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Merge pull request #19571 from vunyunt/colour-encoding-2

Rewrite of the colour skill & refactoring of difficulty calculation within osu!taiko
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Dan Balasescu 2022-08-25 13:56:50 +09:00 committed by GitHub
commit 136dcee3b5
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16 changed files with 718 additions and 330 deletions

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@ -16,13 +16,13 @@ namespace osu.Game.Rulesets.Taiko.Tests
{ {
protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko"; protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko";
[TestCase(1.9971301024093662d, 200, "diffcalc-test")] [TestCase(3.1098944660126882d, 200, "diffcalc-test")]
[TestCase(1.9971301024093662d, 200, "diffcalc-test-strong")] [TestCase(3.1098944660126882d, 200, "diffcalc-test-strong")]
public void Test(double expectedStarRating, int expectedMaxCombo, string name) public void Test(double expectedStarRating, int expectedMaxCombo, string name)
=> base.Test(expectedStarRating, expectedMaxCombo, name); => base.Test(expectedStarRating, expectedMaxCombo, name);
[TestCase(3.1645810961313674d, 200, "diffcalc-test")] [TestCase(4.0974106752474251d, 200, "diffcalc-test")]
[TestCase(3.1645810961313674d, 200, "diffcalc-test-strong")] [TestCase(4.0974106752474251d, 200, "diffcalc-test-strong")]
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name) public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new TaikoModDoubleTime()); => Test(expectedStarRating, expectedMaxCombo, name, new TaikoModDoubleTime());

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@ -0,0 +1,67 @@
// 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;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
{
public class ColourEvaluator
{
/// <summary>
/// A sigmoid function. It gives a value between (middle - height/2) and (middle + height/2).
/// </summary>
/// <param name="val">The input value.</param>
/// <param name="center">The center of the sigmoid, where the largest gradient occurs and value is equal to middle.</param>
/// <param name="width">The radius of the sigmoid, outside of which values are near the minimum/maximum.</param>
/// <param name="middle">The middle of the sigmoid output.</param>
/// <param name="height">The height of the sigmoid output. This will be equal to max value - min value.</param>
private static double sigmoid(double val, double center, double width, double middle, double height)
{
double sigmoid = Math.Tanh(Math.E * -(val - center) / width);
return sigmoid * (height / 2) + middle;
}
/// <summary>
/// Evaluate the difficulty of the first note of a <see cref="MonoStreak"/>.
/// </summary>
public static double EvaluateDifficultyOf(MonoStreak monoStreak)
{
return sigmoid(monoStreak.Index, 2, 2, 0.5, 1) * EvaluateDifficultyOf(monoStreak.Parent) * 0.5;
}
/// <summary>
/// Evaluate the difficulty of the first note of a <see cref="AlternatingMonoPattern"/>.
/// </summary>
public static double EvaluateDifficultyOf(AlternatingMonoPattern alternatingMonoPattern)
{
return sigmoid(alternatingMonoPattern.Index, 2, 2, 0.5, 1) * EvaluateDifficultyOf(alternatingMonoPattern.Parent);
}
/// <summary>
/// Evaluate the difficulty of the first note of a <see cref="RepeatingHitPatterns"/>.
/// </summary>
public static double EvaluateDifficultyOf(RepeatingHitPatterns repeatingHitPattern)
{
return 2 * (1 - sigmoid(repeatingHitPattern.RepetitionInterval, 2, 2, 0.5, 1));
}
public static double EvaluateDifficultyOf(DifficultyHitObject hitObject)
{
TaikoDifficultyHitObjectColour colour = ((TaikoDifficultyHitObject)hitObject).Colour;
double difficulty = 0.0d;
if (colour.MonoStreak != null) // Difficulty for MonoStreak
difficulty += EvaluateDifficultyOf(colour.MonoStreak);
if (colour.AlternatingMonoPattern != null) // Difficulty for AlternatingMonoPattern
difficulty += EvaluateDifficultyOf(colour.AlternatingMonoPattern);
if (colour.RepeatingHitPattern != null) // Difficulty for RepeatingHitPattern
difficulty += EvaluateDifficultyOf(colour.RepeatingHitPattern);
return difficulty;
}
}
}

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@ -0,0 +1,53 @@
// 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;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
{
public class StaminaEvaluator
{
/// <summary>
/// Applies a speed bonus dependent on the time since the last hit performed using this key.
/// </summary>
/// <param name="interval">The interval between the current and previous note hit using the same key.</param>
private static double speedBonus(double interval)
{
// Cap to 600bpm 1/4, 25ms note interval, 50ms key interval
// Interval will be capped at a very small value to avoid infinite/negative speed bonuses.
// TODO - This is a temporary measure as we need to implement methods of detecting playstyle-abuse of SpeedBonus.
interval = Math.Max(interval, 50);
return 30 / interval;
}
/// <summary>
/// Evaluates the minimum mechanical stamina required to play the current object. This is calculated using the
/// maximum possible interval between two hits using the same key, by alternating 2 keys for each colour.
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
if (current.BaseObject is not Hit)
{
return 0.0;
}
// Find the previous hit object hit by the current key, which is two notes of the same colour prior.
TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current;
TaikoDifficultyHitObject? keyPrevious = taikoCurrent.PreviousMono(1);
if (keyPrevious == null)
{
// There is no previous hit object hit by the current key
return 0.0;
}
double objectStrain = 0.5; // Add a base strain to all objects
objectStrain += speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime);
return objectStrain;
}
}
}

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@ -0,0 +1,53 @@
// 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.Collections.Generic;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
{
/// <summary>
/// Encodes a list of <see cref="MonoStreak"/>s.
/// <see cref="MonoStreak"/>s with the same <see cref="MonoStreak.RunLength"/> are grouped together.
/// </summary>
public class AlternatingMonoPattern
{
/// <summary>
/// <see cref="MonoStreak"/>s that are grouped together within this <see cref="AlternatingMonoPattern"/>.
/// </summary>
public readonly List<MonoStreak> MonoStreaks = new List<MonoStreak>();
/// <summary>
/// The parent <see cref="RepeatingHitPatterns"/> that contains this <see cref="AlternatingMonoPattern"/>
/// </summary>
public RepeatingHitPatterns Parent = null!;
/// <summary>
/// Index of this <see cref="AlternatingMonoPattern"/> within it's parent <see cref="RepeatingHitPatterns"/>
/// </summary>
public int Index;
/// <summary>
/// The first <see cref="TaikoDifficultyHitObject"/> in this <see cref="AlternatingMonoPattern"/>.
/// </summary>
public TaikoDifficultyHitObject FirstHitObject => MonoStreaks[0].FirstHitObject;
/// <summary>
/// Determine if this <see cref="AlternatingMonoPattern"/> is a repetition of another <see cref="AlternatingMonoPattern"/>. This
/// is a strict comparison and is true if and only if the colour sequence is exactly the same.
/// </summary>
public bool IsRepetitionOf(AlternatingMonoPattern other)
{
return HasIdenticalMonoLength(other) &&
other.MonoStreaks.Count == MonoStreaks.Count &&
other.MonoStreaks[0].HitType == MonoStreaks[0].HitType;
}
/// <summary>
/// Determine if this <see cref="AlternatingMonoPattern"/> has the same mono length of another <see cref="AlternatingMonoPattern"/>.
/// </summary>
public bool HasIdenticalMonoLength(AlternatingMonoPattern other)
{
return other.MonoStreaks[0].RunLength == MonoStreaks[0].RunLength;
}
}
}

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@ -0,0 +1,46 @@
// 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 osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
using System.Collections.Generic;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
{
/// <summary>
/// Encode colour information for a sequence of <see cref="TaikoDifficultyHitObject"/>s. Consecutive <see cref="TaikoDifficultyHitObject"/>s
/// of the same <see cref="Objects.HitType"/> are encoded within the same <see cref="MonoStreak"/>.
/// </summary>
public class MonoStreak
{
/// <summary>
/// List of <see cref="DifficultyHitObject"/>s that are encoded within this <see cref="MonoStreak"/>.
/// </summary>
public List<TaikoDifficultyHitObject> HitObjects { get; private set; } = new List<TaikoDifficultyHitObject>();
/// <summary>
/// The parent <see cref="AlternatingMonoPattern"/> that contains this <see cref="MonoStreak"/>
/// </summary>
public AlternatingMonoPattern Parent = null!;
/// <summary>
/// Index of this <see cref="MonoStreak"/> within it's parent <see cref="AlternatingMonoPattern"/>
/// </summary>
public int Index;
/// <summary>
/// The first <see cref="TaikoDifficultyHitObject"/> in this <see cref="MonoStreak"/>.
/// </summary>
public TaikoDifficultyHitObject FirstHitObject => HitObjects[0];
/// <summary>
/// The hit type of all objects encoded within this <see cref="MonoStreak"/>
/// </summary>
public HitType? HitType => (HitObjects[0].BaseObject as Hit)?.Type;
/// <summary>
/// How long the mono pattern encoded within is
/// </summary>
public int RunLength => HitObjects.Count;
}
}

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@ -0,0 +1,94 @@
// 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;
using System.Collections.Generic;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
{
/// <summary>
/// Encodes a list of <see cref="AlternatingMonoPattern"/>s, grouped together by back and forth repetition of the same
/// <see cref="AlternatingMonoPattern"/>. Also stores the repetition interval between this and the previous <see cref="RepeatingHitPatterns"/>.
/// </summary>
public class RepeatingHitPatterns
{
/// <summary>
/// Maximum amount of <see cref="RepeatingHitPatterns"/>s to look back to find a repetition.
/// </summary>
private const int max_repetition_interval = 16;
/// <summary>
/// The <see cref="AlternatingMonoPattern"/>s that are grouped together within this <see cref="RepeatingHitPatterns"/>.
/// </summary>
public readonly List<AlternatingMonoPattern> AlternatingMonoPatterns = new List<AlternatingMonoPattern>();
/// <summary>
/// The parent <see cref="TaikoDifficultyHitObject"/> in this <see cref="RepeatingHitPatterns"/>
/// </summary>
public TaikoDifficultyHitObject FirstHitObject => AlternatingMonoPatterns[0].FirstHitObject;
/// <summary>
/// The previous <see cref="RepeatingHitPatterns"/>. This is used to determine the repetition interval.
/// </summary>
public readonly RepeatingHitPatterns? Previous;
/// <summary>
/// How many <see cref="RepeatingHitPatterns"/> between the current and previous identical <see cref="RepeatingHitPatterns"/>.
/// If no repetition is found this will have a value of <see cref="max_repetition_interval"/> + 1.
/// </summary>
public int RepetitionInterval { get; private set; } = max_repetition_interval + 1;
public RepeatingHitPatterns(RepeatingHitPatterns? previous)
{
Previous = previous;
}
/// <summary>
/// Returns true if other is considered a repetition of this pattern. This is true if other's first two payloads
/// have identical mono lengths.
/// </summary>
private bool isRepetitionOf(RepeatingHitPatterns other)
{
if (AlternatingMonoPatterns.Count != other.AlternatingMonoPatterns.Count) return false;
for (int i = 0; i < Math.Min(AlternatingMonoPatterns.Count, 2); i++)
{
if (!AlternatingMonoPatterns[i].HasIdenticalMonoLength(other.AlternatingMonoPatterns[i])) return false;
}
return true;
}
/// <summary>
/// Finds the closest previous <see cref="RepeatingHitPatterns"/> that has the identical <see cref="AlternatingMonoPatterns"/>.
/// Interval is defined as the amount of <see cref="RepeatingHitPatterns"/> chunks between the current and repeated patterns.
/// </summary>
public void FindRepetitionInterval()
{
if (Previous == null)
{
RepetitionInterval = max_repetition_interval + 1;
return;
}
RepeatingHitPatterns? other = Previous;
int interval = 1;
while (interval < max_repetition_interval)
{
if (isRepetitionOf(other))
{
RepetitionInterval = Math.Min(interval, max_repetition_interval);
return;
}
other = other.Previous;
if (other == null) break;
++interval;
}
RepetitionInterval = max_repetition_interval + 1;
}
}
}

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@ -0,0 +1,167 @@
// 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.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
/// <summary>
/// Utility class to perform various encodings.
/// </summary>
public static class TaikoColourDifficultyPreprocessor
{
/// <summary>
/// Processes and encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="TaikoDifficultyHitObjectColour"/>s,
/// assigning the appropriate <see cref="TaikoDifficultyHitObjectColour"/>s to each <see cref="TaikoDifficultyHitObject"/>,
/// and pre-evaluating colour difficulty of each <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
public static void ProcessAndAssign(List<DifficultyHitObject> hitObjects)
{
List<RepeatingHitPatterns> hitPatterns = encode(hitObjects);
// Assign indexing and encoding data to all relevant objects. Only the first note of each encoding type is
// assigned with the relevant encodings.
foreach (var repeatingHitPattern in hitPatterns)
{
repeatingHitPattern.FirstHitObject.Colour.RepeatingHitPattern = repeatingHitPattern;
// The outermost loop is kept a ForEach loop since it doesn't need index information, and we want to
// keep i and j for AlternatingMonoPattern's and MonoStreak's index respectively, to keep it in line with
// documentation.
for (int i = 0; i < repeatingHitPattern.AlternatingMonoPatterns.Count; ++i)
{
AlternatingMonoPattern monoPattern = repeatingHitPattern.AlternatingMonoPatterns[i];
monoPattern.Parent = repeatingHitPattern;
monoPattern.Index = i;
monoPattern.FirstHitObject.Colour.AlternatingMonoPattern = monoPattern;
for (int j = 0; j < monoPattern.MonoStreaks.Count; ++j)
{
MonoStreak monoStreak = monoPattern.MonoStreaks[j];
monoStreak.Parent = monoPattern;
monoStreak.Index = j;
monoStreak.FirstHitObject.Colour.MonoStreak = monoStreak;
}
}
}
}
/// <summary>
/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="RepeatingHitPatterns"/>s.
/// </summary>
private static List<RepeatingHitPatterns> encode(List<DifficultyHitObject> data)
{
List<MonoStreak> monoStreaks = encodeMonoStreak(data);
List<AlternatingMonoPattern> alternatingMonoPatterns = encodeAlternatingMonoPattern(monoStreaks);
List<RepeatingHitPatterns> repeatingHitPatterns = encodeRepeatingHitPattern(alternatingMonoPatterns);
return repeatingHitPatterns;
}
/// <summary>
/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="MonoStreak"/>s.
/// </summary>
private static List<MonoStreak> encodeMonoStreak(List<DifficultyHitObject> data)
{
List<MonoStreak> monoStreaks = new List<MonoStreak>();
MonoStreak? currentMonoStreak = null;
for (int i = 0; i < data.Count; i++)
{
TaikoDifficultyHitObject taikoObject = (TaikoDifficultyHitObject)data[i];
// This ignores all non-note objects, which may or may not be the desired behaviour
TaikoDifficultyHitObject? previousObject = taikoObject.PreviousNote(0);
// If this is the first object in the list or the colour changed, create a new mono streak
if (currentMonoStreak == null || previousObject == null || (taikoObject.BaseObject as Hit)?.Type != (previousObject.BaseObject as Hit)?.Type)
{
currentMonoStreak = new MonoStreak();
monoStreaks.Add(currentMonoStreak);
}
// Add the current object to the encoded payload.
currentMonoStreak.HitObjects.Add(taikoObject);
}
return monoStreaks;
}
/// <summary>
/// Encodes a list of <see cref="MonoStreak"/>s into a list of <see cref="AlternatingMonoPattern"/>s.
/// </summary>
private static List<AlternatingMonoPattern> encodeAlternatingMonoPattern(List<MonoStreak> data)
{
List<AlternatingMonoPattern> monoPatterns = new List<AlternatingMonoPattern>();
AlternatingMonoPattern? currentMonoPattern = null;
for (int i = 0; i < data.Count; i++)
{
// Start a new AlternatingMonoPattern if the previous MonoStreak has a different mono length, or if this is the first MonoStreak in the list.
if (currentMonoPattern == null || data[i].RunLength != data[i - 1].RunLength)
{
currentMonoPattern = new AlternatingMonoPattern();
monoPatterns.Add(currentMonoPattern);
}
// Add the current MonoStreak to the encoded payload.
currentMonoPattern.MonoStreaks.Add(data[i]);
}
return monoPatterns;
}
/// <summary>
/// Encodes a list of <see cref="AlternatingMonoPattern"/>s into a list of <see cref="RepeatingHitPatterns"/>s.
/// </summary>
private static List<RepeatingHitPatterns> encodeRepeatingHitPattern(List<AlternatingMonoPattern> data)
{
List<RepeatingHitPatterns> hitPatterns = new List<RepeatingHitPatterns>();
RepeatingHitPatterns? currentHitPattern = null;
for (int i = 0; i < data.Count; i++)
{
// Start a new RepeatingHitPattern. AlternatingMonoPatterns that should be grouped together will be handled later within this loop.
currentHitPattern = new RepeatingHitPatterns(currentHitPattern);
// Determine if future AlternatingMonoPatterns should be grouped.
bool isCoupled = i < data.Count - 2 && data[i].IsRepetitionOf(data[i + 2]);
if (!isCoupled)
{
// If not, add the current AlternatingMonoPattern to the encoded payload and continue.
currentHitPattern.AlternatingMonoPatterns.Add(data[i]);
}
else
{
// If so, add the current AlternatingMonoPattern to the encoded payload and start repeatedly checking if the
// subsequent AlternatingMonoPatterns should be grouped by increasing i and doing the appropriate isCoupled check.
while (isCoupled)
{
currentHitPattern.AlternatingMonoPatterns.Add(data[i]);
i++;
isCoupled = i < data.Count - 2 && data[i].IsRepetitionOf(data[i + 2]);
}
// Skip over viewed data and add the rest to the payload
currentHitPattern.AlternatingMonoPatterns.Add(data[i]);
currentHitPattern.AlternatingMonoPatterns.Add(data[i + 1]);
i++;
}
hitPatterns.Add(currentHitPattern);
}
// Final pass to find repetition intervals
for (int i = 0; i < hitPatterns.Count; i++)
{
hitPatterns[i].FindRepetitionInterval();
}
return hitPatterns;
}
}
}

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@ -0,0 +1,28 @@
// 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 osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
/// <summary>
/// Stores colour compression information for a <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
public class TaikoDifficultyHitObjectColour
{
/// <summary>
/// The <see cref="MonoStreak"/> that encodes this note, only present if this is the first note within a <see cref="MonoStreak"/>
/// </summary>
public MonoStreak? MonoStreak;
/// <summary>
/// The <see cref="AlternatingMonoPattern"/> that encodes this note, only present if this is the first note within a <see cref="AlternatingMonoPattern"/>
/// </summary>
public AlternatingMonoPattern? AlternatingMonoPattern;
/// <summary>
/// The <see cref="RepeatingHitPattern"/> that encodes this note, only present if this is the first note within a <see cref="RepeatingHitPattern"/>
/// </summary>
public RepeatingHitPatterns? RepeatingHitPattern;
}
}

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@ -1,9 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
#nullable disable namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{ {
/// <summary> /// <summary>
/// Represents a rhythm change in a taiko map. /// Represents a rhythm change in a taiko map.

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@ -1,14 +1,14 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
#nullable disable
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{ {
@ -17,21 +17,36 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
/// </summary> /// </summary>
public class TaikoDifficultyHitObject : DifficultyHitObject public class TaikoDifficultyHitObject : DifficultyHitObject
{ {
/// <summary>
/// The list of all <see cref="TaikoDifficultyHitObject"/> of the same colour as this <see cref="TaikoDifficultyHitObject"/> in the beatmap.
/// </summary>
private readonly IReadOnlyList<TaikoDifficultyHitObject>? monoDifficultyHitObjects;
/// <summary>
/// The index of this <see cref="TaikoDifficultyHitObject"/> in <see cref="monoDifficultyHitObjects"/>.
/// </summary>
public readonly int MonoIndex;
/// <summary>
/// The list of all <see cref="TaikoDifficultyHitObject"/> that is either a regular note or finisher in the beatmap
/// </summary>
private readonly IReadOnlyList<TaikoDifficultyHitObject> noteDifficultyHitObjects;
/// <summary>
/// The index of this <see cref="TaikoDifficultyHitObject"/> in <see cref="noteDifficultyHitObjects"/>.
/// </summary>
public readonly int NoteIndex;
/// <summary> /// <summary>
/// The rhythm required to hit this hit object. /// The rhythm required to hit this hit object.
/// </summary> /// </summary>
public readonly TaikoDifficultyHitObjectRhythm Rhythm; public readonly TaikoDifficultyHitObjectRhythm Rhythm;
/// <summary> /// <summary>
/// The hit type of this hit object. /// Colour data for this hit object. This is used by colour evaluator to calculate colour difficulty, but can be used
/// by other skills in the future.
/// </summary> /// </summary>
public readonly HitType? HitType; public readonly TaikoDifficultyHitObjectColour Colour;
/// <summary>
/// Whether the object should carry a penalty due to being hittable using special techniques
/// making it easier to do so.
/// </summary>
public bool StaminaCheese;
/// <summary> /// <summary>
/// Creates a new difficulty hit object. /// Creates a new difficulty hit object.
@ -40,15 +55,44 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
/// <param name="lastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="hitObject"/>.</param> /// <param name="lastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="hitObject"/>.</param>
/// <param name="lastLastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="lastObject"/>.</param> /// <param name="lastLastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="lastObject"/>.</param>
/// <param name="clockRate">The rate of the gameplay clock. Modified by speed-changing mods.</param> /// <param name="clockRate">The rate of the gameplay clock. Modified by speed-changing mods.</param>
/// <param name="objects">The list of <see cref="DifficultyHitObject"/>s in the current beatmap.</param> /// <param name="objects">The list of all <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
/// /// <param name="index">The position of this <see cref="DifficultyHitObject"/> in the <paramref name="objects"/> list.</param> /// <param name="centreHitObjects">The list of centre (don) <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate, List<DifficultyHitObject> objects, int index) /// <param name="rimHitObjects">The list of rim (kat) <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
/// <param name="noteObjects">The list of <see cref="DifficultyHitObject"/>s that is a hit (i.e. not a drumroll or swell) in the current beatmap.</param>
/// <param name="index">The position of this <see cref="DifficultyHitObject"/> in the <paramref name="objects"/> list.</param>
public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate,
List<DifficultyHitObject> objects,
List<TaikoDifficultyHitObject> centreHitObjects,
List<TaikoDifficultyHitObject> rimHitObjects,
List<TaikoDifficultyHitObject> noteObjects, int index)
: base(hitObject, lastObject, clockRate, objects, index) : base(hitObject, lastObject, clockRate, objects, index)
{ {
var currentHit = hitObject as Hit; noteDifficultyHitObjects = noteObjects;
// Create the Colour object, its properties should be filled in by TaikoDifficultyPreprocessor
Colour = new TaikoDifficultyHitObjectColour();
Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate); Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate);
HitType = currentHit?.Type;
switch ((hitObject as Hit)?.Type)
{
case HitType.Centre:
MonoIndex = centreHitObjects.Count;
centreHitObjects.Add(this);
monoDifficultyHitObjects = centreHitObjects;
break;
case HitType.Rim:
MonoIndex = rimHitObjects.Count;
rimHitObjects.Add(this);
monoDifficultyHitObjects = rimHitObjects;
break;
}
if (hitObject is Hit)
{
NoteIndex = noteObjects.Count;
noteObjects.Add(this);
}
} }
/// <summary> /// <summary>
@ -87,5 +131,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First(); return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First();
} }
public TaikoDifficultyHitObject? PreviousMono(int backwardsIndex) => monoDifficultyHitObjects?.ElementAtOrDefault(MonoIndex - (backwardsIndex + 1));
public TaikoDifficultyHitObject? NextMono(int forwardsIndex) => monoDifficultyHitObjects?.ElementAtOrDefault(MonoIndex + (forwardsIndex + 1));
public TaikoDifficultyHitObject? PreviousNote(int backwardsIndex) => noteDifficultyHitObjects.ElementAtOrDefault(NoteIndex - (backwardsIndex + 1));
public TaikoDifficultyHitObject? NextNote(int forwardsIndex) => noteDifficultyHitObjects.ElementAtOrDefault(NoteIndex + (forwardsIndex + 1));
} }
} }

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@ -1,15 +1,10 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{ {
@ -18,29 +13,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
/// </summary> /// </summary>
public class Colour : StrainDecaySkill public class Colour : StrainDecaySkill
{ {
protected override double SkillMultiplier => 1; protected override double SkillMultiplier => 0.12;
protected override double StrainDecayBase => 0.4;
/// <summary> // This is set to decay slower than other skills, due to the fact that only the first note of each encoding class
/// Maximum number of entries to keep in <see cref="monoHistory"/>. // having any difficulty values, and we want to allow colour difficulty to be able to build up even on
/// </summary> // slower maps.
private const int mono_history_max_length = 5; protected override double StrainDecayBase => 0.8;
/// <summary>
/// Queue with the lengths of the last <see cref="mono_history_max_length"/> most recent mono (single-colour) patterns,
/// with the most recent value at the end of the queue.
/// </summary>
private readonly LimitedCapacityQueue<int> monoHistory = new LimitedCapacityQueue<int>(mono_history_max_length);
/// <summary>
/// The <see cref="HitType"/> of the last object hit before the one being considered.
/// </summary>
private HitType? previousHitType;
/// <summary>
/// Length of the current mono pattern.
/// </summary>
private int currentMonoLength;
public Colour(Mod[] mods) public Colour(Mod[] mods)
: base(mods) : base(mods)
@ -49,95 +27,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
protected override double StrainValueOf(DifficultyHitObject current) protected override double StrainValueOf(DifficultyHitObject current)
{ {
// changing from/to a drum roll or a swell does not constitute a colour change. return ColourEvaluator.EvaluateDifficultyOf(current);
// hits spaced more than a second apart are also exempt from colour strain. }
if (!(current.LastObject is Hit && current.BaseObject is Hit && current.DeltaTime < 1000))
{
monoHistory.Clear();
var currentHit = current.BaseObject as Hit;
currentMonoLength = currentHit != null ? 1 : 0;
previousHitType = currentHit?.Type;
return 0.0;
}
var taikoCurrent = (TaikoDifficultyHitObject)current;
double objectStrain = 0.0;
if (previousHitType != null && taikoCurrent.HitType != previousHitType)
{
// The colour has changed.
objectStrain = 1.0;
if (monoHistory.Count < 2)
{
// There needs to be at least two streaks to determine a strain.
objectStrain = 0.0;
}
else if ((monoHistory[^1] + currentMonoLength) % 2 == 0)
{
// The last streak in the history is guaranteed to be a different type to the current streak.
// If the total number of notes in the two streaks is even, nullify this object's strain.
objectStrain = 0.0;
}
objectStrain *= repetitionPenalties();
currentMonoLength = 1;
}
else
{
currentMonoLength += 1;
}
previousHitType = taikoCurrent.HitType;
return objectStrain;
}
/// <summary>
/// The penalty to apply due to the length of repetition in colour streaks.
/// </summary>
private double repetitionPenalties()
{
const int most_recent_patterns_to_compare = 2;
double penalty = 1.0;
monoHistory.Enqueue(currentMonoLength);
for (int start = monoHistory.Count - most_recent_patterns_to_compare - 1; start >= 0; start--)
{
if (!isSamePattern(start, most_recent_patterns_to_compare))
continue;
int notesSince = 0;
for (int i = start; i < monoHistory.Count; i++) notesSince += monoHistory[i];
penalty *= repetitionPenalty(notesSince);
break;
}
return penalty;
}
/// <summary>
/// Determines whether the last <paramref name="mostRecentPatternsToCompare"/> patterns have repeated in the history
/// of single-colour note sequences, starting from <paramref name="start"/>.
/// </summary>
private bool isSamePattern(int start, int mostRecentPatternsToCompare)
{
for (int i = 0; i < mostRecentPatternsToCompare; i++)
{
if (monoHistory[start + i] != monoHistory[monoHistory.Count - mostRecentPatternsToCompare + i])
return false;
}
return true;
}
/// <summary>
/// Calculates the strain penalty for a colour pattern repetition.
/// </summary>
/// <param name="notesSince">The number of notes since the last repetition of the pattern.</param>
private double repetitionPenalty(int notesSince) => Math.Min(1.0, 0.032 * notesSince);
} }
} }

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@ -0,0 +1,93 @@
// 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;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
public class Peaks : Skill
{
private const double rhythm_skill_multiplier = 0.2 * final_multiplier;
private const double colour_skill_multiplier = 0.375 * final_multiplier;
private const double stamina_skill_multiplier = 0.375 * final_multiplier;
private const double final_multiplier = 0.0625;
private readonly Rhythm rhythm;
private readonly Colour colour;
private readonly Stamina stamina;
public double ColourDifficultyValue => colour.DifficultyValue() * colour_skill_multiplier;
public double RhythmDifficultyValue => rhythm.DifficultyValue() * rhythm_skill_multiplier;
public double StaminaDifficultyValue => stamina.DifficultyValue() * stamina_skill_multiplier;
public Peaks(Mod[] mods)
: base(mods)
{
rhythm = new Rhythm(mods);
colour = new Colour(mods);
stamina = new Stamina(mods);
}
/// <summary>
/// Returns the <i>p</i>-norm of an <i>n</i>-dimensional vector.
/// </summary>
/// <param name="p">The value of <i>p</i> to calculate the norm for.</param>
/// <param name="values">The coefficients of the vector.</param>
private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
public override void Process(DifficultyHitObject current)
{
rhythm.Process(current);
colour.Process(current);
stamina.Process(current);
}
/// <summary>
/// Returns the combined star rating of the beatmap, calculated using peak strains from all sections of the map.
/// </summary>
/// <remarks>
/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
/// </remarks>
public override double DifficultyValue()
{
List<double> peaks = new List<double>();
var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
for (int i = 0; i < colourPeaks.Count; i++)
{
double colourPeak = colourPeaks[i] * colour_skill_multiplier;
double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier;
double peak = norm(1.5, colourPeak, staminaPeak);
peak = norm(2, peak, rhythmPeak);
// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
// These sections will not contribute to the difficulty.
if (peak > 0)
peaks.Add(peak);
}
double difficulty = 0;
double weight = 1;
foreach (double strain in peaks.OrderByDescending(d => d))
{
difficulty += strain * weight;
weight *= 0.9;
}
return difficulty;
}
}
}

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@ -1,44 +0,0 @@
// 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.
#nullable disable
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
/// <summary>
/// Stamina of a single key, calculated based on repetition speed.
/// </summary>
public class SingleKeyStamina
{
private double? previousHitTime;
/// <summary>
/// Similar to <see cref="StrainDecaySkill.StrainValueOf"/>
/// </summary>
public double StrainValueOf(DifficultyHitObject current)
{
if (previousHitTime == null)
{
previousHitTime = current.StartTime;
return 0;
}
double objectStrain = 0.5;
objectStrain += speedBonus(current.StartTime - previousHitTime.Value);
previousHitTime = current.StartTime;
return objectStrain;
}
/// <summary>
/// Applies a speed bonus dependent on the time since the last hit performed using this key.
/// </summary>
/// <param name="notePairDuration">The duration between the current and previous note hit using the same key.</param>
private double speedBonus(double notePairDuration)
{
return 175 / (notePairDuration + 100);
}
}
}

View File

@ -6,8 +6,7 @@
using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{ {
@ -19,31 +18,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
/// </remarks> /// </remarks>
public class Stamina : StrainDecaySkill public class Stamina : StrainDecaySkill
{ {
protected override double SkillMultiplier => 1; protected override double SkillMultiplier => 1.1;
protected override double StrainDecayBase => 0.4; protected override double StrainDecayBase => 0.4;
private readonly SingleKeyStamina[] centreKeyStamina =
{
new SingleKeyStamina(),
new SingleKeyStamina()
};
private readonly SingleKeyStamina[] rimKeyStamina =
{
new SingleKeyStamina(),
new SingleKeyStamina()
};
/// <summary>
/// Current index into <see cref="centreKeyStamina" /> for a centre hit.
/// </summary>
private int centreKeyIndex;
/// <summary>
/// Current index into <see cref="rimKeyStamina" /> for a rim hit.
/// </summary>
private int rimKeyIndex;
/// <summary> /// <summary>
/// Creates a <see cref="Stamina"/> skill. /// Creates a <see cref="Stamina"/> skill.
/// </summary> /// </summary>
@ -53,32 +30,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{ {
} }
/// <summary>
/// Get the next <see cref="SingleKeyStamina"/> to use for the given <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
/// <param name="current">The current <see cref="TaikoDifficultyHitObject"/>.</param>
private SingleKeyStamina getNextSingleKeyStamina(TaikoDifficultyHitObject current)
{
// Alternate key for the same color.
if (current.HitType == HitType.Centre)
{
centreKeyIndex = (centreKeyIndex + 1) % 2;
return centreKeyStamina[centreKeyIndex];
}
rimKeyIndex = (rimKeyIndex + 1) % 2;
return rimKeyStamina[rimKeyIndex];
}
protected override double StrainValueOf(DifficultyHitObject current) protected override double StrainValueOf(DifficultyHitObject current)
{ {
if (!(current.BaseObject is Hit)) return StaminaEvaluator.EvaluateDifficultyOf(current);
{
return 0.0;
}
TaikoDifficultyHitObject hitObject = (TaikoDifficultyHitObject)current;
return getNextSingleKeyStamina(hitObject).StrainValueOf(hitObject);
} }
} }
} }

View File

@ -29,13 +29,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
public double ColourDifficulty { get; set; } public double ColourDifficulty { get; set; }
/// <summary> /// <summary>
/// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc). /// The difficulty corresponding to the hardest parts of the map.
/// </summary> /// </summary>
/// <remarks> [JsonProperty("peak_difficulty")]
/// Rate-adjusting mods don't directly affect the approach rate difficulty value, but have a perceived effect as a result of adjusting audio timing. public double PeakDifficulty { get; set; }
/// </remarks>
[JsonProperty("approach_rate")]
public double ApproachRate { get; set; }
/// <summary> /// <summary>
/// The perceived hit window for a GREAT hit inclusive of rate-adjusting mods (DT/HT/etc). /// The perceived hit window for a GREAT hit inclusive of rate-adjusting mods (DT/HT/etc).

View File

@ -13,6 +13,7 @@ using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
using osu.Game.Rulesets.Taiko.Difficulty.Skills; using osu.Game.Rulesets.Taiko.Difficulty.Skills;
using osu.Game.Rulesets.Taiko.Mods; using osu.Game.Rulesets.Taiko.Mods;
using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Objects;
@ -22,9 +23,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
{ {
public class TaikoDifficultyCalculator : DifficultyCalculator public class TaikoDifficultyCalculator : DifficultyCalculator
{ {
private const double rhythm_skill_multiplier = 0.014; private const double difficulty_multiplier = 1.35;
private const double colour_skill_multiplier = 0.01;
private const double stamina_skill_multiplier = 0.021;
public override int Version => 20220701; public override int Version => 20220701;
@ -33,12 +32,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
{ {
} }
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[] protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
{ {
new Colour(mods), return new Skill[]
new Rhythm(mods), {
new Stamina(mods) new Peaks(mods)
}; };
}
protected override Mod[] DifficultyAdjustmentMods => new Mod[] protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{ {
@ -50,18 +50,23 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{ {
List<DifficultyHitObject> taikoDifficultyHitObjects = new List<DifficultyHitObject>(); List<DifficultyHitObject> difficultyHitObjects = new List<DifficultyHitObject>();
List<TaikoDifficultyHitObject> centreObjects = new List<TaikoDifficultyHitObject>();
List<TaikoDifficultyHitObject> rimObjects = new List<TaikoDifficultyHitObject>();
List<TaikoDifficultyHitObject> noteObjects = new List<TaikoDifficultyHitObject>();
for (int i = 2; i < beatmap.HitObjects.Count; i++) for (int i = 2; i < beatmap.HitObjects.Count; i++)
{ {
taikoDifficultyHitObjects.Add( difficultyHitObjects.Add(
new TaikoDifficultyHitObject( new TaikoDifficultyHitObject(
beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, taikoDifficultyHitObjects, taikoDifficultyHitObjects.Count beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObjects,
) centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count)
); );
} }
return taikoDifficultyHitObjects; TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
return difficultyHitObjects;
} }
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate) protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
@ -69,28 +74,24 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (beatmap.HitObjects.Count == 0) if (beatmap.HitObjects.Count == 0)
return new TaikoDifficultyAttributes { Mods = mods }; return new TaikoDifficultyAttributes { Mods = mods };
var colour = (Colour)skills[0]; var combined = (Peaks)skills[0];
var rhythm = (Rhythm)skills[1];
var stamina = (Stamina)skills[2];
double colourRating = colour.DifficultyValue() * colour_skill_multiplier; double colourRating = combined.ColourDifficultyValue * difficulty_multiplier;
double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier; double rhythmRating = combined.RhythmDifficultyValue * difficulty_multiplier;
double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier; double staminaRating = combined.StaminaDifficultyValue * difficulty_multiplier;
double staminaPenalty = simpleColourPenalty(staminaRating, colourRating); double combinedRating = combined.DifficultyValue() * difficulty_multiplier;
staminaRating *= staminaPenalty; double starRating = rescale(combinedRating * 1.4);
//TODO : This is a temporary fix for the stamina rating of converts, due to their low colour variance. // TODO: This is temporary measure as we don't detect abuse of multiple-input playstyles of converts within the current system.
if (beatmap.BeatmapInfo.Ruleset.OnlineID == 0 && colourRating < 0.05) if (beatmap.BeatmapInfo.Ruleset.OnlineID == 0)
{ {
staminaPenalty *= 0.25; starRating *= 0.925;
// For maps with low colour variance and high stamina requirement, multiple inputs are more likely to be abused.
if (colourRating < 2 && staminaRating > 8)
starRating *= 0.80;
} }
double combinedRating = locallyCombinedDifficulty(colour, rhythm, stamina, staminaPenalty);
double separatedRating = norm(1.5, colourRating, rhythmRating, staminaRating);
double starRating = 1.4 * separatedRating + 0.5 * combinedRating;
starRating = rescale(starRating);
HitWindows hitWindows = new TaikoHitWindows(); HitWindows hitWindows = new TaikoHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty); hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
@ -101,75 +102,14 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
StaminaDifficulty = staminaRating, StaminaDifficulty = staminaRating,
RhythmDifficulty = rhythmRating, RhythmDifficulty = rhythmRating,
ColourDifficulty = colourRating, ColourDifficulty = colourRating,
PeakDifficulty = combinedRating,
GreatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate, GreatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate,
MaxCombo = beatmap.HitObjects.Count(h => h is Hit), MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
}; };
} }
/// <summary> /// <summary>
/// Calculates the penalty for the stamina skill for maps with low colour difficulty. /// Applies a final re-scaling of the star rating.
/// </summary>
/// <remarks>
/// Some maps (especially converts) can be easy to read despite a high note density.
/// This penalty aims to reduce the star rating of such maps by factoring in colour difficulty to the stamina skill.
/// </remarks>
private double simpleColourPenalty(double staminaDifficulty, double colorDifficulty)
{
if (colorDifficulty <= 0) return 0.79 - 0.25;
return 0.79 - Math.Atan(staminaDifficulty / colorDifficulty - 12) / Math.PI / 2;
}
/// <summary>
/// Returns the <i>p</i>-norm of an <i>n</i>-dimensional vector.
/// </summary>
/// <param name="p">The value of <i>p</i> to calculate the norm for.</param>
/// <param name="values">The coefficients of the vector.</param>
private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
/// <summary>
/// Returns the partial star rating of the beatmap, calculated using peak strains from all sections of the map.
/// </summary>
/// <remarks>
/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
/// </remarks>
private double locallyCombinedDifficulty(Colour colour, Rhythm rhythm, Stamina stamina, double staminaPenalty)
{
List<double> peaks = new List<double>();
var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
for (int i = 0; i < colourPeaks.Count; i++)
{
double colourPeak = colourPeaks[i] * colour_skill_multiplier;
double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier * staminaPenalty;
double peak = norm(2, colourPeak, rhythmPeak, staminaPeak);
// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
// These sections will not contribute to the difficulty.
if (peak > 0)
peaks.Add(peak);
}
double difficulty = 0;
double weight = 1;
foreach (double strain in peaks.OrderByDescending(d => d))
{
difficulty += strain * weight;
weight *= 0.9;
}
return difficulty;
}
/// <summary>
/// Applies a final re-scaling of the star rating to bring maps with recorded full combos below 9.5 stars.
/// </summary> /// </summary>
/// <param name="sr">The raw star rating value before re-scaling.</param> /// <param name="sr">The raw star rating value before re-scaling.</param>
private double rescale(double sr) private double rescale(double sr)