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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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#nullable disable
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using System ;
using osu.Game.Rulesets.Difficulty.Preprocessing ;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing ;
using osu.Game.Rulesets.Osu.Objects ;
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
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public static class RhythmEvaluator
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{
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private const int history_time_max = 5000 ; // 5 seconds of calculatingRhythmBonus max.
private const double rhythm_multiplier = 0.75 ;
/// <summary>
/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
/// </summary>
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public static double EvaluateDifficultyOf ( DifficultyHitObject current )
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{
if ( current . BaseObject is Spinner )
return 0 ;
int previousIslandSize = 0 ;
double rhythmComplexitySum = 0 ;
int islandSize = 1 ;
double startRatio = 0 ; // store the ratio of the current start of an island to buff for tighter rhythms
bool firstDeltaSwitch = false ;
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int historicalNoteCount = Math . Min ( current . Index , 32 ) ;
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int rhythmStart = 0 ;
while ( rhythmStart < historicalNoteCount - 2 & & current . StartTime - current . Previous ( rhythmStart ) . StartTime < history_time_max )
rhythmStart + + ;
for ( int i = rhythmStart ; i > 0 ; i - - )
{
OsuDifficultyHitObject currObj = ( OsuDifficultyHitObject ) current . Previous ( i - 1 ) ;
OsuDifficultyHitObject prevObj = ( OsuDifficultyHitObject ) current . Previous ( i ) ;
OsuDifficultyHitObject lastObj = ( OsuDifficultyHitObject ) current . Previous ( i + 1 ) ;
double currHistoricalDecay = ( history_time_max - ( current . StartTime - currObj . StartTime ) ) / history_time_max ; // scales note 0 to 1 from history to now
currHistoricalDecay = Math . Min ( ( double ) ( historicalNoteCount - i ) / historicalNoteCount , currHistoricalDecay ) ; // either we're limited by time or limited by object count.
double currDelta = currObj . StrainTime ;
double prevDelta = prevObj . StrainTime ;
double lastDelta = lastObj . StrainTime ;
double currRatio = 1.0 + 6.0 * Math . Min ( 0.5 , Math . Pow ( Math . Sin ( Math . PI / ( Math . Min ( prevDelta , currDelta ) / Math . Max ( prevDelta , currDelta ) ) ) , 2 ) ) ; // fancy function to calculate rhythmbonuses.
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double windowPenalty = Math . Min ( 1 , Math . Max ( 0 , Math . Abs ( prevDelta - currDelta ) - currObj . HitWindowGreat * 0.3 ) / ( currObj . HitWindowGreat * 0.3 ) ) ;
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windowPenalty = Math . Min ( 1 , windowPenalty ) ;
double effectiveRatio = windowPenalty * currRatio ;
if ( firstDeltaSwitch )
{
if ( ! ( prevDelta > 1.25 * currDelta | | prevDelta * 1.25 < currDelta ) )
{
if ( islandSize < 7 )
islandSize + + ; // island is still progressing, count size.
}
else
{
if ( current . Previous ( i - 1 ) . BaseObject is Slider ) // bpm change is into slider, this is easy acc window
effectiveRatio * = 0.125 ;
if ( current . Previous ( i ) . BaseObject is Slider ) // bpm change was from a slider, this is easier typically than circle -> circle
effectiveRatio * = 0.25 ;
if ( previousIslandSize = = islandSize ) // repeated island size (ex: triplet -> triplet)
effectiveRatio * = 0.25 ;
if ( previousIslandSize % 2 = = islandSize % 2 ) // repeated island polartiy (2 -> 4, 3 -> 5)
effectiveRatio * = 0.50 ;
if ( lastDelta > prevDelta + 10 & & prevDelta > currDelta + 10 ) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
effectiveRatio * = 0.125 ;
rhythmComplexitySum + = Math . Sqrt ( effectiveRatio * startRatio ) * currHistoricalDecay * Math . Sqrt ( 4 + islandSize ) / 2 * Math . Sqrt ( 4 + previousIslandSize ) / 2 ;
startRatio = effectiveRatio ;
previousIslandSize = islandSize ; // log the last island size.
if ( prevDelta * 1.25 < currDelta ) // we're slowing down, stop counting
firstDeltaSwitch = false ; // if we're speeding up, this stays true and we keep counting island size.
islandSize = 1 ;
}
}
else if ( prevDelta > 1.25 * currDelta ) // we want to be speeding up.
{
// Begin counting island until we change speed again.
firstDeltaSwitch = true ;
startRatio = effectiveRatio ;
islandSize = 1 ;
}
}
return Math . Sqrt ( 4 + rhythmComplexitySum * rhythm_multiplier ) / 2 ; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)
}
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}
}