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osu-lazer/osu.Game/Rulesets/Scoring/HitEventExtensions.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;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace osu.Game.Rulesets.Scoring
{
public static class HitEventExtensions
{
/// <summary>
/// Calculates the "unstable rate" for a sequence of <see cref="HitEvent"/>s.
/// </summary>
/// <remarks>
/// Uses <a href="https://en.wikipedia.org/wiki/Algorithms_for_calculating_variance#Welford's_online_algorithm">Welford's online algorithm</a>.
/// </remarks>
/// <returns>
/// A non-null <see langword="double"/> value if unstable rate could be calculated,
/// and <see langword="null"/> if unstable rate cannot be calculated due to <paramref name="hitEvents"/> being empty.
/// </returns>
public static double? CalculateUnstableRate(this IEnumerable<HitEvent> hitEvents)
{
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Debug.Assert(hitEvents.All(ev => ev.GameplayRate != null));
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int count = 0;
double mean = 0;
double sumOfSquares = 0;
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foreach (var e in hitEvents)
{
if (!affectsUnstableRate(e))
continue;
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count++;
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// Division by gameplay rate is to account for TimeOffset scaling with gameplay rate.
double currentValue = e.TimeOffset / e.GameplayRate!.Value;
double nextMean = mean + (currentValue - mean) / count;
sumOfSquares += (currentValue - mean) * (currentValue - nextMean);
mean = nextMean;
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}
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if (count == 0)
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return null;
return 10.0 * Math.Sqrt(sumOfSquares / count);
}
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/// <summary>
/// Calculates the average hit offset/error for a sequence of <see cref="HitEvent"/>s, where negative numbers mean the user hit too early on average.
/// </summary>
/// <returns>
/// A non-null <see langword="double"/> value if unstable rate could be calculated,
/// and <see langword="null"/> if unstable rate cannot be calculated due to <paramref name="hitEvents"/> being empty.
/// </returns>
public static double? CalculateAverageHitError(this IEnumerable<HitEvent> hitEvents)
{
double[] timeOffsets = hitEvents.Where(affectsUnstableRate).Select(ev => ev.TimeOffset).ToArray();
if (timeOffsets.Length == 0)
return null;
return timeOffsets.Average();
}
private static bool affectsUnstableRate(HitEvent e) => !(e.HitObject.HitWindows is HitWindows.EmptyHitWindows) && e.Result.IsHit();
}
}