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mirror of https://github.com/ppy/osu.git synced 2024-12-14 04:52:57 +08:00

Fix post-merge errors

This commit is contained in:
smoogipoo 2018-06-21 12:26:15 +09:00
parent c9581a2d56
commit 5d0c847835
4 changed files with 82 additions and 50 deletions

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@ -0,0 +1,20 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Catch.Difficulty
{
public class CatchDifficultyAttributes : DifficultyAttributes
{
public double AimRating;
public double ApproachRate;
public int MaxCombo;
public CatchDifficultyAttributes(Mod[] mods, double starRating)
: base(mods, starRating)
{
}
}
}

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@ -2,6 +2,8 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using Microsoft.EntityFrameworkCore.Internal;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods;
@ -13,31 +15,39 @@ namespace osu.Game.Rulesets.Catch.Difficulty
{
public class CatchDifficultyCalculator : DifficultyCalculator
{
/// <summary>
/// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size STRAIN_STEP.
/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
/// The higher this value, the less strains there will be, indirectly giving long beatmaps an advantage.
/// </summary>
private const double strain_step = 750;
/// <summary>
/// The weighting of each strain value decays to this number * it's previous value
/// </summary>
private const double decay_weight = 0.94;
private const double star_scaling_factor = 0.145;
private const float playfield_width = CatchPlayfield.BASE_WIDTH;
private readonly List<CatchDifficultyHitObject> difficultyHitObjects = new List<CatchDifficultyHitObject>();
public CatchDifficultyCalculator(IBeatmap beatmap)
: base(beatmap)
public CatchDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
public CatchDifficultyCalculator(IBeatmap beatmap, Mod[] mods)
: base(beatmap, mods)
protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
{
}
if (!beatmap.HitObjects.Any())
return new CatchDifficultyAttributes(mods, 0);
public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
{
difficultyHitObjects.Clear();
float circleSize = Beatmap.BeatmapInfo.BaseDifficulty.CircleSize;
float circleSize = beatmap.BeatmapInfo.BaseDifficulty.CircleSize;
float catcherWidth = (1.0f - 0.7f * (circleSize - 5) / 5) * 0.62064f * CatcherArea.CATCHER_SIZE;
float catcherWidthHalf = catcherWidth / 2;
catcherWidthHalf *= 0.8f;
foreach (var hitObject in Beatmap.HitObjects)
var difficultyHitObjects = new List<CatchDifficultyHitObject>();
foreach (var hitObject in beatmap.HitObjects)
{
// We want to only consider fruits that contribute to the combo. Droplets are addressed as accuracy and spinners are not relevant for "skill" calculations.
if (hitObject is Fruit)
@ -60,28 +70,26 @@ namespace osu.Game.Rulesets.Catch.Difficulty
difficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime));
if (!CalculateStrainValues()) return 0;
if (!calculateStrainValues(difficultyHitObjects, timeRate))
return new CatchDifficultyAttributes(mods, 0);
double starRating = Math.Sqrt(CalculateDifficulty()) * star_scaling_factor;
double ar = beatmap.BeatmapInfo.BaseDifficulty.ApproachRate;
double preEmpt = BeatmapDifficulty.DifficultyRange(ar, 1800, 1200, 450) / timeRate;
if (categoryDifficulty != null)
double starRating = Math.Sqrt(calculateDifficulty(difficultyHitObjects, timeRate)) * star_scaling_factor;
return new CatchDifficultyAttributes(mods, starRating)
{
categoryDifficulty["Aim"] = starRating;
double ar = Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate;
double preEmpt = BeatmapDifficulty.DifficultyRange(ar, 1800, 1200, 450) / TimeRate;
categoryDifficulty["AR"] = preEmpt > 1200.0 ? -(preEmpt - 1800.0) / 120.0 : -(preEmpt - 1200.0) / 150.0 + 5.0;
categoryDifficulty["Max combo"] = difficultyHitObjects.Count;
}
return starRating;
AimRating = starRating,
ApproachRate = preEmpt > 1200.0 ? -(preEmpt - 1800.0) / 120.0 : -(preEmpt - 1200.0) / 150.0 + 5.0,
MaxCombo = difficultyHitObjects.Count
};
}
protected bool CalculateStrainValues()
private bool calculateStrainValues(List<CatchDifficultyHitObject> objects, double timeRate)
{
// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
using (List<CatchDifficultyHitObject>.Enumerator hitObjectsEnumerator = difficultyHitObjects.GetEnumerator())
using (var hitObjectsEnumerator = objects.GetEnumerator())
{
if (!hitObjectsEnumerator.MoveNext()) return false;
@ -91,7 +99,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
while (hitObjectsEnumerator.MoveNext())
{
CatchDifficultyHitObject nextHitObject = hitObjectsEnumerator.Current;
nextHitObject?.CalculateStrains(currentHitObject, TimeRate);
nextHitObject?.CalculateStrains(currentHitObject, timeRate);
currentHitObject = nextHitObject;
}
@ -99,22 +107,10 @@ namespace osu.Game.Rulesets.Catch.Difficulty
}
}
/// <summary>
/// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size STRAIN_STEP.
/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
/// The higher this value, the less strains there will be, indirectly giving long beatmaps an advantage.
/// </summary>
private const double strain_step = 750;
/// <summary>
/// The weighting of each strain value decays to this number * it's previous value
/// </summary>
private const double decay_weight = 0.94;
protected double CalculateDifficulty()
private double calculateDifficulty(List<CatchDifficultyHitObject> objects, double timeRate)
{
// The strain step needs to be adjusted for the algorithm to be considered equal with speed changing mods
double actualStrainStep = strain_step * TimeRate;
double actualStrainStep = strain_step * timeRate;
// Find the highest strain value within each strain step
List<double> highestStrains = new List<double>();
@ -122,7 +118,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval
CatchDifficultyHitObject previousHitObject = null;
foreach (CatchDifficultyHitObject hitObject in difficultyHitObjects)
foreach (CatchDifficultyHitObject hitObject in objects)
{
// While we are beyond the current interval push the currently available maximum to our strain list
while (hitObject.BaseHitObject.StartTime > intervalEndTime)
@ -151,8 +147,16 @@ namespace osu.Game.Rulesets.Catch.Difficulty
previousHitObject = hitObject;
}
// calculate maximun strain difficulty
double difficulty = StrainCalculator(highestStrains, decay_weight);
// Build the weighted sum over the highest strains for each interval
double difficulty = 0;
double weight = 1;
highestStrains.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
foreach (double strain in highestStrains)
{
difficulty += weight * strain;
weight *= decay_weight;
}
return difficulty;
}

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@ -8,7 +8,7 @@ using OpenTK;
namespace osu.Game.Rulesets.Catch.Difficulty
{
internal class CatchDifficultyHitObject
public class CatchDifficultyHitObject
{
internal static readonly double DECAY_BASE = 0.20;
private const float normalized_hitobject_radius = 41.0f;

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@ -110,8 +110,16 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
previousHitObject = hitObject;
}
// calculate maximun strain difficulty
double difficulty = StrainCalculator(highestStrains, decay_weight);
// Build the weighted sum over the highest strains for each interval
double difficulty = 0;
double weight = 1;
highestStrains.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
foreach (double strain in highestStrains)
{
difficulty += weight * strain;
weight *= decay_weight;
}
return difficulty;
}