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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System ;
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using System.Collections.Generic ;
using System.Linq ;
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using osu.Game.Rulesets.Difficulty.Preprocessing ;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing ;
using osu.Game.Rulesets.Osu.Objects ;
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
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public static class RhythmEvaluator
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{
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private readonly struct Island : IEquatable < Island >
{
public Island ( )
{
}
public Island ( int firstDelta , double epsilon )
{
AddDelta ( firstDelta , epsilon ) ;
}
public List < int > Deltas { get ; } = new List < int > ( ) ;
public void AddDelta ( int delta , double epsilon )
{
int existingDelta = Deltas . FirstOrDefault ( x = > Math . Abs ( x - delta ) > = epsilon ) ;
Deltas . Add ( existingDelta = = default ? delta : existingDelta ) ;
}
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public double AverageDelta ( ) = > Deltas . Count > 0 ? Math . Max ( Deltas . Average ( ) , OsuDifficultyHitObject . MIN_DELTA_TIME ) : 0 ;
public bool IsSimilarPolarity ( Island other , double epsilon )
{
// consider islands to be of similar polarity only if they're having the same average delta (we don't want to consider 3 singletaps similar to a triple)
return Math . Abs ( AverageDelta ( ) - other . AverageDelta ( ) ) < epsilon & &
Deltas . Count % 2 = = other . Deltas . Count % 2 ;
}
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public override int GetHashCode ( )
{
// we need to compare all deltas and they must be in the exact same order we added them
string joinedDeltas = string . Join ( string . Empty , Deltas ) ;
return joinedDeltas . GetHashCode ( ) ;
}
public bool Equals ( Island other )
{
return other . GetHashCode ( ) = = GetHashCode ( ) ;
}
public override bool Equals ( object? obj )
{
return obj ? . GetHashCode ( ) = = GetHashCode ( ) ;
}
}
private const int history_time_max = 5 * 1000 ; // 5 seconds of calculatingRhythmBonus max.
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private const int history_objects_max = 32 ;
private const double rhythm_multiplier = 1.25 ;
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/// <summary>
/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
/// </summary>
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public static double EvaluateDifficultyOf ( DifficultyHitObject current , double clockRate )
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{
if ( current . BaseObject is Spinner )
return 0 ;
double rhythmComplexitySum = 0 ;
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var island = new Island ( ) ;
var previousIsland = new Island ( ) ;
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Dictionary < Island , int > islandCounts = new Dictionary < Island , int > ( ) ;
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int historyTimeMaxAdjusted = ( int ) Math . Ceiling ( history_time_max / clockRate ) ;
int historyObjectsMaxAdjusted = ( int ) Math . Ceiling ( history_objects_max / clockRate ) ;
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double startRatio = 0 ; // store the ratio of the current start of an island to buff for tighter rhythms
bool firstDeltaSwitch = false ;
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int historicalNoteCount = Math . Min ( current . Index , historyObjectsMaxAdjusted ) ;
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int rhythmStart = 0 ;
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while ( rhythmStart < historicalNoteCount - 2 & & current . StartTime - current . Previous ( rhythmStart ) . StartTime < historyTimeMaxAdjusted )
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rhythmStart + + ;
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OsuDifficultyHitObject prevObj = ( OsuDifficultyHitObject ) current . Previous ( rhythmStart ) ;
OsuDifficultyHitObject lastObj = ( OsuDifficultyHitObject ) current . Previous ( rhythmStart + 1 ) ;
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for ( int i = rhythmStart ; i > 0 ; i - - )
{
OsuDifficultyHitObject currObj = ( OsuDifficultyHitObject ) current . Previous ( i - 1 ) ;
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double currHistoricalDecay = ( historyTimeMaxAdjusted - ( current . StartTime - currObj . StartTime ) ) / historyTimeMaxAdjusted ; // scales note 0 to 1 from history to now
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currHistoricalDecay = Math . Min ( ( double ) ( historicalNoteCount - i ) / historicalNoteCount , currHistoricalDecay ) ; // either we're limited by time or limited by object count.
double currDelta = currObj . StrainTime ;
double prevDelta = prevObj . StrainTime ;
double lastDelta = lastObj . StrainTime ;
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double currRatio = 1.0 + 7.27 * Math . Min ( 0.5 , Math . Pow ( Math . Sin ( Math . PI / ( Math . Min ( prevDelta , currDelta ) / Math . Max ( prevDelta , currDelta ) ) ) , 2 ) ) ; // fancy function to calculate rhythmbonuses.
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double deltaDifferenceEpsilon = currObj . HitWindowGreat * 0.3 ;
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double windowPenalty = Math . Min ( 1 , Math . Max ( 0 , Math . Abs ( prevDelta - currDelta ) - deltaDifferenceEpsilon ) / deltaDifferenceEpsilon ) ;
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double effectiveRatio = windowPenalty * currRatio ;
if ( firstDeltaSwitch )
{
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if ( ! ( Math . Abs ( prevDelta - currDelta ) > deltaDifferenceEpsilon ) )
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{
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// island is still progressing
island . AddDelta ( ( int ) currDelta , deltaDifferenceEpsilon ) ;
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}
else
{
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// bpm change is into slider, this is easy acc window
if ( currObj . BaseObject is Slider )
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effectiveRatio * = 0.125 ;
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// bpm change was from a slider, this is easier typically than circle -> circle
// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
// therefore we're checking for quick sliders and don't lower the difficulty for them since they don't really make tapping easier (no time to adjust)
if ( prevObj . BaseObject is Slider & & prevObj . TravelTime > prevDelta * 1.5 )
effectiveRatio * = 0.15 ;
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// repeated island polartiy (2 -> 4, 3 -> 5)
if ( island . IsSimilarPolarity ( previousIsland , deltaDifferenceEpsilon ) )
effectiveRatio * = 0.3 ;
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// previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
if ( lastDelta > prevDelta + deltaDifferenceEpsilon & & prevDelta > currDelta + deltaDifferenceEpsilon )
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effectiveRatio * = 0.125 ;
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if ( ! islandCounts . TryAdd ( island , 1 ) )
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{
islandCounts [ island ] + + ;
// repeated island (ex: triplet -> triplet)
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double power = logistic ( island . AverageDelta ( ) , 4 , 0.165 , 10 ) ;
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effectiveRatio * = Math . Min ( 3.0 / islandCounts [ island ] , Math . Pow ( 1.0 / islandCounts [ island ] , power ) ) ;
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}
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// scale down the difficulty if the object is doubletappable
double doubletapness = prevObj . GetDoubletapness ( ( OsuDifficultyHitObject ? ) prevObj . Next ( 0 ) ) ;
effectiveRatio * = 1 - doubletapness * 0.75 ;
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rhythmComplexitySum + = Math . Sqrt ( effectiveRatio * startRatio ) * currHistoricalDecay ;
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startRatio = effectiveRatio ;
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previousIsland = island ;
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if ( prevDelta + deltaDifferenceEpsilon < currDelta ) // we're slowing down, stop counting
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firstDeltaSwitch = false ; // if we're speeding up, this stays true and we keep counting island size.
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island = new Island ( ( int ) currDelta , deltaDifferenceEpsilon ) ;
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}
}
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else if ( prevDelta > currDelta + deltaDifferenceEpsilon ) // we want to be speeding up.
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{
// Begin counting island until we change speed again.
firstDeltaSwitch = true ;
startRatio = effectiveRatio ;
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island = new Island ( ( int ) currDelta , deltaDifferenceEpsilon ) ;
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}
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lastObj = prevObj ;
prevObj = currObj ;
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}
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return Math . Sqrt ( 4 + rhythmComplexitySum * rhythm_multiplier ) / 2.0 ; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)
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}
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private static double logistic ( double x , double maxValue , double multiplier , double offset ) = > ( maxValue / ( 1 + Math . Pow ( Math . E , offset - ( multiplier * x ) ) ) ) ;
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}
}