficulty);
float halfCatchWidth = catcher.CatchWidth * 0.5f;
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var difficultyHitObjects = new List<CatchDifficultyHitObject>();
foreach (var hitObject in beatmap.HitObjects)
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{
switch (hitObject)
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{
// We want to only consider fruits that contribute to the combo. Droplets are addressed as accuracy and spinners are not relevant for "skill" calculations.
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case Fruit fruit:
difficultyHitObjects.Add(new CatchDifficultyHitObject(fruit, halfCatchWidth));
break;
case JuiceStream _:
difficultyHitObjects.AddRange(hitObject.NestedHitObjects.OfType<CatchHitObject>().Where(o => !(o is TinyDroplet)).Select(o => new CatchDifficultyHitObject(o, halfCatchWidth)));
break;
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}
}
difficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime));
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if (!calculateStrainValues(difficultyHitObjects, timeRate))
return new CatchDifficultyAttributes(mods, 0);
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// this is the same as osu!, so there's potential to share the implementation... maybe
double preempt = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / timeRate;
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double starRating = Math.Sqrt(calculateDifficulty(difficultyHitObjects, timeRate)) * star_scaling_factor;
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return new CatchDifficultyAttributes(mods, starRating)
{
ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0,
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MaxCombo = difficultyHitObjects.Count
};
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}
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private bool calculateStrainValues(List<CatchDifficultyHitObject> objects, double timeRate)
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{
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CatchDifficultyHitObject lastObject = null;
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if (!objects.Any()) return false;
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// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
foreach (var currentObject in objects)
{
if (lastObject != null)
currentObject.CalculateStrains(lastObject, timeRate);
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lastObject = currentObject;
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}
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return true;
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}
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private double calculateDifficulty(List<CatchDifficultyHitObject> objects, double timeRate)
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{
// The strain step needs to be adjusted for the algorithm to be considered equal with speed changing mods
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double actualStrainStep = strain_step * timeRate;
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// Find the highest strain value within each strain step
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var highestStrains = new List<double>();
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double intervalEndTime = actualStrainStep;
double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval
CatchDifficultyHitObject previousHitObject = null;
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foreach (CatchDifficultyHitObject hitObject in objects)
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{
// While we are beyond the current interval push the currently available maximum to our strain list
while (hitObject.BaseHitObject.StartTime > intervalEndTime)
{
highestStrains.Add(maximumStrain);
// The maximum strain of the next interval is not zero by default! We need to take the last hitObject we encountered, take its strain and apply the decay
// until the beginning of the next interval.
if (previousHitObject == null)
{
maximumStrain = 0;
}
else
{
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double decay = Math.Pow(CatchDifficultyHitObject.DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000);
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maximumStrain = previousHitObject.Strain * decay;
}
// Go to the next time interval
intervalEndTime += actualStrainStep;
}
// Obtain maximum strain
maximumStrain = Math.Max(hitObject.Strain, maximumStrain);
previousHitObject = hitObject;
}
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// Build the weighted sum over the highest strains for each interval
double difficulty = 0;
double weight = 1;
highestStrains.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
foreach (double strain in highestStrains)
{
difficulty += weight * strain;
weight *= decay_weight;
}
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return difficulty;
}
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}
}