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Implement new difficulty calculator for Rulesets.Taiko
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parent
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@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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public void Test(double expected, string name)
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=> base.Test(expected, name);
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protected override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoLegacyDifficultyCalculator(new TaikoRuleset(), beatmap);
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protected override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(new TaikoRuleset(), beatmap);
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protected override Ruleset CreateRuleset() => new TaikoRuleset();
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}
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@ -0,0 +1,20 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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{
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public class TaikoDifficultyHitObject : DifficultyHitObject
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{
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public readonly bool HasTypeChange;
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public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, double timeRate)
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: base(hitObject, lastObject, timeRate)
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{
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HasTypeChange = lastObject is RimHit != hitObject is RimHit;
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}
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}
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}
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90
osu.Game.Rulesets.Taiko/Difficulty/Skills/Strain.cs
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90
osu.Game.Rulesets.Taiko/Difficulty/Skills/Strain.cs
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@ -0,0 +1,90 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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public class Strain : Skill
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{
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private const double rhythm_change_base_threshold = 0.2;
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private const double rhythm_change_base = 2.0;
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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 0.3;
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private ColourSwitch lastColourSwitch = ColourSwitch.None;
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private int sameTypeCount;
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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double addition = 1;
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// We get an extra addition if we are not a slider or spinner
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if (Previous[0].BaseObject is Hit && current.BaseObject is Hit && current.BaseObject.StartTime - Previous[0].BaseObject.StartTime < 1000)
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{
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if (hasRhythmChange(current))
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addition += 1;
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if (hasColourChange(current))
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addition += 0.75;
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}
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double additionFactor = 1;
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// Scale the addition factor linearly from 0.4 to 1 for DeltaTime from 0 to 50
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if (current.DeltaTime < 50)
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additionFactor = 0.4 + 0.6 * current.DeltaTime / 50;
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return additionFactor * addition;
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}
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private bool hasRhythmChange(DifficultyHitObject current)
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{
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// We don't want a division by zero if some random mapper decides to put two HitObjects at the same time.
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if (current.DeltaTime == 0 || Previous[0].DeltaTime == 0)
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return false;
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double timeElapsedRatio = Math.Max(Previous[0].DeltaTime / current.DeltaTime, current.DeltaTime / Previous[0].DeltaTime);
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if (timeElapsedRatio >= 8)
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return false;
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double difference = Math.Log(timeElapsedRatio, rhythm_change_base) % 1.0;
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return difference > rhythm_change_base_threshold && difference < 1 - rhythm_change_base_threshold;
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}
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private bool hasColourChange(DifficultyHitObject current)
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{
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var taikoCurrent = (TaikoDifficultyHitObject)current;
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if (!taikoCurrent.HasTypeChange)
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{
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sameTypeCount++;
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return false;
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}
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var oldColourSwitch = lastColourSwitch;
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var newColourSwitch = sameTypeCount % 2 == 0 ? ColourSwitch.Even : ColourSwitch.Odd;
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lastColourSwitch = newColourSwitch;
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sameTypeCount = 1;
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// We only want a bonus if the parity of the color switch changes
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return oldColourSwitch != ColourSwitch.None && oldColourSwitch != newColourSwitch;
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}
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private enum ColourSwitch
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{
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None,
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Even,
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Odd
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}
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}
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}
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@ -11,8 +11,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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public double GreatHitWindow;
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public int MaxCombo;
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public TaikoDifficultyAttributes(Mod[] mods, double starRating)
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: base(mods, starRating)
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public TaikoDifficultyAttributes(Mod[] mods)
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: base(mods)
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{
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}
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}
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@ -0,0 +1,56 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Skills;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public class TaikoDifficultyCalculator : DifficultyCalculator
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{
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private const double star_scaling_factor = 0.018;
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public TaikoDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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protected override void PopulateAttributes(DifficultyAttributes attributes, IBeatmap beatmap, Skill[] skills, double timeRate)
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{
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var taikoAttributes = (TaikoDifficultyAttributes)attributes;
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taikoAttributes.StarRating = skills.Single().DifficultyValue() * star_scaling_factor;
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// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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taikoAttributes.GreatHitWindow = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / timeRate;
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taikoAttributes.MaxCombo = beatmap.HitObjects.Count(h => h is Hit);
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double timeRate)
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{
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for (int i = 1; i < beatmap.HitObjects.Count; i++)
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yield return new TaikoDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], timeRate);
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}
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protected override Skill[] CreateSkills() => new Skill[] { new Strain() };
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protected override DifficultyAttributes CreateDifficultyAttributes(Mod[] mods) => new TaikoDifficultyAttributes(mods);
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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{
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new TaikoModDoubleTime(),
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new TaikoModHalfTime(),
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new TaikoModEasy(),
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new TaikoModHardRock(),
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};
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}
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}
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@ -1,144 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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internal class TaikoLegacyDifficultyCalculator : LegacyDifficultyCalculator
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{
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private const double star_scaling_factor = 0.04125;
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/// <summary>
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/// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size STRAIN_STEP.
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/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
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/// The higher this value, the less strains there will be, indirectly giving long beatmaps an advantage.
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/// </summary>
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private const double strain_step = 400;
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/// <summary>
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/// The weighting of each strain value decays to this number * it's previous value
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/// </summary>
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private const double decay_weight = 0.9;
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public TaikoLegacyDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
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{
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if (!beatmap.HitObjects.Any())
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return new TaikoDifficultyAttributes(mods, 0);
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var difficultyHitObjects = new List<TaikoHitObjectDifficulty>();
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foreach (var hitObject in beatmap.HitObjects)
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difficultyHitObjects.Add(new TaikoHitObjectDifficulty((TaikoHitObject)hitObject));
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// Sort DifficultyHitObjects by StartTime of the HitObjects - just to make sure.
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difficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime));
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if (!calculateStrainValues(difficultyHitObjects, timeRate))
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return new TaikoDifficultyAttributes(mods, 0);
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double starRating = calculateDifficulty(difficultyHitObjects, timeRate) * star_scaling_factor;
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return new TaikoDifficultyAttributes(mods, starRating)
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{
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// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be remoevd in the future
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GreatHitWindow = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / timeRate,
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MaxCombo = beatmap.HitObjects.Count(h => h is Hit)
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};
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}
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private bool calculateStrainValues(List<TaikoHitObjectDifficulty> objects, double timeRate)
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{
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// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
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using (var hitObjectsEnumerator = objects.GetEnumerator())
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{
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if (!hitObjectsEnumerator.MoveNext()) return false;
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TaikoHitObjectDifficulty current = hitObjectsEnumerator.Current;
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// First hitObject starts at strain 1. 1 is the default for strain values, so we don't need to set it here. See DifficultyHitObject.
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while (hitObjectsEnumerator.MoveNext())
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{
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var next = hitObjectsEnumerator.Current;
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next?.CalculateStrains(current, timeRate);
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current = next;
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}
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return true;
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}
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}
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private double calculateDifficulty(List<TaikoHitObjectDifficulty> objects, double timeRate)
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{
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double actualStrainStep = strain_step * timeRate;
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// Find the highest strain value within each strain step
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List<double> highestStrains = new List<double>();
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double intervalEndTime = actualStrainStep;
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double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval
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TaikoHitObjectDifficulty previousHitObject = null;
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foreach (var hitObject in objects)
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{
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// While we are beyond the current interval push the currently available maximum to our strain list
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while (hitObject.BaseHitObject.StartTime > intervalEndTime)
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{
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highestStrains.Add(maximumStrain);
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// The maximum strain of the next interval is not zero by default! We need to take the last hitObject we encountered, take its strain and apply the decay
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// until the beginning of the next interval.
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if (previousHitObject == null)
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{
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maximumStrain = 0;
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}
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else
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{
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double decay = Math.Pow(TaikoHitObjectDifficulty.DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000);
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maximumStrain = previousHitObject.Strain * decay;
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}
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// Go to the next time interval
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intervalEndTime += actualStrainStep;
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}
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// Obtain maximum strain
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maximumStrain = Math.Max(hitObject.Strain, maximumStrain);
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previousHitObject = hitObject;
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}
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// Build the weighted sum over the highest strains for each interval
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double difficulty = 0;
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double weight = 1;
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highestStrains.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
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foreach (double strain in highestStrains)
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{
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difficulty += weight * strain;
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weight *= decay_weight;
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}
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return difficulty;
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}
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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{
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new TaikoModDoubleTime(),
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new TaikoModHalfTime(),
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new TaikoModEasy(),
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new TaikoModHardRock(),
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};
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}
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}
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@ -1,127 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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internal class TaikoHitObjectDifficulty
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{
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/// <summary>
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/// Factor by how much individual / overall strain decays per second.
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/// </summary>
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/// <remarks>
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/// These values are results of tweaking a lot and taking into account general feedback.
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/// </remarks>
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internal const double DECAY_BASE = 0.30;
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private const double type_change_bonus = 0.75;
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private const double rhythm_change_bonus = 1.0;
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private const double rhythm_change_base_threshold = 0.2;
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private const double rhythm_change_base = 2.0;
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internal TaikoHitObject BaseHitObject;
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/// <summary>
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/// Measures note density in a way
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/// </summary>
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internal double Strain = 1;
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private double timeElapsed;
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private int sameTypeSince = 1;
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private bool isRim => BaseHitObject is RimHit;
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public TaikoHitObjectDifficulty(TaikoHitObject baseHitObject)
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{
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BaseHitObject = baseHitObject;
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}
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internal void CalculateStrains(TaikoHitObjectDifficulty previousHitObject, double timeRate)
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{
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// Rather simple, but more specialized things are inherently inaccurate due to the big difference playstyles and opinions make.
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// See Taiko feedback thread.
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timeElapsed = (BaseHitObject.StartTime - previousHitObject.BaseHitObject.StartTime) / timeRate;
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double decay = Math.Pow(DECAY_BASE, timeElapsed / 1000);
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double addition = 1;
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// Only if we are no slider or spinner we get an extra addition
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if (previousHitObject.BaseHitObject is Hit && BaseHitObject is Hit
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&& BaseHitObject.StartTime - previousHitObject.BaseHitObject.StartTime < 1000) // And we only want to check out hitobjects which aren't so far in the past
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{
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addition += typeChangeAddition(previousHitObject);
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addition += rhythmChangeAddition(previousHitObject);
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}
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double additionFactor = 1.0;
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// Scale AdditionFactor linearly from 0.4 to 1 for TimeElapsed from 0 to 50
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if (timeElapsed < 50.0)
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additionFactor = 0.4 + 0.6 * timeElapsed / 50.0;
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Strain = previousHitObject.Strain * decay + addition * additionFactor;
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}
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private TypeSwitch lastTypeSwitchEven = TypeSwitch.None;
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private double typeChangeAddition(TaikoHitObjectDifficulty previousHitObject)
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{
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// If we don't have the same hit type, trigger a type change!
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if (previousHitObject.isRim != isRim)
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{
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lastTypeSwitchEven = previousHitObject.sameTypeSince % 2 == 0 ? TypeSwitch.Even : TypeSwitch.Odd;
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// We only want a bonus if the parity of the type switch changes!
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switch (previousHitObject.lastTypeSwitchEven)
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{
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case TypeSwitch.Even:
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if (lastTypeSwitchEven == TypeSwitch.Odd)
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return type_change_bonus;
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break;
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case TypeSwitch.Odd:
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if (lastTypeSwitchEven == TypeSwitch.Even)
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return type_change_bonus;
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break;
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}
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}
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// No type change? Increment counter and keep track of last type switch
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else
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{
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lastTypeSwitchEven = previousHitObject.lastTypeSwitchEven;
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sameTypeSince = previousHitObject.sameTypeSince + 1;
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}
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return 0;
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}
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private double rhythmChangeAddition(TaikoHitObjectDifficulty previousHitObject)
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{
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// We don't want a division by zero if some random mapper decides to put 2 HitObjects at the same time.
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if (timeElapsed == 0 || previousHitObject.timeElapsed == 0)
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return 0;
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double timeElapsedRatio = Math.Max(previousHitObject.timeElapsed / timeElapsed, timeElapsed / previousHitObject.timeElapsed);
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if (timeElapsedRatio >= 8)
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return 0;
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double difference = Math.Log(timeElapsedRatio, rhythm_change_base) % 1.0;
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if (isWithinChangeThreshold(difference))
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return rhythm_change_bonus;
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return 0;
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}
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private bool isWithinChangeThreshold(double value)
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{
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return value > rhythm_change_base_threshold && value < 1 - rhythm_change_base_threshold;
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}
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private enum TypeSwitch
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{
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None,
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Even,
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Odd
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}
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}
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}
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@ -110,7 +110,7 @@ namespace osu.Game.Rulesets.Taiko
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public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_taiko_o };
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public override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoLegacyDifficultyCalculator(this, beatmap);
|
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public override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(this, beatmap);
|
||||
|
||||
public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new TaikoPerformanceCalculator(this, beatmap, score);
|
||||
|
||||
|
@ -10,4 +10,7 @@
|
||||
<ItemGroup Label="Project References">
|
||||
<ProjectReference Include="..\osu.Game\osu.Game.csproj" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Folder Include="Difficulty2" />
|
||||
</ItemGroup>
|
||||
</Project>
|
Loading…
Reference in New Issue
Block a user