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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.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.
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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;
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using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Skills;
using osu.Game.Rulesets.Taiko.Mods;
using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Scoring;
namespace osu.Game.Rulesets.Taiko.Difficulty
{
public class TaikoDifficultyCalculator : DifficultyCalculator
{
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private const double rhythm_skill_multiplier = 0.014;
private const double colour_skill_multiplier = 0.01;
private const double stamina_skill_multiplier = 0.02;
public TaikoDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
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private double simpleColourPenalty(double staminaDifficulty, double colorDifficulty)
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{
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if (colorDifficulty <= 0) return 0.79 - 0.25;
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return 0.79 - Math.Atan(staminaDifficulty / colorDifficulty - 12) / Math.PI / 2;
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}
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private double norm(double p, params double[] values)
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{
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return Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
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}
private double rescale(double sr)
{
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if (sr < 0) return sr;
return 10.43 * Math.Log(sr / 8 + 1);
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}
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private double locallyCombinedDifficulty(
double staminaPenalty, Colour colour, Rhythm rhythm, Stamina staminaRight, Stamina staminaLeft)
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{
double difficulty = 0;
double weight = 1;
List<double> peaks = new List<double>();
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for (int i = 0; i < colour.StrainPeaks.Count; i++)
{
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double colourPeak = colour.StrainPeaks[i] * colour_skill_multiplier;
double rhythmPeak = rhythm.StrainPeaks[i] * rhythm_skill_multiplier;
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double staminaPeak = (staminaRight.StrainPeaks[i] + staminaLeft.StrainPeaks[i]) * stamina_skill_multiplier * staminaPenalty;
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peaks.Add(norm(2, colourPeak, rhythmPeak, staminaPeak));
}
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foreach (double strain in peaks.OrderByDescending(d => d))
{
difficulty += strain * weight;
weight *= 0.9;
}
return difficulty;
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
if (beatmap.HitObjects.Count == 0)
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return new TaikoDifficultyAttributes { Mods = mods, Skills = skills };
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var colour = (Colour)skills[0];
var rhythm = (Rhythm)skills[1];
var staminaRight = (Stamina)skills[2];
var staminaLeft = (Stamina)skills[3];
double colourRating = colour.DifficultyValue() * colour_skill_multiplier;
double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier;
double staminaRating = (staminaRight.DifficultyValue() + staminaLeft.DifficultyValue()) * stamina_skill_multiplier;
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double staminaPenalty = simpleColourPenalty(staminaRating, colourRating);
staminaRating *= staminaPenalty;
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double combinedRating = locallyCombinedDifficulty(staminaPenalty, colour, rhythm, staminaRight, staminaLeft);
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double separatedRating = norm(1.5, colourRating, rhythmRating, staminaRating);
double starRating = 1.4 * separatedRating + 0.5 * combinedRating;
starRating = rescale(starRating);
HitWindows hitWindows = new TaikoHitWindows();
hitWindows.SetDifficulty(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
return new TaikoDifficultyAttributes
{
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StarRating = starRating,
Mods = mods,
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StaminaStrain = staminaRating,
RhythmStrain = rhythmRating,
ColourStrain = colourRating,
// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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GreatHitWindow = (int)hitWindows.WindowFor(HitResult.Great) / clockRate,
MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
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Skills = skills
};
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
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List<TaikoDifficultyHitObject> taikoDifficultyHitObjects = new List<TaikoDifficultyHitObject>();
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for (int i = 2; i < beatmap.HitObjects.Count; i++)
{
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// Check for negative durations
if (beatmap.HitObjects[i].StartTime > beatmap.HitObjects[i - 1].StartTime && beatmap.HitObjects[i - 1].StartTime > beatmap.HitObjects[i - 2].StartTime)
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{
taikoDifficultyHitObjects.Add(
new TaikoDifficultyHitObject(
beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, i
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)
);
}
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}
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new StaminaCheeseDetector().FindCheese(taikoDifficultyHitObjects);
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foreach (var hitobject in taikoDifficultyHitObjects)
yield return hitobject;
}
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protected override Skill[] CreateSkills(IBeatmap beatmap) => new Skill[]
{
new Colour(),
new Rhythm(),
new Stamina(true),
new Stamina(false),
};
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{
new TaikoModDoubleTime(),
new TaikoModHalfTime(),
new TaikoModEasy(),
new TaikoModHardRock(),
};
}
}