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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Evaluators/ReadingEvaluator.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;
using System.Linq;
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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
{
// Main class with some util functions
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public static class ReadingEvaluator
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{
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private const double reading_window_size = 3000;
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private const double overlap_multiplier = 0.8;
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public static double EvaluateDenstityOf(DifficultyHitObject current)
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{
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var currObj = (OsuDifficultyHitObject)current;
double density = 0;
double densityAnglesNerf = -2; // we have threshold of 2, so 2 or same angles won't be punished
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OsuDifficultyHitObject? prevObj0 = null;
OsuDifficultyHitObject? prevObj1 = null;
OsuDifficultyHitObject? prevObj2 = null;
double prevConstantAngle = 0;
foreach (var loopObj in retrievePastVisibleObjects(currObj).Reverse())
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{
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double loopDifficulty = currObj.OpacityAt(loopObj.BaseObject.StartTime, false);
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// Small distances means objects may be cheesed, so it doesn't matter whether they are arranged confusingly.
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loopDifficulty *= logistic((loopObj.MinimumJumpDistance - 30) / 10);
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// Reduce density bonus for this object if they're too apart in time
// Nerf starts on 1500ms and reaches maximum (*=0) on 3000ms
double timeBetweenCurrAndLoopObj = currObj.StartTime - loopObj.StartTime;
loopDifficulty *= getTimeNerfFactor(timeBetweenCurrAndLoopObj);
if (prevObj0.IsNull())
{
prevObj0 = loopObj;
continue;
}
density += loopDifficulty;
// Angles nerf
if (loopObj.Angle.IsNotNull() && prevObj0.Angle.IsNotNull())
{
double angleDifference = Math.Abs(prevObj0.Angle.Value - loopObj.Angle.Value);
// Nerf alternating angles case
if (prevObj1.IsNotNull() && prevObj2.IsNotNull() && prevObj1.Angle.IsNotNull() && prevObj2.Angle.IsNotNull())
{
// Normalized difference
double angleDifference1 = Math.Abs(prevObj1.Angle.Value - loopObj.Angle.Value) / Math.PI;
double angleDifference2 = Math.Abs(prevObj2.Angle.Value - prevObj0.Angle.Value) / Math.PI;
// Will be close to 1 if angleDifference1 and angleDifference2 was both close to 0
double alternatingFactor = Math.Pow((1 - angleDifference1) * (1 - angleDifference2), 2);
// Be sure to nerf only same rhythms
double rhythmFactor = 1 - getRhythmDifference(loopObj.StrainTime, prevObj0.StrainTime); // 0 on different rhythm, 1 on same rhythm
rhythmFactor *= 1 - getRhythmDifference(prevObj0.StrainTime, prevObj1.StrainTime);
rhythmFactor *= 1 - getRhythmDifference(prevObj1.StrainTime, prevObj2.StrainTime);
double acuteAngleFactor = 1 - Math.Min(loopObj.Angle.Value, prevObj0.Angle.Value) / Math.PI;
double prevAngleAdjust = Math.Max(angleDifference - angleDifference1, 0);
prevAngleAdjust *= alternatingFactor; // Nerf if alternating
prevAngleAdjust *= rhythmFactor; // Nerf if same rhythms
prevAngleAdjust *= acuteAngleFactor;
angleDifference -= prevAngleAdjust;
}
// Reduce angles nerf if objects are too apart in time
// Angle nerf is starting being reduced from 200ms (150BPM jump) and it reduced to 0 on 2000ms
double longIntervalFactor = Math.Clamp(1 - (loopObj.StrainTime - 200) / (2000 - 200), 0, 1);
// Current angle nerf. Angle difference less than 15 degrees is considered the same
double currConstantAngle = Math.Cos(4 * Math.Min(Math.PI / 12, angleDifference)) * longIntervalFactor;
// Apply the nerf only when it's repeated
double currentAngleNerf = Math.Min(currConstantAngle, prevConstantAngle);
densityAnglesNerf += Math.Min(currentAngleNerf, loopDifficulty);
prevConstantAngle = currConstantAngle;
}
prevObj2 = prevObj1;
prevObj1 = prevObj0;
prevObj0 = loopObj;
}
// Apply angles nerf
density -= Math.Max(0, densityAnglesNerf);
return density;
}
public static double CalculateOverlapDifficultyOf(OsuDifficultyHitObject currObj)
{
double screenOverlapDifficulty = 0;
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foreach (var loopObj in retrievePastVisibleObjects(currObj))
{
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double lastOverlapness = 0;
foreach (var overlapObj in loopObj.OverlapObjects)
{
if (overlapObj.HitObject.StartTime + overlapObj.HitObject.Preempt > currObj.StartTime) break;
lastOverlapness = overlapObj.Overlapness;
}
screenOverlapDifficulty += lastOverlapness;
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}
return screenOverlapDifficulty;
}
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
if (current.BaseObject is Spinner || current.Index == 0)
return 0;
var currObj = (OsuDifficultyHitObject)current;
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double pastObjectDifficultyInfluence = EvaluateDenstityOf(current);
double screenOverlapDifficulty = CalculateOverlapDifficultyOf(currObj);
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double difficulty = Math.Pow(4 * Math.Log(Math.Max(1, pastObjectDifficultyInfluence)), 2.3);
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screenOverlapDifficulty = Math.Max(0, screenOverlapDifficulty - 0.5); // make overlap value =1 cost significantly less
double overlapBonus = overlap_multiplier * screenOverlapDifficulty * difficulty;
difficulty += overlapBonus;
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//difficulty *= 1 + overlap_multiplier * screenOverlapDifficulty;
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return difficulty;
}
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// Returns value from 0 to 1, where 0 is very predictable and 1 is very unpredictable
public static double EvaluateInpredictabilityOf(DifficultyHitObject current)
{
// make the sum equal to 1
const double velocity_change_part = 0.25;
const double angle_change_part = 0.45;
const double rhythm_change_part = 0.3;
if (current.BaseObject is Spinner || current.Index == 0 || current.Previous(0).BaseObject is Spinner)
return 0;
var osuCurrObj = (OsuDifficultyHitObject)current;
var osuLastObj = (OsuDifficultyHitObject)current.Previous(0);
// Rhythm difference punishment for velocity and angle bonuses
double rhythmSimilarity = 1 - getRhythmDifference(osuCurrObj.StrainTime, osuLastObj.StrainTime);
// Make differentiation going from 1/4 to 1/2 and bigger difference
// To 1/3 to 1/2 and smaller difference
rhythmSimilarity = Math.Clamp(rhythmSimilarity, 0.5, 0.75);
rhythmSimilarity = 4 * (rhythmSimilarity - 0.5);
double velocityChangeBonus = getVelocityChangeFactor(osuCurrObj, osuLastObj) * rhythmSimilarity;
double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.StrainTime;
double prevVelocity = osuLastObj.LazyJumpDistance / osuLastObj.StrainTime;
double angleChangeBonus = 0;
if (osuCurrObj.Angle != null && osuLastObj.Angle != null && currVelocity > 0 && prevVelocity > 0)
{
angleChangeBonus = Math.Pow(Math.Sin((double)((osuCurrObj.Angle - osuLastObj.Angle) / 2)), 2); // Also stealed from xexxar
angleChangeBonus *= Math.Min(currVelocity, prevVelocity) / Math.Max(currVelocity, prevVelocity); // Prevent cheesing
}
angleChangeBonus *= rhythmSimilarity;
// This bonus only awards rhythm changes if they're not filled with sliderends
double rhythmChangeBonus = 0;
if (current.Index > 1)
{
var osuLastLastObj = (OsuDifficultyHitObject)current.Previous(1);
double currDelta = osuCurrObj.StrainTime;
double lastDelta = osuLastObj.StrainTime;
if (osuLastObj.BaseObject is Slider sliderCurr)
{
currDelta -= sliderCurr.Duration / osuCurrObj.ClockRate;
currDelta = Math.Max(0, currDelta);
}
if (osuLastLastObj.BaseObject is Slider sliderLast)
{
lastDelta -= sliderLast.Duration / osuLastObj.ClockRate;
lastDelta = Math.Max(0, lastDelta);
}
rhythmChangeBonus = getRhythmDifference(currDelta, lastDelta);
}
double result = velocity_change_part * velocityChangeBonus + angle_change_part * angleChangeBonus + rhythm_change_part * rhythmChangeBonus;
return result;
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}
private static double getVelocityChangeFactor(OsuDifficultyHitObject osuCurrObj, OsuDifficultyHitObject osuLastObj)
{
double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.StrainTime;
double prevVelocity = osuLastObj.LazyJumpDistance / osuLastObj.StrainTime;
double velocityChangeFactor = 0;
// https://www.desmos.com/calculator/kqxmqc8pkg
if (currVelocity > 0 || prevVelocity > 0)
{
double velocityChange = Math.Max(0,
Math.Min(
Math.Abs(prevVelocity - currVelocity) - 0.5 * Math.Min(currVelocity, prevVelocity),
Math.Max(((OsuHitObject)osuCurrObj.BaseObject).Radius / Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime), Math.Min(currVelocity, prevVelocity))
)); // Stealed from xexxar
velocityChangeFactor = velocityChange / Math.Max(currVelocity, prevVelocity); // maxiumum is 0.4
velocityChangeFactor /= 0.4;
}
return velocityChangeFactor;
}
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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.
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private static IEnumerable<OsuDifficultyHitObject> retrievePastVisibleObjects(OsuDifficultyHitObject current)
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{
for (int i = 0; i < current.Index; i++)
{
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OsuDifficultyHitObject hitObject = (OsuDifficultyHitObject)current.Previous(i);
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if (hitObject.IsNull() ||
current.StartTime - hitObject.StartTime > reading_window_size ||
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hitObject.StartTime < current.StartTime - current.Preempt)
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break;
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yield return hitObject;
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}
}
private static double getTimeNerfFactor(double deltaTime)
{
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return Math.Clamp(2 - deltaTime / (reading_window_size / 2), 0, 1);
}
private static double getRhythmDifference(double t1, double t2) => 1 - Math.Min(t1, t2) / Math.Max(t1, t2);
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private static double logistic(double x) => 1 / (1 + Math.Exp(-x));
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}
}