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Merge pull request #30534 from Lawtrohux/difficult-strain

Globalise `CountDifficultStrains` within StrainSkill
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Dan Balasescu 2024-11-12 14:50:18 +09:00 committed by GitHub
commit 678d14aa60
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5 changed files with 22 additions and 21 deletions

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@ -48,8 +48,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
double aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountDifficultStrains();
double speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountDifficultStrains();
double aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountTopWeightedStrains();
double speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountTopWeightedStrains();
if (mods.Any(m => m is OsuModTouchDevice))
{

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@ -34,7 +34,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
currentStrain *= strainDecay(current.DeltaTime);
currentStrain += AimEvaluator.EvaluateDifficultyOf(current, withSliders) * skillMultiplier;
ObjectStrains.Add(currentStrain);
return currentStrain;
}

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@ -23,7 +23,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
/// </summary>
protected virtual double ReducedStrainBaseline => 0.75;
protected List<double> ObjectStrains = new List<double>();
protected double Difficulty;
protected OsuStrainSkill(Mod[] mods)
@ -60,20 +59,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
return Difficulty;
}
/// <summary>
/// Returns 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 double CountDifficultStrains()
{
if (Difficulty == 0)
return 0.0;
double consistentTopStrain = Difficulty / 10; // What would the top strain be if all strain values were identical
// 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))));
}
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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@ -40,7 +40,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current);
double totalStrain = currentStrain * currentRhythm;
ObjectStrains.Add(totalStrain);
return totalStrain;
}

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@ -26,10 +26,10 @@ namespace osu.Game.Rulesets.Difficulty.Skills
protected virtual int SectionLength => 400;
private double currentSectionPeak; // We also keep track of the peak strain level in the current section.
private double currentSectionEnd;
private readonly List<double> strainPeaks = new List<double>();
protected readonly List<double> ObjectStrains = new List<double>(); // Store individual strains
protected StrainSkill(Mod[] mods)
: base(mods)
@ -57,7 +57,25 @@ namespace osu.Game.Rulesets.Difficulty.Skills
currentSectionEnd += SectionLength;
}
currentSectionPeak = Math.Max(StrainValueAt(current), currentSectionPeak);
double strain = StrainValueAt(current);
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
// 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>