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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Evaluators/CognitionEvaluator.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;
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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.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
public static class CognitionEvaluator
{
private const double cognition_window_size = 3000;
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public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden)
{
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if (current.BaseObject is Spinner || current.Index == 0)
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return 0;
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var currObj = (OsuDifficultyHitObject)current;
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var prevObj = (OsuDifficultyHitObject)current.Previous(0);
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double currVelocity = currObj.LazyJumpDistance / currObj.StrainTime;
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// Maybe I should just pass in clockrate...
var clockRateEstimate = current.BaseObject.StartTime / currObj.StartTime;
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List<OsuDifficultyHitObject> pastVisibleObjects = retrievePastVisibleObjects(currObj);
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// Rather than note density being the number of on-screen objects visible at the current object,
// consider it as how many objects the current object has been visible for.
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double noteDensityDifficulty = 1.0;
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double pastObjectDifficultyInfluence = 1.0;
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foreach (var loopObj in pastVisibleObjects)
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{
var prevLoopObj = loopObj.Previous(0) as OsuDifficultyHitObject;
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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.
loopDifficulty *= logistic((loopObj.MinimumJumpDistance - 90) / 15);
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double timeBetweenCurrAndLoopObj = (currObj.BaseObject.StartTime - loopObj.BaseObject.StartTime) / clockRateEstimate;
loopDifficulty *= getTimeNerfFactor(timeBetweenCurrAndLoopObj);
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pastObjectDifficultyInfluence += loopDifficulty;
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}
noteDensityDifficulty = Math.Pow(3 * Math.Log(Math.Max(1, pastObjectDifficultyInfluence - 1)), 2.3);
noteDensityDifficulty *= getConstantAngleNerfFactor(currObj);
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double hiddenDifficulty = 0;
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if (hidden)
{
var timeSpentInvisible = getDurationSpentInvisible(currObj) / clockRateEstimate;
var isRhythmChange = (currObj.StrainTime - prevObj.StrainTime < 5);
var timeDifficultyFactor = 800 / pastObjectDifficultyInfluence;
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hiddenDifficulty += Math.Pow(7 * timeSpentInvisible / timeDifficultyFactor, 1);
if (isRhythmChange)
hiddenDifficulty *= 1.1;
hiddenDifficulty += 2 * currVelocity;
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}
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double difficulty = hiddenDifficulty + noteDensityDifficulty;
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// While there is slider leniency...
if (currObj.BaseObject is Slider)
difficulty *= 0.2;
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return difficulty;
}
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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 List<OsuDifficultyHitObject> retrievePastVisibleObjects(OsuDifficultyHitObject current)
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{
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List<OsuDifficultyHitObject> objects = new List<OsuDifficultyHitObject>();
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for (int i = 0; i < current.Index; i++)
{
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OsuDifficultyHitObject loopObj = (OsuDifficultyHitObject)current.Previous(i);
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if (loopObj.IsNull() || current.StartTime - loopObj.StartTime > cognition_window_size)
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break;
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objects.Add(loopObj);
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}
return objects;
}
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private static double getDurationSpentInvisible(OsuDifficultyHitObject current)
{
var baseObject = (OsuHitObject)current.BaseObject;
double fadeOutStartTime = baseObject.StartTime - baseObject.TimePreempt + baseObject.TimeFadeIn;
double fadeOutDuration = baseObject.TimePreempt * OsuModHidden.FADE_OUT_DURATION_MULTIPLIER;
return (fadeOutStartTime + fadeOutDuration) - (baseObject.StartTime - baseObject.TimePreempt);
}
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private static double getConstantAngleNerfFactor(OsuDifficultyHitObject current)
{
const double time_limit = 2000;
const double time_limit_low = 300;
double constantAngleCount = 0;
int index = 0;
double currentTimeGap = 0;
while (currentTimeGap < time_limit)
{
var loopObj = (OsuDifficultyHitObject)current.Previous(index);
if (loopObj.IsNull())
break;
double longIntervalFactor = Math.Clamp(1 - (loopObj.StrainTime - time_limit_low) / (time_limit - time_limit_low), 0, 1);
if (loopObj.Angle.IsNotNull() && current.Angle.IsNotNull())
{
double angleDifference = Math.Abs(current.Angle.Value - loopObj.Angle.Value);
constantAngleCount += Math.Cos(2 * Math.Min(Math.PI / 4, angleDifference)) * longIntervalFactor;
}
currentTimeGap = current.StartTime - loopObj.StartTime;
index++;
}
double difficulty = Math.Pow(Math.Min(1, 2 / constantAngleCount), 2);
return difficulty;
}
private static double getTimeNerfFactor(double deltaTime)
{
return Math.Clamp(2 - (deltaTime / 1500), 0, 1);
}
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private static double logistic(double x) => 1 / (1 + Math.Pow(Math.E, -x));
}
}