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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 = 1.0;
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public static double EvaluateDensityOf(DifficultyHitObject current, bool applyDistanceNerf = true)
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{
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var currObj = (OsuDifficultyHitObject)current;
double density = 0;
double densityAnglesNerf = -2.5; // we have threshold of 2.5
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OsuDifficultyHitObject? prevObj0 = null;
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double prevAngleNerf = 1;
foreach (var readingpObj in currObj.ReadingObjects)
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{
var loopObj = readingpObj.HitObject;
if (loopObj.Index < 1)
continue; // Don't look on the first object of the map
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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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if (applyDistanceNerf) loopDifficulty *= (logistic((loopObj.MinimumJumpDistance - 80) / 10) + 0.2) / 1.2;
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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 = (OsuDifficultyHitObject)loopObj.Previous(0);
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// Only if next object is slower, representing break from many notes in a row
if (loopObj.StrainTime > prevObj0.StrainTime)
{
// Get rhythm similarity: 1 on same rhythms, 0.5 on 1/4 to 1/2
double rhythmSimilarity = 1 - getRhythmDifference(loopObj.StrainTime, prevObj0.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);
// Reduce density for this objects if rhythms are different
loopDifficulty *= rhythmSimilarity;
}
density += loopDifficulty;
// Angles nerf
double currAngleNerf = (loopObj.AnglePredictability / 2) + 0.5;
// Apply the nerf only when it's repeated
double angleNerf = Math.Min(currAngleNerf, prevAngleNerf);
// 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);
// Bandaid to fix Rubik's Cube +EZ
double wideness = 0;
if (loopObj.Angle.IsNotNull() && loopObj.Angle.Value > Math.PI * 0.5)
{
// Goes from 0 to 1 as angle increasing from 90 degrees to 180
wideness = (loopObj.Angle.Value / Math.PI - 0.5) * 2;
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// Transform into cubic scaling
wideness = 1 - Math.Pow(1 - wideness, 3);
}
// But only for sharp angles
angleNerf += wideness * (currAngleNerf - angleNerf);
densityAnglesNerf += Math.Min(angleNerf, loopDifficulty);
prevAngleNerf = currAngleNerf;
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prevObj0 = loopObj;
}
// Apply angles nerf
density -= Math.Max(0, densityAnglesNerf);
return density;
}
public static double EvaluateOverlapDifficultyOf(DifficultyHitObject current)
{
var currObj = (OsuDifficultyHitObject)current;
double screenOverlapDifficulty = 0;
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if (currObj.ReadingObjects.Count == 0)
return 0;
var overlapDifficulties = new List<(OsuDifficultyHitObject HitObject, double Difficulty)>();
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// Find initial overlap values
foreach (var loopObj in currObj.ReadingObjects)
{
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double lastOverlapness = 0;
foreach (var overlapObj in loopObj.HitObject.ReadingObjects)
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{
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if (overlapObj.HitObject.StartTime + overlapObj.HitObject.Preempt <= currObj.StartTime) break;
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lastOverlapness = overlapObj.Overlapness;
}
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if (lastOverlapness > 0) overlapDifficulties.Add((loopObj.HitObject, lastOverlapness));
}
var sortedDifficulties = overlapDifficulties.OrderByDescending(d => d.Difficulty);
for (int i = 0; i < sortedDifficulties.Count(); i++)
{
var harderObject = sortedDifficulties.ElementAt(i);
// Look for all easier objects
for (int j = i + 1; j < sortedDifficulties.Count(); j++)
{
var easierObject = sortedDifficulties.ElementAt(j);
// Get the overlap value
double overlapValue;
// OverlapValues dict only contains prev objects, so be sure to use right object
if (harderObject.HitObject.Index > easierObject.HitObject.Index)
overlapValue = harderObject.HitObject.OverlapValues[easierObject.HitObject];
else
overlapValue = easierObject.HitObject.OverlapValues[harderObject.HitObject];
// Nerf easier object if it overlaps in the same place as hard one
easierObject.Difficulty *= Math.Pow(1 - overlapValue, 2);
}
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}
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const double decay_weight = 0.5;
double weight = 1.0;
foreach (var diffObject in sortedDifficulties.OrderByDescending(d => d.Difficulty))
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{
// Add weighted difficulty
screenOverlapDifficulty += Math.Max(0, diffObject.Difficulty - 0.5) * weight;
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weight *= decay_weight;
}
return overlap_multiplier * Math.Max(0, screenOverlapDifficulty);
}
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
if (current.BaseObject is Spinner || current.Index == 0)
return 0;
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double difficulty = Math.Pow(4 * Math.Log(Math.Max(1, ((OsuDifficultyHitObject)current).Density)), 2.5);
double overlapBonus = EvaluateOverlapDifficultyOf(current) * difficulty;
difficulty += overlapBonus;
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return difficulty;
}
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public static double EvaluateAimingDensityFactorOf(DifficultyHitObject current)
{
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double difficulty = ((OsuDifficultyHitObject)current).Density;
return Math.Max(0, Math.Pow(difficulty, 1.5) - 1);
}
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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
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const double velocity_change_part = 0.8;
const double angle_change_part = 0.1;
const double rhythm_change_part = 0.1;
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;
}
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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}
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public static class ReadingHiddenEvaluator
{
public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
var currObj = (OsuDifficultyHitObject)current;
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double density = ReadingEvaluator.EvaluateDensityOf(current, false);
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// Consider that density matters only starting from 3rd note on the screen
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double densityFactor = Math.Max(0, density - 1) / 4;
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// This is kinda wrong cuz it returns value bigger than preempt
// double timeSpentInvisible = getDurationSpentInvisible(currObj) / 1000 / currObj.ClockRate;
// The closer timeSpentInvisible is to 0 -> the less difference there are between NM and HD
// So we will reduce base according to this
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double invisibilityFactor = logistic(currObj.Preempt / 180 - 3.5);
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double hdDifficulty = invisibilityFactor + densityFactor;
// Scale by inpredictability slightly
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hdDifficulty *= 0.96 + 0.1 * ReadingEvaluator.EvaluateInpredictabilityOf(current); // Max multiplier is 1.1
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return hdDifficulty;
}
private static double logistic(double x) => 1 / (1 + Math.Exp(-x));
}
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public static class ReadingHighAREvaluator
{
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool applyAdjust = false)
{
var currObj = (OsuDifficultyHitObject)current;
double result = GetDifficulty(currObj.Preempt);
if (applyAdjust)
{
double inpredictability = ReadingEvaluator.EvaluateInpredictabilityOf(current);
// follow lines make high AR easier, so apply nerf if object isn't new combo
inpredictability *= 1 + 0.1 * (800 - currObj.FollowLineTime) / 800;
result *= 0.98 + 0.6 * inpredictability;
}
return result;
}
// High AR curve
// https://www.desmos.com/calculator/srzbeumngi
public static double GetDifficulty(double preempt)
{
// Get preempt in seconds
preempt /= 1000;
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double value;
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if (preempt < 0.375) // We have stop in the point of AR10.5, the value here = 0.396875, derivative = -10.5833,
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value = 0.63 * Math.Pow(8 - 20 * preempt, 2.0 / 3); // This function is matching live high AR bonus
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else
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value = Math.Exp(9.07583 - 80.0 * preempt / 3);
// EDIT: looks like AR11 getting a bit overnerfed in comparison to other ARs, so i will increase the difference
return Math.Pow(value, 1.25);
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}
}
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}