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Add extended documentation of adaptive speed mod machinations

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Bartłomiej Dach 2022-03-03 17:25:49 +01:00
parent ffaf5b729f
commit 3797871aa0
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@ -21,11 +21,6 @@ namespace osu.Game.Rulesets.Mods
{
public class ModAdaptiveSpeed : Mod, IApplicableToRate, IApplicableToDrawableHitObject, IApplicableToBeatmap, IUpdatableByPlayfield
{
/// <summary>
/// Adjust track rate using the average speed of the last x hits
/// </summary>
private const int average_count = 6;
public override string Name => "Adaptive Speed";
public override string Acronym => "AS";
@ -55,6 +50,10 @@ namespace osu.Game.Rulesets.Mods
Value = true
};
/// <summary>
/// The instantaneous rate of the track.
/// Every frame this mod will attempt to smoothly adjust this to meet <see cref="targetRate"/>.
/// </summary>
public BindableNumber<double> SpeedChange { get; } = new BindableDouble
{
MinValue = min_allowable_rate,
@ -72,18 +71,52 @@ namespace osu.Game.Rulesets.Mods
private ITrack track;
private double targetRate = 1d;
private readonly List<double> recentRates = Enumerable.Repeat(1d, average_count).ToList();
/// <summary>
/// The number of most recent track rates (approximated from how early/late each object was hit relative to the previous object)
/// which should be averaged to calculate the instantaneous value of <see cref="SpeedChange"/>.
/// </summary>
private const int recent_rate_count = 6;
/// <summary>
/// Rate for a hit is calculated using the end time of another hit object earlier in time,
/// caching them here for easy access
/// Stores the most recent <see cref="recent_rate_count"/> approximated track rates
/// which are averaged to calculate the instantaneous value of <see cref="SpeedChange"/>.
/// </summary>
private readonly Dictionary<HitObject, double> previousEndTimes = new Dictionary<HitObject, double>();
/// <remarks>
/// This list is used as a double-ended queue with fixed capacity
/// (items can be enqueued/dequeued at either end of the list).
/// When time is elapsing forward, items are dequeued from the start and enqueued onto the end of the list.
/// When time is being rewound, items are dequeued from the end and enqueued onto the start of the list.
/// </remarks>
private readonly List<double> recentRates = Enumerable.Repeat(1d, recent_rate_count).ToList();
/// <summary>
/// Record the value removed from <see cref="recentRates"/> when an object is hit for rewind support
/// For each given <see cref="HitObject"/> in the map, this dictionary maps the object onto the latest end time of any other object
/// that precedes the end time of the given object.
/// This can be loosely interpreted as the end time of the preceding hit object in rulesets that do not have overlapping hit objects.
/// </summary>
private readonly Dictionary<HitObject, double> dequeuedRates = new Dictionary<HitObject, double>();
private readonly Dictionary<HitObject, double> precedingEndTimes = new Dictionary<HitObject, double>();
/// <summary>
/// For each given <see cref="HitObject"/> in the map, this dictionary maps the object onto the approximated track rate with which the user hit it.
/// </summary>
/// <example>
/// <para>
/// The approximation is calculated as follows:
/// </para>
/// <para>
/// Consider a hitobject which ends at 1000ms, and assume that its preceding hitobject ends at 500ms.
/// This gives a time difference of 1000 - 500 = 500ms.
/// </para>
/// <para>
/// Now assume that the user hit this object at 980ms rather than 1000ms.
/// When compared to the preceding hitobject, this gives 980 - 500 = 480ms.
/// </para>
/// <para>
/// With the above assumptions, the player is rushing / hitting early, which means that the track should speed up to match.
/// Therefore, the approximated target rate for this object would be equal to 500 / 480 * <see cref="InitialRate"/>.
/// </para>
/// </example>
private readonly Dictionary<HitObject, double> approximatedRates = new Dictionary<HitObject, double>();
public ModAdaptiveSpeed()
{
@ -102,7 +135,7 @@ namespace osu.Game.Rulesets.Mods
InitialRate.TriggerChange();
AdjustPitch.TriggerChange();
recentRates.Clear();
recentRates.AddRange(Enumerable.Repeat(InitialRate.Value, average_count));
recentRates.AddRange(Enumerable.Repeat(InitialRate.Value, recent_rate_count));
}
public void ApplyToSample(DrawableSample sample)
@ -121,26 +154,26 @@ namespace osu.Game.Rulesets.Mods
{
drawable.OnNewResult += (o, result) =>
{
if (dequeuedRates.ContainsKey(result.HitObject)) return;
if (approximatedRates.ContainsKey(result.HitObject)) return;
if (!shouldProcessResult(result)) return;
double prevEndTime = previousEndTimes[result.HitObject];
double prevEndTime = precedingEndTimes[result.HitObject];
recentRates.Add(Math.Clamp((result.HitObject.GetEndTime() - prevEndTime) / (result.TimeAbsolute - prevEndTime) * SpeedChange.Value, min_allowable_rate, max_allowable_rate));
dequeuedRates.Add(result.HitObject, recentRates[0]);
approximatedRates.Add(result.HitObject, recentRates[0]);
recentRates.RemoveAt(0);
targetRate = recentRates.Average();
};
drawable.OnRevertResult += (o, result) =>
{
if (!dequeuedRates.ContainsKey(result.HitObject)) return;
if (!approximatedRates.ContainsKey(result.HitObject)) return;
if (!shouldProcessResult(result)) return;
recentRates.Insert(0, dequeuedRates[result.HitObject]);
recentRates.Insert(0, approximatedRates[result.HitObject]);
recentRates.RemoveAt(recentRates.Count - 1);
dequeuedRates.Remove(result.HitObject);
approximatedRates.Remove(result.HitObject);
targetRate = recentRates.Average();
};
@ -158,7 +191,7 @@ namespace osu.Game.Rulesets.Mods
index -= 1;
if (index >= 0)
previousEndTimes.Add(hitObject, endTimes[index]);
precedingEndTimes.Add(hitObject, endTimes[index]);
}
}
@ -188,7 +221,7 @@ namespace osu.Game.Rulesets.Mods
{
if (!result.IsHit) return false;
if (!result.Type.AffectsAccuracy()) return false;
if (!previousEndTimes.ContainsKey(result.HitObject)) return false;
if (!precedingEndTimes.ContainsKey(result.HitObject)) return false;
return true;
}