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mirror of https://github.com/ppy/osu.git synced 2025-03-14 05:47:20 +08:00

more clean-up

This commit is contained in:
Givikap120 2024-12-18 18:18:34 +02:00
parent a329c1e3ac
commit 4eb63d4505
8 changed files with 69 additions and 98 deletions

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@ -61,9 +61,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
[JsonProperty("low_ar_difficult_strain_count")]
public double LowArDifficultStrainCount { get; set; }
[JsonProperty("hidden_difficult_strain_count")]
public double HiddenDifficultStrainCount { get; set; }
/// <summary>
/// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc).
/// </summary>

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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuDifficultyCalculator : DifficultyCalculator
{
public const double DIFFICULTY_MULTIPLIER = 0.0675;
private const double difficulty_multiplier = 0.0675;
public const double SUM_POWER = 1.1;
public const double FL_SUM_POWER = 1.5;
public override int Version => 20241007;
@ -37,17 +37,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (beatmap.HitObjects.Count == 0)
return new OsuDifficultyAttributes { Mods = mods };
double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * DIFFICULTY_MULTIPLIER;
double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * DIFFICULTY_MULTIPLIER;
double speedRating = Math.Sqrt(skills.OfType<Speed>().First().DifficultyValue()) * DIFFICULTY_MULTIPLIER;
double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
double speedRating = Math.Sqrt(skills.OfType<Speed>().First().DifficultyValue()) * difficulty_multiplier;
double speedNotes = skills.OfType<Speed>().First().RelevantNoteCount();
double flashlightRating = Math.Sqrt(skills.OfType<Flashlight>().First().DifficultyValue()) * DIFFICULTY_MULTIPLIER;
double readingLowARRating = Math.Sqrt(skills.OfType<ReadingLowAR>().First().DifficultyValue()) * DIFFICULTY_MULTIPLIER;
double flashlightRating = Math.Sqrt(skills.OfType<Flashlight>().First().DifficultyValue()) * difficulty_multiplier;
double readingLowARRating = Math.Sqrt(skills.OfType<ReadingLowAR>().First().DifficultyValue()) * difficulty_multiplier;
double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
double aimDifficultyStrainCount = skills[0].CountTopWeightedStrains();
double aimDifficultyStrainCount = skills.OfType<Aim>().First().CountTopWeightedStrains();
double speedDifficultyStrainCount = skills.OfType<Speed>().First().CountTopWeightedStrains();
double lowArDifficultyStrainCount = skills.OfType<ReadingLowAR>().First().CountTopWeightedStrains();
@ -62,7 +62,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
aimRating *= 0.9;
speedRating = 0.0;
readingLowARRating *= 0.95;
flashlightRating *= 0.7;
readingLowARRating *= 0.95;
}

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@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
@ -20,17 +21,21 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private readonly bool withSliders;
protected double CurrentStrain;
protected double SkillMultiplier => 25.3;
private double currentStrain;
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => CurrentStrain * StrainDecay(time - current.Previous(0).StartTime);
private double skillMultiplier => 25.3;
private double strainDecayBase => 0.15;
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * strainDecay(time - current.Previous(0).StartTime);
protected override double StrainValueAt(DifficultyHitObject current)
{
CurrentStrain *= StrainDecay(current.DeltaTime);
CurrentStrain += AimEvaluator.EvaluateDifficultyOf(current, withSliders) * SkillMultiplier;
currentStrain *= strainDecay(current.DeltaTime);
currentStrain += AimEvaluator.EvaluateDifficultyOf(current, withSliders) * skillMultiplier;
return CurrentStrain;
return currentStrain;
}
}
}

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@ -23,10 +23,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
/// </summary>
protected virtual double ReducedStrainBaseline => 0.75;
protected virtual double StrainDecayBase => 0.15;
protected double StrainDecay(double ms) => Math.Pow(StrainDecayBase, ms / 1000);
protected OsuStrainSkill(Mod[] mods)
: base(mods)
{
@ -61,9 +57,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
return difficulty;
}
/// <summary>
/// Converts difficulty value from <see cref="OsuDifficultyAttributes"/> to base performance.
/// </summary>
public static double DifficultyToPerformance(double difficulty) => Math.Pow(5.0 * Math.Max(1.0, difficulty / 0.0675) - 4.0, 3.0) / 100000.0;
}
}

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@ -28,7 +28,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private double currentDensityAimStrain = 0;
public override void Process(DifficultyHitObject current)
protected override double StrainValueAt(DifficultyHitObject current)
{
double densityReadingDifficulty = ReadingEvaluator.EvaluateDifficultyOf(current);
double densityAimingFactor = ReadingEvaluator.EvaluateAimingDensityFactorOf(current);
@ -37,22 +37,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
currentDensityAimStrain += densityAimingFactor * AimEvaluator.EvaluateDifficultyOf(current, true) * aimComponentMultiplier;
double totalDensityDifficulty = (currentDensityAimStrain + densityReadingDifficulty) * skillMultiplier;
ObjectStrains.Add(totalDensityDifficulty);
if (current.Index == 0)
CurrentSectionEnd = Math.Ceiling(current.StartTime / SectionLength) * SectionLength;
while (current.StartTime > CurrentSectionEnd)
{
StrainPeaks.Add(CurrentSectionPeak);
CurrentSectionPeak = 0;
CurrentSectionEnd += SectionLength;
}
CurrentSectionPeak = Math.Max(totalDensityDifficulty, CurrentSectionPeak);
return totalDensityDifficulty;
}
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => 0;
private double reducedNoteCount => 5;
private double reducedNoteBaseline => 0.7;
public override double DifficultyValue()
@ -85,15 +74,5 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
public static double DifficultyToPerformance(double difficulty) => Math.Max(
Math.Max(Math.Pow(difficulty, 1.5) * 20, Math.Pow(difficulty, 2) * 17.0),
Math.Max(Math.Pow(difficulty, 3) * 10.5, Math.Pow(difficulty, 4) * 6.00));
protected override double StrainValueAt(DifficultyHitObject current)
{
throw new NotImplementedException();
}
protected override double CalculateInitialStrain(double time, DifficultyHitObject current)
{
throw new NotImplementedException();
}
}
}

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@ -15,11 +15,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
/// </summary>
public class Speed : OsuStrainSkill
{
protected double SkillMultiplier => 1.430;
protected override double StrainDecayBase => 0.3;
private double skillMultiplier => 1.430;
private double strainDecayBase => 0.3;
protected double CurrentStrain;
protected double CurrentRhythm;
private double currentStrain;
private double currentRhythm;
protected override int ReducedSectionCount => 5;
@ -28,17 +28,18 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
}
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => (CurrentStrain * CurrentRhythm) * StrainDecay(time - current.Previous(0).StartTime);
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => (currentStrain * currentRhythm) * strainDecay(time - current.Previous(0).StartTime);
protected override double StrainValueAt(DifficultyHitObject current)
{
OsuDifficultyHitObject currODHO = (OsuDifficultyHitObject)current;
currentStrain *= strainDecay(((OsuDifficultyHitObject)current).StrainTime);
currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current) * skillMultiplier;
CurrentStrain *= StrainDecay(currODHO.StrainTime);
CurrentStrain += SpeedEvaluator.EvaluateDifficultyOf(current) * SkillMultiplier;
currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current);
CurrentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current);
double totalStrain = CurrentStrain * CurrentRhythm;
double totalStrain = currentStrain * currentRhythm;
return totalStrain;
}

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@ -1,9 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Mods;
@ -29,8 +27,6 @@ namespace osu.Game.Rulesets.Difficulty.Skills
this.mods = mods;
}
protected List<double> ObjectStrains = new List<double>();
/// <summary>
/// Process a <see cref="DifficultyHitObject"/>.
/// </summary>
@ -41,23 +37,5 @@ namespace osu.Game.Rulesets.Difficulty.Skills
/// Returns the calculated difficulty value representing all <see cref="DifficultyHitObject"/>s that have been processed up to this point.
/// </summary>
public abstract double DifficultyValue();
/// <summary>
/// Calculates the number of strains weighted against the top strain.
/// The result is scaled by clock rate as it affects the total number of strains.
/// </summary>
public virtual double CountTopWeightedStrains()
{
if (ObjectStrains.Count == 0)
return 0.0;
double consistentTopStrain = DifficultyValue() / 10; // What would the top strain be if all strain values were identical
if (consistentTopStrain == 0)
return ObjectStrains.Count;
// Use a weighted sum of all strains. Constants are arbitrary and give nice values
return ObjectStrains.Sum(s => 1.1 / (1 + Math.Exp(-10 * (s / consistentTopStrain - 0.88))));
}
}
}

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@ -20,21 +20,21 @@ namespace osu.Game.Rulesets.Difficulty.Skills
/// </summary>
protected virtual double DecayWeight => 0.9;
protected StrainSkill(Mod[] mods)
: base(mods)
{
}
/// <summary>
/// The length of each strain section.
/// </summary>
protected virtual int SectionLength => 400;
public double CurrentSectionPeak { get; protected set; } // We also keep track of the peak level in the current section.
private double currentSectionPeak; // We also keep track of the peak strain level in the current section.
private double currentSectionEnd;
protected double CurrentSectionEnd;
private readonly List<double> strainPeaks = new List<double>();
protected readonly List<double> ObjectStrains = new List<double>(); // Store individual strains
protected readonly List<double> StrainPeaks = new List<double>();
protected StrainSkill(Mod[] mods)
: base(mods)
{
}
/// <summary>
/// Returns the strain value at <see cref="DifficultyHitObject"/>. This value is calculated with or without respect to previous objects.
@ -48,28 +48,46 @@ namespace osu.Game.Rulesets.Difficulty.Skills
{
// The first object doesn't generate a strain, so we begin with an incremented section end
if (current.Index == 0)
CurrentSectionEnd = Math.Ceiling(current.StartTime / SectionLength) * SectionLength;
currentSectionEnd = Math.Ceiling(current.StartTime / SectionLength) * SectionLength;
while (current.StartTime > CurrentSectionEnd)
while (current.StartTime > currentSectionEnd)
{
saveCurrentPeak();
startNewSectionFrom(CurrentSectionEnd, current);
CurrentSectionEnd += SectionLength;
startNewSectionFrom(currentSectionEnd, current);
currentSectionEnd += SectionLength;
}
double strain = StrainValueAt(current);
CurrentSectionPeak = Math.Max(strain, CurrentSectionPeak);
currentSectionPeak = Math.Max(strain, currentSectionPeak);
// Store the strain value for the object
ObjectStrains.Add(strain);
}
/// <summary>
/// Calculates the number of strains weighted against the top strain.
/// The result is scaled by clock rate as it affects the total number of strains.
/// </summary>
public virtual double CountTopWeightedStrains()
{
if (ObjectStrains.Count == 0)
return 0.0;
double consistentTopStrain = DifficultyValue() / 10; // What would the top strain be if all strain values were identical
if (consistentTopStrain == 0)
return ObjectStrains.Count;
// Use a weighted sum of all strains. Constants are arbitrary and give nice values
return ObjectStrains.Sum(s => 1.1 / (1 + Math.Exp(-10 * (s / consistentTopStrain - 0.88))));
}
/// <summary>
/// Saves the current peak strain level to the list of strain peaks, which will be used to calculate an overall difficulty.
/// </summary>
private void saveCurrentPeak()
{
StrainPeaks.Add(CurrentSectionPeak);
strainPeaks.Add(currentSectionPeak);
}
/// <summary>
@ -81,7 +99,7 @@ namespace osu.Game.Rulesets.Difficulty.Skills
{
// The maximum strain of the new section is not zero by default
// This means we need to capture the strain level at the beginning of the new section, and use that as the initial peak level.
CurrentSectionPeak = CalculateInitialStrain(time, current);
currentSectionPeak = CalculateInitialStrain(time, current);
}
/// <summary>
@ -93,9 +111,10 @@ namespace osu.Game.Rulesets.Difficulty.Skills
protected abstract double CalculateInitialStrain(double time, DifficultyHitObject current);
/// <summary>
/// Returns a live enumerable of the difficulties
/// Returns a live enumerable of the peak strains for each <see cref="SectionLength"/> section of the beatmap,
/// including the peak of the current section.
/// </summary>
public virtual IEnumerable<double> GetCurrentStrainPeaks() => StrainPeaks.Append(CurrentSectionPeak);
public IEnumerable<double> GetCurrentStrainPeaks() => strainPeaks.Append(currentSectionPeak);
/// <summary>
/// Returns the calculated difficulty value representing all <see cref="DifficultyHitObject"/>s that have been processed up to this point.