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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 FFmpeg.AutoGen;
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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
{
public static class CognitionEvaluator
{
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private const double cognition_window_size = 2000;
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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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double currVelocity = currObj.LazyJumpDistance / currObj.StrainTime;
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List<OsuDifficultyHitObject> pastVisibleObjects = retrievePastVisibleObjects(currObj);
List<OsuDifficultyHitObject> currentVisibleObjects = retrieveCurrentVisibleObjects(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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foreach (var loopObj in pastVisibleObjects)
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{
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var prevLoopObj = (OsuDifficultyHitObject)loopObj.Previous(0);
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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 - 125) / 15);
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// Objects that are arranged in a mostly-linear fashion should be easy to read (such as circles in a stream).
//if (loopObj.Angle.IsNotNull() && prevLoopObj.Angle.IsNotNull())
// loopDifficulty *= 1 - Math.Pow(Math.Sin(0.5 * loopObj.Angle.Value), 5);
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noteDensityDifficulty += loopDifficulty;
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}
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noteDensityDifficulty = Math.Pow(3 * Math.Log(Math.Max(1, noteDensityDifficulty - 1)), 2.3);
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double hiddenDifficulty = 0;
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double preemptDifficulty = 0.0;
if (currObj.preempt < 400)
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preemptDifficulty += Math.Pow(400 - currObj.preempt, 1.5) / 14;
// Buff rhythm on high AR.
preemptDifficulty *= RhythmEvaluator.EvaluateDifficultyOf(current, 30);
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double difficulty = Math.Max(preemptDifficulty, hiddenDifficulty) + noteDensityDifficulty;
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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;
}
// Returns a list of objects that are visible on screen at
// the point in time at which the current object needs is clicked.
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private static List<OsuDifficultyHitObject> retrieveCurrentVisibleObjects(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.Count; i++)
{
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OsuDifficultyHitObject loopObj = (OsuDifficultyHitObject)current.Next(i);
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if (loopObj.IsNull() || (loopObj.StartTime - current.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 logistic(double x) => 1 / (1 + Math.Pow(Math.E, -x));
}
}