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Fix post-merge errors
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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public class CatchDifficultyAttributes : DifficultyAttributes
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{
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public double AimRating;
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public double ApproachRate;
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public int MaxCombo;
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public CatchDifficultyAttributes(Mod[] mods, double starRating)
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: base(mods, starRating)
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{
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}
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}
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}
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@ -2,6 +2,8 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using Microsoft.EntityFrameworkCore.Internal;
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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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@ -13,31 +15,39 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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{
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public class CatchDifficultyCalculator : DifficultyCalculator
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{
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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 = 750;
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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 = 0.94;
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private const double star_scaling_factor = 0.145;
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private const float playfield_width = CatchPlayfield.BASE_WIDTH;
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private readonly List<CatchDifficultyHitObject> difficultyHitObjects = new List<CatchDifficultyHitObject>();
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public CatchDifficultyCalculator(IBeatmap beatmap)
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: base(beatmap)
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public CatchDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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public CatchDifficultyCalculator(IBeatmap beatmap, Mod[] mods)
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: base(beatmap, mods)
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
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{
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}
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if (!beatmap.HitObjects.Any())
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return new CatchDifficultyAttributes(mods, 0);
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
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{
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difficultyHitObjects.Clear();
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float circleSize = Beatmap.BeatmapInfo.BaseDifficulty.CircleSize;
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float circleSize = beatmap.BeatmapInfo.BaseDifficulty.CircleSize;
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float catcherWidth = (1.0f - 0.7f * (circleSize - 5) / 5) * 0.62064f * CatcherArea.CATCHER_SIZE;
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float catcherWidthHalf = catcherWidth / 2;
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catcherWidthHalf *= 0.8f;
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foreach (var hitObject in Beatmap.HitObjects)
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var difficultyHitObjects = new List<CatchDifficultyHitObject>();
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foreach (var hitObject in beatmap.HitObjects)
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{
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// We want to only consider fruits that contribute to the combo. Droplets are addressed as accuracy and spinners are not relevant for "skill" calculations.
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if (hitObject is Fruit)
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@ -60,28 +70,26 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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difficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime));
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if (!CalculateStrainValues()) return 0;
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if (!calculateStrainValues(difficultyHitObjects, timeRate))
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return new CatchDifficultyAttributes(mods, 0);
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double starRating = Math.Sqrt(CalculateDifficulty()) * star_scaling_factor;
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double ar = beatmap.BeatmapInfo.BaseDifficulty.ApproachRate;
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double preEmpt = BeatmapDifficulty.DifficultyRange(ar, 1800, 1200, 450) / timeRate;
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if (categoryDifficulty != null)
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double starRating = Math.Sqrt(calculateDifficulty(difficultyHitObjects, timeRate)) * star_scaling_factor;
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return new CatchDifficultyAttributes(mods, starRating)
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{
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categoryDifficulty["Aim"] = starRating;
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double ar = Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate;
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double preEmpt = BeatmapDifficulty.DifficultyRange(ar, 1800, 1200, 450) / TimeRate;
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categoryDifficulty["AR"] = preEmpt > 1200.0 ? -(preEmpt - 1800.0) / 120.0 : -(preEmpt - 1200.0) / 150.0 + 5.0;
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categoryDifficulty["Max combo"] = difficultyHitObjects.Count;
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}
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return starRating;
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AimRating = starRating,
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ApproachRate = preEmpt > 1200.0 ? -(preEmpt - 1800.0) / 120.0 : -(preEmpt - 1200.0) / 150.0 + 5.0,
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MaxCombo = difficultyHitObjects.Count
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};
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}
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protected bool CalculateStrainValues()
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private bool calculateStrainValues(List<CatchDifficultyHitObject> 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 (List<CatchDifficultyHitObject>.Enumerator hitObjectsEnumerator = difficultyHitObjects.GetEnumerator())
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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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@ -91,7 +99,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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while (hitObjectsEnumerator.MoveNext())
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{
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CatchDifficultyHitObject nextHitObject = hitObjectsEnumerator.Current;
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nextHitObject?.CalculateStrains(currentHitObject, TimeRate);
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nextHitObject?.CalculateStrains(currentHitObject, timeRate);
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currentHitObject = nextHitObject;
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}
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@ -99,22 +107,10 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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}
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}
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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 = 750;
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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 = 0.94;
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protected double CalculateDifficulty()
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private double calculateDifficulty(List<CatchDifficultyHitObject> objects, double timeRate)
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{
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// The strain step needs to be adjusted for the algorithm to be considered equal with speed changing mods
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double actualStrainStep = strain_step * TimeRate;
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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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@ -122,7 +118,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval
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CatchDifficultyHitObject previousHitObject = null;
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foreach (CatchDifficultyHitObject hitObject in difficultyHitObjects)
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foreach (CatchDifficultyHitObject 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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@ -151,8 +147,16 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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previousHitObject = hitObject;
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}
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// calculate maximun strain difficulty
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double difficulty = StrainCalculator(highestStrains, decay_weight);
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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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@ -8,7 +8,7 @@ using OpenTK;
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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internal class CatchDifficultyHitObject
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public class CatchDifficultyHitObject
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{
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internal static readonly double DECAY_BASE = 0.20;
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private const float normalized_hitobject_radius = 41.0f;
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@ -110,8 +110,16 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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previousHitObject = hitObject;
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}
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// calculate maximun strain difficulty
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double difficulty = StrainCalculator(highestStrains, decay_weight);
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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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