1
0
mirror of https://github.com/ppy/osu.git synced 2024-09-22 01:27:29 +08:00
osu-lazer/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs

127 lines
5.3 KiB
C#
Raw Normal View History

// 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 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;
2019-09-06 14:24:00 +08:00
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuDifficultyCalculator : DifficultyCalculator
{
private const double difficulty_multiplier = 0.0675;
2021-09-15 17:52:50 +08:00
private double hitWindowGreat;
public OsuDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
if (beatmap.HitObjects.Count == 0)
2019-05-29 17:22:51 +08:00
return new OsuDifficultyAttributes { Mods = mods, Skills = skills };
double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
2021-08-08 21:56:03 +08:00
double flashlightRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
2021-08-01 21:27:05 +08:00
2021-10-06 23:53:33 +08:00
if (mods.Any(h => h is OsuModRelax))
speedRating = 0.0;
double baseAimPerformance = Math.Pow(5 * Math.Max(1, aimRating / 0.0675) - 4, 3) / 100000;
double baseSpeedPerformance = Math.Pow(5 * Math.Max(1, speedRating / 0.0675) - 4, 3) / 100000;
double baseFlashlightPerformance = 0.0;
2021-09-21 11:43:29 +08:00
if (mods.Any(h => h is OsuModFlashlight))
baseFlashlightPerformance = Math.Pow(flashlightRating, 2.0) * 25.0;
2021-09-21 11:43:29 +08:00
double basePerformance =
Math.Pow(
Math.Pow(baseAimPerformance, 1.1) +
Math.Pow(baseSpeedPerformance, 1.1) +
Math.Pow(baseFlashlightPerformance, 1.1), 1.0 / 1.1
);
2021-09-21 11:43:29 +08:00
2021-08-04 06:57:33 +08:00
double starRating = basePerformance > 0.00001 ? Math.Cbrt(1.12) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4) : 0;
double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
2021-10-08 18:50:31 +08:00
double drainRate = beatmap.Difficulty.DrainRate;
int maxCombo = beatmap.HitObjects.Count;
// Add the ticks + tail of the slider. 1 is subtracted because the head circle would be counted twice (once for the slider itself in the line above)
maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
2020-12-08 21:09:48 +08:00
int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
return new OsuDifficultyAttributes
{
StarRating = starRating,
2019-02-19 16:39:30 +08:00
Mods = mods,
AimStrain = aimRating,
SpeedStrain = speedRating,
FlashlightRating = flashlightRating,
ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
OverallDifficulty = (80 - hitWindowGreat) / 6,
2021-09-24 22:02:19 +08:00
DrainRate = drainRate,
2019-05-29 17:22:51 +08:00
MaxCombo = maxCombo,
HitCircleCount = hitCirclesCount,
SliderCount = sliderCount,
2020-12-08 21:09:48 +08:00
SpinnerCount = spinnerCount,
2019-05-29 17:22:51 +08:00
Skills = skills
};
}
2019-02-19 16:40:35 +08:00
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
// 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;
var last = beatmap.HitObjects[i - 1];
var current = beatmap.HitObjects[i];
2019-02-19 16:40:35 +08:00
yield return new OsuDifficultyHitObject(current, lastLast, last, clockRate);
}
}
2021-09-15 17:52:50 +08:00
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
{
2021-09-15 17:52:50 +08:00
HitWindows hitWindows = new OsuHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
2021-09-15 17:52:50 +08:00
hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
2021-09-15 17:52:50 +08:00
return new Skill[]
{
new Aim(mods),
new Speed(mods, hitWindowGreat),
2021-09-21 17:41:27 +08:00
new Flashlight(mods)
2021-09-15 17:52:50 +08:00
};
}
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{
new OsuModDoubleTime(),
new OsuModHalfTime(),
new OsuModEasy(),
new OsuModHardRock(),
new OsuModFlashlight(),
};
}
}