mirror of
https://github.com/ppy/osu.git
synced 2025-02-09 13:53:21 +08:00
WIP
This commit is contained in:
parent
2527ad1228
commit
06b14250a6
@ -2,7 +2,7 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using System.Collections.Generic;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
@ -19,32 +19,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
var currObj = (OsuDifficultyHitObject)current;
|
||||
double currVelocity = currObj.LazyJumpDistance / currObj.StrainTime;
|
||||
|
||||
List<DifficultyHitObject> pastVisibleObjects = retrievePastVisibleObjects(currObj);
|
||||
List<DifficultyHitObject> currentVisibleObjects = retrieveCurrentVisibleObjects(currObj);
|
||||
|
||||
// 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.
|
||||
double noteDensity = 1.0;
|
||||
|
||||
// This loop sucks so much lol.
|
||||
// Will be replaced in conjuction with the "objects with current visible" and the "currently visible objects" lists
|
||||
// Also variable names like opacity and note density don't seem accurate anymore :face_with_monocole:...
|
||||
for (int i = 0; i < 100; i++)
|
||||
double loopOpacity = 1.0;
|
||||
int previousIndex = 0;
|
||||
|
||||
while (loopOpacity > 0)
|
||||
{
|
||||
if (currObj.Next(i + 1).IsNull())
|
||||
break;
|
||||
|
||||
var currLoopObj = (OsuDifficultyHitObject)currObj.Next(i);
|
||||
var nextLoopObj = (OsuDifficultyHitObject)currObj.Next(i + 1);
|
||||
|
||||
double opacity = currLoopObj.OpacityAt(currObj.BaseObject.StartTime, false);
|
||||
|
||||
if (opacity == 0)
|
||||
break;
|
||||
|
||||
// Small distances means objects may be cheesed, so it doesn't matter whether they are arranged confusingly.
|
||||
opacity *= logistic((currLoopObj.MinimumJumpDistance - 100) / 15);
|
||||
|
||||
// Objects that are arranged in a mostly-linear fashion should be easy to read (such as circles in a stream).
|
||||
if (nextLoopObj.Angle.IsNotNull())
|
||||
opacity *= 1 - Math.Pow(Math.Sin(0.5 * nextLoopObj.Angle.Value), 5);
|
||||
|
||||
noteDensity += opacity;
|
||||
var loopObj = (OsuDifficultyHitObject)currObj.Previous(previousIndex);
|
||||
loopOpacity = currObj.OpacityAt(loopObj.StartTime, false);
|
||||
noteDensity += loopOpacity;
|
||||
previousIndex++;
|
||||
}
|
||||
|
||||
double noteDensityDifficulty = Math.Pow(Math.Max(0, noteDensity - 2), 2);
|
||||
@ -71,6 +61,44 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
return difficulty;
|
||||
}
|
||||
|
||||
// Returns a list of objects that are visible on screen at
|
||||
// the point in time at which the current object becomes visible.
|
||||
private static List<DifficultyHitObject> retrievePastVisibleObjects(OsuDifficultyHitObject current)
|
||||
{
|
||||
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
|
||||
|
||||
for (int i = 0; i < current.Index; i++)
|
||||
{
|
||||
DifficultyHitObject currentObj = current.Previous(i);
|
||||
|
||||
if (current.OpacityAt(currentObj.StartTime, false) <= 0)
|
||||
break;
|
||||
|
||||
objects.Add(currentObj);
|
||||
}
|
||||
|
||||
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.
|
||||
private static List<DifficultyHitObject> retrieveCurrentVisibleObjects(OsuDifficultyHitObject current)
|
||||
{
|
||||
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
|
||||
|
||||
for (int i = 0; i < current.Count; i++)
|
||||
{
|
||||
OsuDifficultyHitObject currentObj = (OsuDifficultyHitObject)current.Next(i);
|
||||
|
||||
if (currentObj.OpacityAt(current.StartTime, false) <= 0)
|
||||
break;
|
||||
|
||||
objects.Add(currentObj);
|
||||
}
|
||||
|
||||
return objects;
|
||||
}
|
||||
|
||||
private static double logistic(double x) => 1 / (1 + Math.Pow(Math.E, -x));
|
||||
}
|
||||
}
|
||||
|
@ -16,6 +16,11 @@ namespace osu.Game.Rulesets.Difficulty.Preprocessing
|
||||
{
|
||||
private readonly IReadOnlyList<DifficultyHitObject> difficultyHitObjects;
|
||||
|
||||
/// <summary>
|
||||
/// The index of this <see cref="DifficultyHitObject"/> in the list of all <see cref="DifficultyHitObject"/>s.
|
||||
/// </summary>
|
||||
public int Count => difficultyHitObjects.Count;
|
||||
|
||||
/// <summary>
|
||||
/// The index of this <see cref="DifficultyHitObject"/> in the list of all <see cref="DifficultyHitObject"/>s.
|
||||
/// </summary>
|
||||
|
Loading…
Reference in New Issue
Block a user