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Refactor colour encoding to avoid circular dependencies
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parent
6660379a0e
commit
1cb18f8474
@ -1,5 +1,4 @@
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using System;
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
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@ -67,16 +66,5 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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}
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}
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}
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}
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}
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}
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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TaikoDifficultyHitObject? taikoObject = current as TaikoDifficultyHitObject;
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if (taikoObject != null && taikoObject.Colour != null)
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{
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return taikoObject.Colour.EvaluatedDifficulty;
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}
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return 0;
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}
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}
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}
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}
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}
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@ -16,8 +16,15 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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/// <param name="interval">The interval between the current and previous note hit using the same key.</param>
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/// <param name="interval">The interval between the current and previous note hit using the same key.</param>
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private static double speedBonus(double interval)
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private static double speedBonus(double interval)
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{
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{
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// Cap to 300bpm 1/4, 50ms note interval, 100ms key interval
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// This is a temporary measure to prevent absurdly high speed mono convert maps being rated too high
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// There is a plan to replace this with detecting mono that can be hit by special techniques, and this will
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// be removed when that is implemented.
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interval = Math.Max(interval, 100);
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// return 15 / Math.Pow(interval, 0.6);
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// return 15 / Math.Pow(interval, 0.6);
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return Math.Pow(0.2, interval / 1000);
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// return Math.Pow(0.2, interval / 1000);
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return 30 / interval;
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}
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}
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/// <summary>
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/// <summary>
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@ -41,8 +48,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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return 0.0;
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return 0.0;
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}
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}
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double objectStrain = 1;
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double objectStrain = 0.5; // Add a base strain to all objects
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objectStrain *= speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime);
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// double objectStrain = 0;
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objectStrain += speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime);
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return objectStrain;
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return objectStrain;
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}
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}
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}
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}
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@ -1,43 +1,38 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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{
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{
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/// <summary>
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/// Encodes a list of <see cref="MonoEncoding"/>s.
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/// <see cref="MonoEncoding"/>s with the same <see cref="MonoEncoding.RunLength"/> are grouped together.
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/// </summary>
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public class ColourEncoding
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public class ColourEncoding
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{
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{
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/// <summary>
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/// <see cref="MonoEncoding"/>s that are grouped together within this <see cref="ColourEncoding"/>.
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/// </summary>
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public List<MonoEncoding> Payload { get; private set; } = new List<MonoEncoding>();
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public List<MonoEncoding> Payload { get; private set; } = new List<MonoEncoding>();
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/// <summary>
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/// Determine if this <see cref="ColourEncoding"/> is a repetition of another <see cref="ColourEncoding"/>. This
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/// is a strict comparison and is true if and only if the colour sequence is exactly the same.
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/// This does not require the <see cref="ColourEncoding"/>s to have the same amount of <see cref="MonoEncoding"/>s.
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/// </summary>
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public bool isRepetitionOf(ColourEncoding other)
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public bool isRepetitionOf(ColourEncoding other)
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{
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{
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return hasIdenticalMonoLength(other) &&
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return hasIdenticalMonoLength(other) &&
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other.Payload.Count == Payload.Count &&
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other.Payload.Count == Payload.Count &&
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other.Payload[0].EncodedData[0].HitType == Payload[0].EncodedData[0].HitType;
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(other.Payload[0].EncodedData[0].BaseObject as Hit)?.Type ==
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(Payload[0].EncodedData[0].BaseObject as Hit)?.Type;
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}
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}
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/// <summary>
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/// Determine if this <see cref="ColourEncoding"/> has the same mono length of another <see cref="ColourEncoding"/>.
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/// </summary>
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public bool hasIdenticalMonoLength(ColourEncoding other)
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public bool hasIdenticalMonoLength(ColourEncoding other)
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{
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{
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return other.Payload[0].RunLength == Payload[0].RunLength;
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return other.Payload[0].RunLength == Payload[0].RunLength;
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}
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}
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public static List<ColourEncoding> Encode(List<MonoEncoding> data)
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{
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// Compute encoding lengths
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List<ColourEncoding> encoded = new List<ColourEncoding>();
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ColourEncoding? lastEncoded = null;
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for (int i = 0; i < data.Count; i++)
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{
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if (i == 0 || lastEncoded == null || data[i].RunLength != data[i - 1].RunLength)
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{
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lastEncoded = new ColourEncoding();
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lastEncoded.Payload.Add(data[i]);
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encoded.Add(lastEncoded);
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continue;
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}
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lastEncoded.Payload.Add(data[i]);
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}
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return encoded;
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}
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}
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}
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}
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}
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@ -1,78 +1,35 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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{
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{
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/// <summary>
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/// Encodes a list of <see cref="ColourEncoding"/>s, grouped together by back and forth repetition of the same
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/// <see cref="ColourEncoding"/>. Also stores the repetition interval between this and the previous <see cref="CoupledColourEncoding"/>.
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/// </summary>
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public class CoupledColourEncoding
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public class CoupledColourEncoding
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{
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{
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/// <summary>
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/// Maximum amount of <see cref="CoupledColourEncoding"/>s to look back to find a repetition.
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/// </summary>
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private const int max_repetition_interval = 16;
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private const int max_repetition_interval = 16;
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/// <summary>
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/// The <see cref="ColourEncoding"/>s that are grouped together within this <see cref="CoupledColourEncoding"/>.
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/// </summary>
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public List<ColourEncoding> Payload = new List<ColourEncoding>();
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public List<ColourEncoding> Payload = new List<ColourEncoding>();
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public CoupledColourEncoding? Previous { get; private set; } = null;
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/// <summary>
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/// The previous <see cref="CoupledColourEncoding"/>. This is used to determine the repetition interval.
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/// </summary>
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public CoupledColourEncoding? Previous = null;
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/// <summary>
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/// <summary>
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/// How many notes between the current and previous identical <see cref="TaikoDifficultyHitObjectColour"/>.
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/// How many <see cref="CoupledColourEncoding"/> between the current and previous identical <see cref="CoupledColourEncoding"/>.
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/// Negative number means that there is no repetition in range.
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/// If no repetition is found this will have a value of <see cref="max_repetition_interval"/> + 1.
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/// If no repetition is found this will have a value of <see cref="max_repetition_interval"/> + 1.
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/// </summary>
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/// </summary>
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public int RepetitionInterval { get; private set; } = max_repetition_interval + 1;
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public int RepetitionInterval { get; private set; } = max_repetition_interval + 1;
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public static List<CoupledColourEncoding> Encode(List<DifficultyHitObject> data)
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{
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List<MonoEncoding> firstPass = MonoEncoding.Encode(data);
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List<ColourEncoding> secondPass = ColourEncoding.Encode(firstPass);
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List<CoupledColourEncoding> thirdPass = CoupledColourEncoding.Encode(secondPass);
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return thirdPass;
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}
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public static List<CoupledColourEncoding> Encode(List<ColourEncoding> data)
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{
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List<CoupledColourEncoding> encoded = new List<CoupledColourEncoding>();
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CoupledColourEncoding? lastEncoded = null;
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for (int i = 0; i < data.Count; i++)
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{
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lastEncoded = new CoupledColourEncoding()
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{
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Previous = lastEncoded
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};
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bool isCoupled = i < data.Count - 2 && data[i].isRepetitionOf(data[i + 2]);
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if (!isCoupled)
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{
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lastEncoded.Payload.Add(data[i]);
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}
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else
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{
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while (isCoupled)
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{
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lastEncoded.Payload.Add(data[i]);
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i++;
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isCoupled = i < data.Count - 2 && data[i].isRepetitionOf(data[i + 2]);
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}
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// Skip over peeked data and add the rest to the payload
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lastEncoded.Payload.Add(data[i]);
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lastEncoded.Payload.Add(data[i + 1]);
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i++;
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}
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encoded.Add(lastEncoded);
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}
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// Final pass to find repetition interval
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for (int i = 0; i < encoded.Count; i++)
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{
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encoded[i].FindRepetitionInterval();
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}
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return encoded;
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}
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/// <summary>
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/// <summary>
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/// Returns true if other is considered a repetition of this encoding. This is true if other's first two payload
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/// Returns true if other is considered a repetition of this encoding. This is true if other's first two payload
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/// identical mono lengths.
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/// identical mono lengths.
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@ -90,7 +47,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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}
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}
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/// <summary>
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/// <summary>
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/// Finds the closest previous <see cref="TaikoDifficultyHitObjectColour"/> that has the identical <see cref="CoupledColourEncoding.Payload"/>.
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/// Finds the closest previous <see cref="CoupledColourEncoding"/> that has the identical <see cref="Payload"/>.
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/// Interval is defined as the amount of <see cref="CoupledColourEncoding"/> chunks between the current and repeated encoding.
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/// Interval is defined as the amount of <see cref="CoupledColourEncoding"/> chunks between the current and repeated encoding.
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/// </summary>
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/// </summary>
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public void FindRepetitionInterval()
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public void FindRepetitionInterval()
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@ -1,40 +1,22 @@
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Objects;
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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{
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{
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/// <summary>
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/// Encode colour information for a sequence of <see cref="TaikoDifficultyHitObject"/>s. Consecutive <see cref="TaikoDifficultyHitObject"/>s
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/// of the same <see cref="HitType"/> are encoded within the same <see cref="MonoEncoding"/>.
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/// </summary>
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public class MonoEncoding
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public class MonoEncoding
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{
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{
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/// <summary>
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/// List of <see cref="DifficultyHitObject"/>s that are encoded within this <see cref="MonoEncoding"/>.
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/// This is not declared as <see cref="TaikoDifficultyHitObject"/> to avoid circular dependencies.
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/// TODO: Review this, are circular dependencies within data-only classes are acceptable?
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/// </summary>
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public List<TaikoDifficultyHitObject> EncodedData { get; private set; } = new List<TaikoDifficultyHitObject>();
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public List<TaikoDifficultyHitObject> EncodedData { get; private set; } = new List<TaikoDifficultyHitObject>();
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public int RunLength => EncodedData.Count;
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public int RunLength => EncodedData.Count;
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public static List<MonoEncoding> Encode(List<DifficultyHitObject> data)
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{
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List<MonoEncoding> encoded = new List<MonoEncoding>();
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MonoEncoding? lastEncoded = null;
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for (int i = 0; i < data.Count; i++)
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{
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TaikoDifficultyHitObject taikoObject = (TaikoDifficultyHitObject)data[i];
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// This ignores all non-note objects, which may or may not be the desired behaviour
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TaikoDifficultyHitObject previousObject = (TaikoDifficultyHitObject)taikoObject.PreviousNote(0);
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if (
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previousObject == null ||
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lastEncoded == null ||
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taikoObject.HitType != previousObject.HitType)
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{
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lastEncoded = new MonoEncoding();
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lastEncoded.EncodedData.Add(taikoObject);
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encoded.Add(lastEncoded);
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continue;
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}
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lastEncoded.EncodedData.Add(taikoObject);
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}
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return encoded;
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}
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}
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}
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}
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}
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@ -0,0 +1,170 @@
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using System.Collections.Generic;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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{
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/// <summary>
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/// Utility class to perform various encodings. This is separated out from the encoding classes to prevent circular
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/// dependencies.
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/// </summary>
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public class TaikoColourDifficultyPreprocessor
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{
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/// <summary>
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/// Process and encode a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="TaikoDifficultyHitObjectColour"/>s,
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/// assign the appropriate <see cref="TaikoDifficultyHitObjectColour"/>s to each <see cref="TaikoDifficultyHitObject"/>,
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/// and preevaluate colour difficulty of each <see cref="TaikoDifficultyHitObject"/>.
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/// </summary>
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public static List<TaikoDifficultyHitObjectColour> ProcessAndAssign(List<DifficultyHitObject> hitObjects)
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{
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List<TaikoDifficultyHitObjectColour> colours = new List<TaikoDifficultyHitObjectColour>();
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List<CoupledColourEncoding> encodings = Encode(hitObjects);
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// Assign colour to objects
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encodings.ForEach(coupledEncoding =>
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{
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coupledEncoding.Payload.ForEach(encoding =>
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{
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encoding.Payload.ForEach(mono =>
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{
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mono.EncodedData.ForEach(hitObject =>
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{
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hitObject.Colour = new TaikoDifficultyHitObjectColour(coupledEncoding);
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});
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});
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});
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// Preevaluate and assign difficulty values
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ColourEvaluator.PreEvaluateDifficulties(coupledEncoding);
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});
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return colours;
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}
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/// <summary>
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/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="MonoEncoding"/>s.
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/// </summary>
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public static List<MonoEncoding> EncodeMono(List<DifficultyHitObject> data)
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{
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List<MonoEncoding> encoded = new List<MonoEncoding>();
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MonoEncoding? lastEncoded = null;
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for (int i = 0; i < data.Count; i++)
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{
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TaikoDifficultyHitObject taikoObject = (TaikoDifficultyHitObject)data[i];
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// This ignores all non-note objects, which may or may not be the desired behaviour
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TaikoDifficultyHitObject previousObject = taikoObject.PreviousNote(0);
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// If the colour changed, or if this is the first object in the run, create a new mono encoding
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if (
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previousObject == null || // First object in the list
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(taikoObject.BaseObject as Hit)?.Type != (previousObject.BaseObject as Hit)?.Type)
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{
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lastEncoded = new MonoEncoding();
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lastEncoded.EncodedData.Add(taikoObject);
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encoded.Add(lastEncoded);
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continue;
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}
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// If we're here, we're in the same encoding as the previous object, thus lastEncoded is not null. Add
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||||||
|
// the current object to the encoded payload.
|
||||||
|
lastEncoded!.EncodedData.Add(taikoObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
return encoded;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Encodes a list of <see cref="MonoEncoding"/>s into a list of <see cref="ColourEncoding"/>s.
|
||||||
|
/// </summary>
|
||||||
|
public static List<ColourEncoding> EncodeColour(List<MonoEncoding> data)
|
||||||
|
{
|
||||||
|
List<ColourEncoding> encoded = new List<ColourEncoding>();
|
||||||
|
ColourEncoding? lastEncoded = null;
|
||||||
|
for (int i = 0; i < data.Count; i++)
|
||||||
|
{
|
||||||
|
// Starts a new ColourEncoding if the previous MonoEncoding has a different mono length, or if this is
|
||||||
|
// the first MonoEncoding in the list.
|
||||||
|
if (lastEncoded == null || data[i].RunLength != data[i - 1].RunLength)
|
||||||
|
{
|
||||||
|
lastEncoded = new ColourEncoding();
|
||||||
|
lastEncoded.Payload.Add(data[i]);
|
||||||
|
encoded.Add(lastEncoded);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// If we're here, we're in the same encoding as the previous object. Add the current MonoEncoding to the
|
||||||
|
// encoded payload.
|
||||||
|
lastEncoded.Payload.Add(data[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
return encoded;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="CoupledColourEncoding"/>s.
|
||||||
|
/// </summary>
|
||||||
|
public static List<CoupledColourEncoding> Encode(List<DifficultyHitObject> data)
|
||||||
|
{
|
||||||
|
List<MonoEncoding> firstPass = EncodeMono(data);
|
||||||
|
List<ColourEncoding> secondPass = EncodeColour(firstPass);
|
||||||
|
List<CoupledColourEncoding> thirdPass = EncodeCoupledColour(secondPass);
|
||||||
|
|
||||||
|
return thirdPass;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Encodes a list of <see cref="ColourEncoding"/>s into a list of <see cref="CoupledColourEncoding"/>s.
|
||||||
|
/// </summary>
|
||||||
|
public static List<CoupledColourEncoding> EncodeCoupledColour(List<ColourEncoding> data)
|
||||||
|
{
|
||||||
|
List<CoupledColourEncoding> encoded = new List<CoupledColourEncoding>();
|
||||||
|
CoupledColourEncoding? lastEncoded = null;
|
||||||
|
for (int i = 0; i < data.Count; i++)
|
||||||
|
{
|
||||||
|
// Starts a new CoupledColourEncoding. ColourEncodings that should be grouped together will be handled
|
||||||
|
// later within this loop.
|
||||||
|
lastEncoded = new CoupledColourEncoding()
|
||||||
|
{
|
||||||
|
Previous = lastEncoded
|
||||||
|
};
|
||||||
|
|
||||||
|
// Determine if future ColourEncodings should be grouped.
|
||||||
|
bool isCoupled = i < data.Count - 2 && data[i].isRepetitionOf(data[i + 2]);
|
||||||
|
if (!isCoupled)
|
||||||
|
{
|
||||||
|
// If not, add the current ColourEncoding to the encoded payload and continue.
|
||||||
|
lastEncoded.Payload.Add(data[i]);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// If so, add the current ColourEncoding to the encoded payload and start repeatedly checking if
|
||||||
|
// subsequent ColourEncodings should be grouped by increasing i and doing the appropriate isCoupled
|
||||||
|
// check;
|
||||||
|
while (isCoupled)
|
||||||
|
{
|
||||||
|
lastEncoded.Payload.Add(data[i]);
|
||||||
|
i++;
|
||||||
|
isCoupled = i < data.Count - 2 && data[i].isRepetitionOf(data[i + 2]);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Skip over peeked data and add the rest to the payload
|
||||||
|
lastEncoded.Payload.Add(data[i]);
|
||||||
|
lastEncoded.Payload.Add(data[i + 1]);
|
||||||
|
i++;
|
||||||
|
}
|
||||||
|
|
||||||
|
encoded.Add(lastEncoded);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Final pass to find repetition intervals
|
||||||
|
for (int i = 0; i < encoded.Count; i++)
|
||||||
|
{
|
||||||
|
encoded[i].FindRepetitionInterval();
|
||||||
|
}
|
||||||
|
|
||||||
|
return encoded;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -1,8 +1,3 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
|
||||||
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
|
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
|
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -15,36 +10,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
|
|||||||
|
|
||||||
public double EvaluatedDifficulty = 0;
|
public double EvaluatedDifficulty = 0;
|
||||||
|
|
||||||
private TaikoDifficultyHitObjectColour(CoupledColourEncoding encoding)
|
public TaikoDifficultyHitObjectColour(CoupledColourEncoding encoding)
|
||||||
{
|
{
|
||||||
Encoding = encoding;
|
Encoding = encoding;
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO: Might wanna move this somewhere else as it is introducing circular references
|
|
||||||
public static List<TaikoDifficultyHitObjectColour> EncodeAndAssign(List<DifficultyHitObject> hitObjects)
|
|
||||||
{
|
|
||||||
List<TaikoDifficultyHitObjectColour> colours = new List<TaikoDifficultyHitObjectColour>();
|
|
||||||
List<CoupledColourEncoding> encodings = CoupledColourEncoding.Encode(hitObjects);
|
|
||||||
|
|
||||||
// Assign colour to objects
|
|
||||||
encodings.ForEach(coupledEncoding =>
|
|
||||||
{
|
|
||||||
coupledEncoding.Payload.ForEach(encoding =>
|
|
||||||
{
|
|
||||||
encoding.Payload.ForEach(mono =>
|
|
||||||
{
|
|
||||||
mono.EncodedData.ForEach(hitObject =>
|
|
||||||
{
|
|
||||||
hitObject.Colour = new TaikoDifficultyHitObjectColour(coupledEncoding);
|
|
||||||
});
|
|
||||||
});
|
|
||||||
});
|
|
||||||
|
|
||||||
// Preevaluate and assign difficulty values
|
|
||||||
ColourEvaluator.PreEvaluateDifficulties(coupledEncoding);
|
|
||||||
});
|
|
||||||
|
|
||||||
return colours;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -4,12 +4,10 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using osu.Game.Beatmaps;
|
|
||||||
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.Colour;
|
||||||
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
|
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
||||||
{
|
{
|
||||||
@ -35,40 +33,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public TaikoDifficultyHitObjectColour? Colour;
|
public TaikoDifficultyHitObjectColour? Colour;
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The hit type of this hit object.
|
|
||||||
/// </summary>
|
|
||||||
public readonly HitType? HitType;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Creates a list of <see cref="TaikoDifficultyHitObject"/>s from a <see cref="IBeatmap"/>s.
|
|
||||||
/// TODO: Review this - this is moved here from TaikoDifficultyCalculator so that TaikoDifficultyCalculator can
|
|
||||||
/// have less knowledge of implementation details (i.e. creating all the different hitObject lists, and
|
|
||||||
/// calling FindRepetitionInterval for the final object). The down side of this is
|
|
||||||
/// TaikoDifficultyHitObejct.CreateDifficultyHitObjects is now pretty much a proxy for this.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="beatmap">The beatmap from which the list of <see cref="TaikoDifficultyHitObject"/> is created.</param>
|
|
||||||
/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
|
|
||||||
public static List<DifficultyHitObject> Create(IBeatmap beatmap, double clockRate)
|
|
||||||
{
|
|
||||||
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++)
|
|
||||||
{
|
|
||||||
difficultyHitObjects.Add(
|
|
||||||
new TaikoDifficultyHitObject(
|
|
||||||
beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObjects,
|
|
||||||
centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count)
|
|
||||||
);
|
|
||||||
}
|
|
||||||
var encoded = TaikoDifficultyHitObjectColour.EncodeAndAssign(difficultyHitObjects);
|
|
||||||
|
|
||||||
return difficultyHitObjects;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Creates a new difficulty hit object.
|
/// Creates a new difficulty hit object.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@ -81,10 +45,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
|||||||
/// <param name="rimHitObjects">The list of rim (kat) <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
|
/// <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 slider or spinner) in the current beatmap.</param>
|
/// <param name="noteObjects">The list of <see cref="DifficultyHitObject"/>s that is a hit (i.e. not a slider or spinner) in the current beatmap.</param>
|
||||||
/// <param name="index">The position of this <see cref="DifficultyHitObject"/> in the <paramref name="objects"/> list.</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,
|
||||||
/// TODO: This argument list is getting long, we might want to refactor this into a static method that create
|
|
||||||
/// all <see cref="DifficultyHitObject"/>s from a <see cref="IBeatmap"/>.
|
|
||||||
private TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate,
|
|
||||||
List<DifficultyHitObject> objects,
|
List<DifficultyHitObject> objects,
|
||||||
List<TaikoDifficultyHitObject> centreHitObjects,
|
List<TaikoDifficultyHitObject> centreHitObjects,
|
||||||
List<TaikoDifficultyHitObject> rimHitObjects,
|
List<TaikoDifficultyHitObject> rimHitObjects,
|
||||||
@ -95,15 +56,15 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
|||||||
this.noteObjects = noteObjects;
|
this.noteObjects = noteObjects;
|
||||||
|
|
||||||
Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate);
|
Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate);
|
||||||
HitType = currentHit?.Type;
|
HitType? hitType = currentHit?.Type;
|
||||||
|
|
||||||
if (HitType == Objects.HitType.Centre)
|
if (hitType == Objects.HitType.Centre)
|
||||||
{
|
{
|
||||||
MonoIndex = centreHitObjects.Count;
|
MonoIndex = centreHitObjects.Count;
|
||||||
centreHitObjects.Add(this);
|
centreHitObjects.Add(this);
|
||||||
monoDifficultyHitObjects = centreHitObjects;
|
monoDifficultyHitObjects = centreHitObjects;
|
||||||
}
|
}
|
||||||
else if (HitType == Objects.HitType.Rim)
|
else if (hitType == Objects.HitType.Rim)
|
||||||
{
|
{
|
||||||
MonoIndex = rimHitObjects.Count;
|
MonoIndex = rimHitObjects.Count;
|
||||||
rimHitObjects.Add(this);
|
rimHitObjects.Add(this);
|
||||||
@ -111,7 +72,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Need to be done after HitType is set.
|
// Need to be done after HitType is set.
|
||||||
if (HitType == null) return;
|
if (hitType == null) return;
|
||||||
|
|
||||||
NoteIndex = noteObjects.Count;
|
NoteIndex = noteObjects.Count;
|
||||||
noteObjects.Add(this);
|
noteObjects.Add(this);
|
||||||
|
@ -0,0 +1,38 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||||
|
using osu.Game.Beatmaps;
|
||||||
|
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
|
||||||
|
|
||||||
|
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
||||||
|
{
|
||||||
|
public class TaikoDifficultyPreprocessor
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a list of <see cref="TaikoDifficultyHitObject"/>s from a <see cref="IBeatmap"/>s.
|
||||||
|
/// This is placed here in a separate class to avoid <see cref="TaikoDifficultyCalculator"/> having to know
|
||||||
|
/// too much implementation details of the preprocessing, and avoid <see cref="TaikoDifficultyHitObject"/>
|
||||||
|
/// having circular dependencies with various preprocessing and evaluator classes.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="beatmap">The beatmap from which the list of <see cref="TaikoDifficultyHitObject"/> is created.</param>
|
||||||
|
/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
|
||||||
|
public static List<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
|
||||||
|
{
|
||||||
|
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++)
|
||||||
|
{
|
||||||
|
difficultyHitObjects.Add(
|
||||||
|
new TaikoDifficultyHitObject(
|
||||||
|
beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObjects,
|
||||||
|
centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
var encoded = TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
|
||||||
|
|
||||||
|
return difficultyHitObjects;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -2,10 +2,12 @@
|
|||||||
// See the LICENCE file in the repository root for full licence text.
|
// See the LICENCE file in the repository root for full licence text.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
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.Evaluators;
|
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
|
||||||
|
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
|
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
|
||||||
{
|
{
|
||||||
@ -15,16 +17,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
|
|||||||
public class Colour : StrainDecaySkill
|
public class Colour : StrainDecaySkill
|
||||||
{
|
{
|
||||||
protected override double SkillMultiplier => 0.12;
|
protected override double SkillMultiplier => 0.12;
|
||||||
protected override double StrainDecayBase => 0.8;
|
|
||||||
|
|
||||||
/// <summary>
|
// This is set to decay slower than other skills, due to the fact that only the first note of each Mono/Colour/Coupled
|
||||||
/// Applies a speed bonus dependent on the time since the last hit.
|
// encoding having any difficulty values, and we want to allow colour difficulty to be able to build up even on
|
||||||
/// </summary>
|
// slower maps.
|
||||||
/// <param name="interval">The interval between the current and previous note hit using the same key.</param>
|
protected override double StrainDecayBase => 0.8;
|
||||||
private static double speedBonus(double interval)
|
|
||||||
{
|
|
||||||
return Math.Pow(0.4, interval / 1000);
|
|
||||||
}
|
|
||||||
|
|
||||||
public Colour(Mod[] mods)
|
public Colour(Mod[] mods)
|
||||||
: base(mods)
|
: base(mods)
|
||||||
@ -33,38 +30,37 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
|
|||||||
|
|
||||||
protected override double StrainValueOf(DifficultyHitObject current)
|
protected override double StrainValueOf(DifficultyHitObject current)
|
||||||
{
|
{
|
||||||
double difficulty = ColourEvaluator.EvaluateDifficultyOf(current);
|
double difficulty = ((TaikoDifficultyHitObject)current).Colour?.EvaluatedDifficulty ?? 0;
|
||||||
return difficulty;
|
return difficulty;
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO: Remove before pr
|
// TODO: Remove before pr
|
||||||
// public static String GetDebugHeaderLabels()
|
public static String GetDebugHeaderLabels()
|
||||||
// {
|
{
|
||||||
// return "StartTime,Raw,Decayed,CoupledRunLength,RepetitionInterval,EncodingRunLength,Payload(MonoRunLength|MonoCount)";
|
return "StartTime,Raw,Decayed,CoupledRunLength,RepetitionInterval,EncodingRunLength,Payload(MonoRunLength|MonoCount)";
|
||||||
// }
|
}
|
||||||
|
|
||||||
// // TODO: Remove before pr
|
// TODO: Remove before pr
|
||||||
// public string GetDebugString(DifficultyHitObject current)
|
public string GetDebugString(DifficultyHitObject current)
|
||||||
// {
|
{
|
||||||
// double difficulty = ColourEvaluator.EvaluateDifficultyOf(current);
|
double difficulty = ((TaikoDifficultyHitObject)current).Colour?.EvaluatedDifficulty ?? 0;
|
||||||
// difficulty *= speedBonus(current.DeltaTime);
|
TaikoDifficultyHitObject? taikoCurrent = (TaikoDifficultyHitObject)current;
|
||||||
// TaikoDifficultyHitObject? taikoCurrent = (TaikoDifficultyHitObject)current;
|
TaikoDifficultyHitObjectColour? colour = taikoCurrent?.Colour;
|
||||||
// TaikoDifficultyHitObjectColour? colour = taikoCurrent?.Colour;
|
if (taikoCurrent != null && colour != null)
|
||||||
// if (taikoCurrent != null && colour != null)
|
{
|
||||||
// {
|
List<ColourEncoding> payload = colour.Encoding.Payload;
|
||||||
// List<ColourEncoding> payload = colour.Encoding.Payload;
|
string payloadDisplay = "";
|
||||||
// string payloadDisplay = "";
|
for (int i = 0; i < payload.Count; ++i)
|
||||||
// for (int i = 0; i < payload.Count; ++i)
|
{
|
||||||
// {
|
payloadDisplay += $"({payload[i].Payload[0].RunLength}|{payload[i].Payload.Count})";
|
||||||
// payloadDisplay += $"({payload[i].Payload[0].RunLength}|{payload[i].Payload.Count})";
|
}
|
||||||
// }
|
|
||||||
|
|
||||||
// return $"{current.StartTime},{difficulty},{CurrentStrain},{colour.Encoding.Payload[0].Payload.Count},{colour.Encoding.RepetitionInterval},{colour.Encoding.Payload.Count},{payloadDisplay}";
|
return $"{current.StartTime},{difficulty},{CurrentStrain},{colour.Encoding.Payload[0].Payload.Count},{colour.Encoding.RepetitionInterval},{colour.Encoding.Payload.Count},{payloadDisplay}";
|
||||||
// }
|
}
|
||||||
// else
|
else
|
||||||
// {
|
{
|
||||||
// return $"{current.StartTime},{difficulty},{CurrentStrain},0,0,0,0,0";
|
return $"{current.StartTime},{difficulty},{CurrentStrain},0,0,0,0,0";
|
||||||
// }
|
}
|
||||||
// }
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -26,8 +26,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
|
|||||||
public double StaminaDifficultyValue => stamina.DifficultyValue() * stamina_skill_multiplier;
|
public double StaminaDifficultyValue => stamina.DifficultyValue() * stamina_skill_multiplier;
|
||||||
|
|
||||||
// TODO: remove before pr
|
// TODO: remove before pr
|
||||||
// private StreamWriter? colourDebugOutput;
|
private StreamWriter? colourDebugOutput;
|
||||||
// bool debugColour = false;
|
bool debugColour = false;
|
||||||
|
private StreamWriter? strainPeakDebugOutput;
|
||||||
|
bool debugStrain = false;
|
||||||
|
|
||||||
public Peaks(Mod[] mods, IBeatmap beatmap)
|
public Peaks(Mod[] mods, IBeatmap beatmap)
|
||||||
: base(mods)
|
: base(mods)
|
||||||
@ -36,14 +38,20 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
|
|||||||
colour = new Colour(mods);
|
colour = new Colour(mods);
|
||||||
stamina = new Stamina(mods);
|
stamina = new Stamina(mods);
|
||||||
|
|
||||||
// if (debugColour)
|
if (debugColour)
|
||||||
// {
|
{
|
||||||
// String filename = $"{beatmap.BeatmapInfo.OnlineID} - {beatmap.BeatmapInfo.Metadata.Title}[{beatmap.BeatmapInfo.DifficultyName}].csv";
|
String filename = $"{beatmap.BeatmapInfo.OnlineID} - {beatmap.BeatmapInfo.Metadata.Title}[{beatmap.BeatmapInfo.DifficultyName}].csv";
|
||||||
// filename = filename.Replace('/', '_');
|
filename = filename.Replace('/', '_');
|
||||||
// colourDebugOutput = new StreamWriter(File.OpenWrite($"/run/mount/secondary/workspace/osu/output/colour-debug/{filename}"));
|
colourDebugOutput = new StreamWriter(File.OpenWrite($"/run/mount/secondary/workspace/osu/output/colour-debug/{filename}"));
|
||||||
// colourDebugOutput.WriteLine(Colour.GetDebugHeaderLabels());
|
colourDebugOutput.WriteLine(Colour.GetDebugHeaderLabels());
|
||||||
// }
|
}
|
||||||
|
if (debugStrain)
|
||||||
|
{
|
||||||
|
String filename = $"{beatmap.BeatmapInfo.OnlineID} - {beatmap.BeatmapInfo.Metadata.Title}[{beatmap.BeatmapInfo.DifficultyName}].csv";
|
||||||
|
filename = filename.Replace('/', '_');
|
||||||
|
strainPeakDebugOutput = new StreamWriter(File.OpenWrite($"/run/mount/secondary/workspace/osu/output/strain-debug/{filename}"));
|
||||||
|
strainPeakDebugOutput.WriteLine("Colour,Stamina,Rhythm,Combined");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -90,6 +98,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
|
|||||||
double peak = norm(1.5, colourPeak, staminaPeak);
|
double peak = norm(1.5, colourPeak, staminaPeak);
|
||||||
peak = norm(2, peak, rhythmPeak);
|
peak = norm(2, peak, rhythmPeak);
|
||||||
|
|
||||||
|
if (debugStrain && strainPeakDebugOutput != null)
|
||||||
|
{
|
||||||
|
strainPeakDebugOutput.WriteLine($"{colourPeak},{staminaPeak},{rhythmPeak},{peak}");
|
||||||
|
}
|
||||||
|
|
||||||
// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
|
// 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.
|
// These sections will not contribute to the difficulty.
|
||||||
if (peak > 0)
|
if (peak > 0)
|
||||||
|
@ -47,7 +47,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
|||||||
|
|
||||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
|
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
|
||||||
{
|
{
|
||||||
return TaikoDifficultyHitObject.Create(beatmap, clockRate);
|
return TaikoDifficultyPreprocessor.CreateDifficultyHitObjects(beatmap, clockRate);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
|
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
|
||||||
|
Loading…
Reference in New Issue
Block a user