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Merge branch 'pp-dev' into match-my-freak-sliders
This commit is contained in:
commit
67d4826f26
@ -2,9 +2,13 @@
|
||||
// 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.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
@ -24,7 +28,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
/// <item><description>and how easily they can be cheesed.</description></item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current)
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current, IReadOnlyList<Mod> mods)
|
||||
{
|
||||
if (current.BaseObject is Spinner)
|
||||
return 0;
|
||||
@ -56,6 +60,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
// Max distance bonus is 1 * `distance_multiplier` at single_spacing_threshold
|
||||
double distanceBonus = Math.Pow(distance / single_spacing_threshold, 3.95) * distance_multiplier;
|
||||
|
||||
if (mods.OfType<OsuModAutopilot>().Any())
|
||||
distanceBonus = 0;
|
||||
|
||||
// Base difficulty with all bonuses
|
||||
double difficulty = (1 + speedBonus + distanceBonus) * 1000 / strainTime;
|
||||
|
||||
|
@ -69,6 +69,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
speedRating = 0.0;
|
||||
flashlightRating *= 0.7;
|
||||
}
|
||||
else if (mods.Any(h => h is OsuModAutopilot))
|
||||
{
|
||||
speedRating *= 0.5;
|
||||
aimRating = 0.0;
|
||||
flashlightRating *= 0.4;
|
||||
}
|
||||
|
||||
double baseAimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating);
|
||||
double baseSpeedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating);
|
||||
|
@ -136,6 +136,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
|
||||
private double computeAimValue(ScoreInfo score, OsuDifficultyAttributes attributes)
|
||||
{
|
||||
if (score.Mods.Any(h => h is OsuModAutopilot))
|
||||
return 0.0;
|
||||
|
||||
double aimDifficulty = attributes.AimDifficulty;
|
||||
|
||||
if (attributes.SliderCount > 0 && attributes.AimDifficultSliderCount > 0)
|
||||
@ -218,6 +221,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
if (attributes.ApproachRate > 10.33)
|
||||
approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);
|
||||
|
||||
if (score.Mods.Any(h => h is OsuModAutopilot))
|
||||
approachRateFactor = 0.0;
|
||||
|
||||
speedValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
|
||||
|
||||
if (score.Mods.Any(m => m is OsuModBlinds))
|
||||
|
@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
protected override double StrainValueAt(DifficultyHitObject current)
|
||||
{
|
||||
currentStrain *= strainDecay(((OsuDifficultyHitObject)current).StrainTime);
|
||||
currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current) * skillMultiplier;
|
||||
currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current, Mods) * skillMultiplier;
|
||||
|
||||
currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current);
|
||||
|
||||
|
@ -14,13 +14,13 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko";
|
||||
|
||||
[TestCase(3.0920212594351191d, 200, "diffcalc-test")]
|
||||
[TestCase(3.0920212594351191d, 200, "diffcalc-test-strong")]
|
||||
[TestCase(3.0950934814938953d, 200, "diffcalc-test")]
|
||||
[TestCase(3.0950934814938953d, 200, "diffcalc-test-strong")]
|
||||
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
|
||||
=> base.Test(expectedStarRating, expectedMaxCombo, name);
|
||||
|
||||
[TestCase(4.0789820318081444d, 200, "diffcalc-test")]
|
||||
[TestCase(4.0789820318081444d, 200, "diffcalc-test-strong")]
|
||||
[TestCase(4.0839365008715403d, 200, "diffcalc-test")]
|
||||
[TestCase(4.0839365008715403d, 200, "diffcalc-test-strong")]
|
||||
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
|
||||
=> Test(expectedStarRating, expectedMaxCombo, name, new TaikoModDoubleTime());
|
||||
|
||||
|
149
osu.Game.Rulesets.Taiko/Difficulty/Evaluators/RhythmEvaluator.cs
Normal file
149
osu.Game.Rulesets.Taiko/Difficulty/Evaluators/RhythmEvaluator.cs
Normal file
@ -0,0 +1,149 @@
|
||||
// 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 osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
|
||||
{
|
||||
public class RhythmEvaluator
|
||||
{
|
||||
/// <summary>
|
||||
/// Multiplier for a given denominator term.
|
||||
/// </summary>
|
||||
private static double termPenalty(double ratio, int denominator, double power, double multiplier)
|
||||
{
|
||||
return -multiplier * Math.Pow(Math.Cos(denominator * Math.PI * ratio), power);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the difficulty of a given ratio using a combination of periodic penalties and bonuses.
|
||||
/// </summary>
|
||||
private static double ratioDifficulty(double ratio, int terms = 8)
|
||||
{
|
||||
double difficulty = 0;
|
||||
|
||||
for (int i = 1; i <= terms; ++i)
|
||||
{
|
||||
difficulty += termPenalty(ratio, i, 2, 1);
|
||||
}
|
||||
|
||||
difficulty += terms;
|
||||
|
||||
// Give bonus to near-1 ratios
|
||||
difficulty += DifficultyCalculationUtils.BellCurve(ratio, 1, 0.7);
|
||||
|
||||
// Penalize ratios that are VERY near 1
|
||||
difficulty -= DifficultyCalculationUtils.BellCurve(ratio, 1, 0.5);
|
||||
|
||||
return difficulty / Math.Sqrt(8);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines if the changes in hit object intervals is consistent based on a given threshold.
|
||||
/// </summary>
|
||||
private static double repeatedIntervalPenalty(SameRhythmHitObjects sameRhythmHitObjects, double hitWindow, double threshold = 0.1)
|
||||
{
|
||||
double longIntervalPenalty = sameInterval(sameRhythmHitObjects, 3);
|
||||
|
||||
double shortIntervalPenalty = sameRhythmHitObjects.Children.Count < 6
|
||||
? sameInterval(sameRhythmHitObjects, 4)
|
||||
: 1.0; // Returns a non-penalty if there are 6 or more notes within an interval.
|
||||
|
||||
// Scale penalties dynamically based on hit object duration relative to hitWindow.
|
||||
double penaltyScaling = Math.Max(1 - sameRhythmHitObjects.Duration / (hitWindow * 2), 0.5);
|
||||
|
||||
return Math.Min(longIntervalPenalty, shortIntervalPenalty) * penaltyScaling;
|
||||
|
||||
double sameInterval(SameRhythmHitObjects startObject, int intervalCount)
|
||||
{
|
||||
List<double?> intervals = new List<double?>();
|
||||
var currentObject = startObject;
|
||||
|
||||
for (int i = 0; i < intervalCount && currentObject != null; i++)
|
||||
{
|
||||
intervals.Add(currentObject.HitObjectInterval);
|
||||
currentObject = currentObject.Previous;
|
||||
}
|
||||
|
||||
intervals.RemoveAll(interval => interval == null);
|
||||
|
||||
if (intervals.Count < intervalCount)
|
||||
return 1.0; // No penalty if there aren't enough valid intervals.
|
||||
|
||||
for (int i = 0; i < intervals.Count; i++)
|
||||
{
|
||||
for (int j = i + 1; j < intervals.Count; j++)
|
||||
{
|
||||
double ratio = intervals[i]!.Value / intervals[j]!.Value;
|
||||
if (Math.Abs(1 - ratio) <= threshold) // If any two intervals are similar, apply a penalty.
|
||||
return 0.3;
|
||||
}
|
||||
}
|
||||
|
||||
return 1.0; // No penalty if all intervals are different.
|
||||
}
|
||||
}
|
||||
|
||||
private static double evaluateDifficultyOf(SameRhythmHitObjects sameRhythmHitObjects, double hitWindow)
|
||||
{
|
||||
double intervalDifficulty = ratioDifficulty(sameRhythmHitObjects.HitObjectIntervalRatio);
|
||||
double? previousInterval = sameRhythmHitObjects.Previous?.HitObjectInterval;
|
||||
|
||||
// If a previous interval exists and there are multiple hit objects in the sequence:
|
||||
if (previousInterval != null && sameRhythmHitObjects.Children.Count > 1)
|
||||
{
|
||||
double expectedDurationFromPrevious = (double)previousInterval * sameRhythmHitObjects.Children.Count;
|
||||
double durationDifference = sameRhythmHitObjects.Duration - expectedDurationFromPrevious;
|
||||
|
||||
if (durationDifference > 0)
|
||||
{
|
||||
intervalDifficulty *= DifficultyCalculationUtils.Logistic(
|
||||
durationDifference / hitWindow,
|
||||
midpointOffset: 0.7,
|
||||
multiplier: 1.5,
|
||||
maxValue: 1);
|
||||
}
|
||||
}
|
||||
|
||||
// Apply consistency penalty.
|
||||
intervalDifficulty *= repeatedIntervalPenalty(sameRhythmHitObjects, hitWindow);
|
||||
|
||||
// Penalise patterns that can be hit within a single hit window.
|
||||
intervalDifficulty *= DifficultyCalculationUtils.Logistic(
|
||||
sameRhythmHitObjects.Duration / hitWindow,
|
||||
midpointOffset: 0.6,
|
||||
multiplier: 1,
|
||||
maxValue: 1);
|
||||
|
||||
return Math.Pow(intervalDifficulty, 0.75);
|
||||
}
|
||||
|
||||
private static double evaluateDifficultyOf(SamePatterns samePatterns)
|
||||
{
|
||||
return ratioDifficulty(samePatterns.IntervalRatio);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Evaluate the difficulty of a hitobject considering its interval change.
|
||||
/// </summary>
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject hitObject, double hitWindow)
|
||||
{
|
||||
TaikoDifficultyHitObjectRhythm rhythm = ((TaikoDifficultyHitObject)hitObject).Rhythm;
|
||||
double difficulty = 0.0d;
|
||||
|
||||
if (rhythm.SameRhythmHitObjects?.FirstHitObject == hitObject) // Difficulty for SameRhythmHitObjects
|
||||
difficulty += evaluateDifficultyOf(rhythm.SameRhythmHitObjects, hitWindow);
|
||||
|
||||
if (rhythm.SamePatterns?.FirstHitObject == hitObject) // Difficulty for SamePatterns
|
||||
difficulty += 0.5 * evaluateDifficultyOf(rhythm.SamePatterns);
|
||||
|
||||
return difficulty;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,55 @@
|
||||
// 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.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents <see cref="SameRhythmHitObjects"/> grouped by their <see cref="SameRhythmHitObjects.StartTime"/>'s interval.
|
||||
/// </summary>
|
||||
public class SamePatterns : SameRhythm<SameRhythmHitObjects>
|
||||
{
|
||||
public SamePatterns? Previous { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="SameRhythmHitObjects.Interval"/> between children <see cref="SameRhythmHitObjects"/> within this group.
|
||||
/// If there is only one child, this will have the value of the first child's <see cref="SameRhythmHitObjects.Interval"/>.
|
||||
/// </summary>
|
||||
public double ChildrenInterval => Children.Count > 1 ? Children[1].Interval : Children[0].Interval;
|
||||
|
||||
/// <summary>
|
||||
/// The ratio of <see cref="ChildrenInterval"/> between this and the previous <see cref="SamePatterns"/>. In the
|
||||
/// case where there is no previous <see cref="SamePatterns"/>, this will have a value of 1.
|
||||
/// </summary>
|
||||
public double IntervalRatio => ChildrenInterval / Previous?.ChildrenInterval ?? 1.0d;
|
||||
|
||||
public TaikoDifficultyHitObject FirstHitObject => Children[0].FirstHitObject;
|
||||
|
||||
public IEnumerable<TaikoDifficultyHitObject> AllHitObjects => Children.SelectMany(child => child.Children);
|
||||
|
||||
private SamePatterns(SamePatterns? previous, List<SameRhythmHitObjects> data, ref int i)
|
||||
: base(data, ref i, 5)
|
||||
{
|
||||
Previous = previous;
|
||||
|
||||
foreach (TaikoDifficultyHitObject hitObject in AllHitObjects)
|
||||
{
|
||||
hitObject.Rhythm.SamePatterns = this;
|
||||
}
|
||||
}
|
||||
|
||||
public static void GroupPatterns(List<SameRhythmHitObjects> data)
|
||||
{
|
||||
List<SamePatterns> samePatterns = new List<SamePatterns>();
|
||||
|
||||
// Index does not need to be incremented, as it is handled within the SameRhythm constructor.
|
||||
for (int i = 0; i < data.Count;)
|
||||
{
|
||||
SamePatterns? previous = samePatterns.Count > 0 ? samePatterns[^1] : null;
|
||||
samePatterns.Add(new SamePatterns(previous, data, ref i));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,73 @@
|
||||
// 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;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// A base class for grouping <see cref="IHasInterval"/>s by their interval. In edges where an interval change
|
||||
/// occurs, the <see cref="IHasInterval"/> is added to the group with the smaller interval.
|
||||
/// </summary>
|
||||
public abstract class SameRhythm<ChildType>
|
||||
where ChildType : IHasInterval
|
||||
{
|
||||
public IReadOnlyList<ChildType> Children { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Determines if the intervals between two child objects are within a specified margin of error,
|
||||
/// indicating that the intervals are effectively "flat" or consistent.
|
||||
/// </summary>
|
||||
private bool isFlat(ChildType current, ChildType previous, double marginOfError)
|
||||
{
|
||||
return Math.Abs(current.Interval - previous.Interval) <= marginOfError;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a new <see cref="SameRhythm{ChildType}"/> from a list of <see cref="IHasInterval"/>s, and add
|
||||
/// them to the <see cref="Children"/> list until the end of the group.
|
||||
/// </summary>
|
||||
/// <param name="data">The list of <see cref="IHasInterval"/>s.</param>
|
||||
/// <param name="i">
|
||||
/// Index in <paramref name="data"/> to start adding children. This will be modified and should be passed into
|
||||
/// the next <see cref="SameRhythm{ChildType}"/>'s constructor.
|
||||
/// </param>
|
||||
/// <param name="marginOfError">
|
||||
/// The margin of error for the interval, within of which no interval change is considered to have occured.
|
||||
/// </param>
|
||||
protected SameRhythm(List<ChildType> data, ref int i, double marginOfError)
|
||||
{
|
||||
List<ChildType> children = new List<ChildType>();
|
||||
Children = children;
|
||||
children.Add(data[i]);
|
||||
i++;
|
||||
|
||||
for (; i < data.Count - 1; i++)
|
||||
{
|
||||
// An interval change occured, add the current data if the next interval is larger.
|
||||
if (!isFlat(data[i], data[i + 1], marginOfError))
|
||||
{
|
||||
if (data[i + 1].Interval > data[i].Interval + marginOfError)
|
||||
{
|
||||
children.Add(data[i]);
|
||||
i++;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// No interval change occured
|
||||
children.Add(data[i]);
|
||||
}
|
||||
|
||||
// Check if the last two objects in the data form a "flat" rhythm pattern within the specified margin of error.
|
||||
// If true, add the current object to the group and increment the index to process the next object.
|
||||
if (data.Count > 2 && isFlat(data[^1], data[^2], marginOfError))
|
||||
{
|
||||
children.Add(data[i]);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,94 @@
|
||||
// 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.Collections.Generic;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a group of <see cref="TaikoDifficultyHitObject"/>s with no rhythm variation.
|
||||
/// </summary>
|
||||
public class SameRhythmHitObjects : SameRhythm<TaikoDifficultyHitObject>, IHasInterval
|
||||
{
|
||||
public TaikoDifficultyHitObject FirstHitObject => Children[0];
|
||||
|
||||
public SameRhythmHitObjects? Previous;
|
||||
|
||||
/// <summary>
|
||||
/// <see cref="DifficultyHitObject.StartTime"/> of the first hit object.
|
||||
/// </summary>
|
||||
public double StartTime => Children[0].StartTime;
|
||||
|
||||
/// <summary>
|
||||
/// The interval between the first and final hit object within this group.
|
||||
/// </summary>
|
||||
public double Duration => Children[^1].StartTime - Children[0].StartTime;
|
||||
|
||||
/// <summary>
|
||||
/// The interval in ms of each hit object in this <see cref="SameRhythmHitObjects"/>. This is only defined if there is
|
||||
/// more than two hit objects in this <see cref="SameRhythmHitObjects"/>.
|
||||
/// </summary>
|
||||
public double? HitObjectInterval;
|
||||
|
||||
/// <summary>
|
||||
/// The ratio of <see cref="HitObjectInterval"/> between this and the previous <see cref="SameRhythmHitObjects"/>. In the
|
||||
/// case where one or both of the <see cref="HitObjectInterval"/> is undefined, this will have a value of 1.
|
||||
/// </summary>
|
||||
public double HitObjectIntervalRatio = 1;
|
||||
|
||||
/// <summary>
|
||||
/// The interval between the <see cref="StartTime"/> of this and the previous <see cref="SameRhythmHitObjects"/>.
|
||||
/// </summary>
|
||||
public double Interval { get; private set; } = double.PositiveInfinity;
|
||||
|
||||
public SameRhythmHitObjects(SameRhythmHitObjects? previous, List<TaikoDifficultyHitObject> data, ref int i)
|
||||
: base(data, ref i, 5)
|
||||
{
|
||||
Previous = previous;
|
||||
|
||||
foreach (var hitObject in Children)
|
||||
{
|
||||
hitObject.Rhythm.SameRhythmHitObjects = this;
|
||||
|
||||
// Pass the HitObjectInterval to each child.
|
||||
hitObject.HitObjectInterval = HitObjectInterval;
|
||||
}
|
||||
|
||||
calculateIntervals();
|
||||
}
|
||||
|
||||
public static List<SameRhythmHitObjects> GroupHitObjects(List<TaikoDifficultyHitObject> data)
|
||||
{
|
||||
List<SameRhythmHitObjects> flatPatterns = new List<SameRhythmHitObjects>();
|
||||
|
||||
// Index does not need to be incremented, as it is handled within SameRhythm's constructor.
|
||||
for (int i = 0; i < data.Count;)
|
||||
{
|
||||
SameRhythmHitObjects? previous = flatPatterns.Count > 0 ? flatPatterns[^1] : null;
|
||||
flatPatterns.Add(new SameRhythmHitObjects(previous, data, ref i));
|
||||
}
|
||||
|
||||
return flatPatterns;
|
||||
}
|
||||
|
||||
private void calculateIntervals()
|
||||
{
|
||||
// Calculate the average interval between hitobjects, or null if there are fewer than two.
|
||||
HitObjectInterval = Children.Count < 2 ? null : (Children[^1].StartTime - Children[0].StartTime) / (Children.Count - 1);
|
||||
|
||||
// If both the current and previous intervals are available, calculate the ratio.
|
||||
if (Previous?.HitObjectInterval != null && HitObjectInterval != null)
|
||||
{
|
||||
HitObjectIntervalRatio = HitObjectInterval.Value / Previous.HitObjectInterval.Value;
|
||||
}
|
||||
|
||||
if (Previous == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Interval = StartTime - Previous.StartTime;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,13 @@
|
||||
// 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.
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm
|
||||
{
|
||||
/// <summary>
|
||||
/// The interface for hitobjects that provide an interval value.
|
||||
/// </summary>
|
||||
public interface IHasInterval
|
||||
{
|
||||
double Interval { get; }
|
||||
}
|
||||
}
|
@ -1,35 +1,98 @@
|
||||
// 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.Linq;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a rhythm change in a taiko map.
|
||||
/// Stores rhythm data for a <see cref="TaikoDifficultyHitObject"/>.
|
||||
/// </summary>
|
||||
public class TaikoDifficultyHitObjectRhythm
|
||||
{
|
||||
/// <summary>
|
||||
/// The difficulty multiplier associated with this rhythm change.
|
||||
/// The group of hit objects with consistent rhythm that this object belongs to.
|
||||
/// </summary>
|
||||
public readonly double Difficulty;
|
||||
public SameRhythmHitObjects? SameRhythmHitObjects;
|
||||
|
||||
/// <summary>
|
||||
/// The ratio of current <see cref="osu.Game.Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/>
|
||||
/// to previous <see cref="osu.Game.Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/> for the rhythm change.
|
||||
/// The larger pattern of rhythm groups that this object is part of.
|
||||
/// </summary>
|
||||
public SamePatterns? SamePatterns;
|
||||
|
||||
/// <summary>
|
||||
/// The ratio of current <see cref="Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/>
|
||||
/// to previous <see cref="Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/> for the rhythm change.
|
||||
/// A <see cref="Ratio"/> above 1 indicates a slow-down; a <see cref="Ratio"/> below 1 indicates a speed-up.
|
||||
/// </summary>
|
||||
public readonly double Ratio;
|
||||
|
||||
/// <summary>
|
||||
/// List of most common rhythm changes in taiko maps. Based on how each object's interval compares to the previous object.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The general guidelines for the values are:
|
||||
/// <list type="bullet">
|
||||
/// <item>rhythm changes with ratio closer to 1 (that are <i>not</i> 1) are harder to play,</item>
|
||||
/// <item>speeding up is <i>generally</i> harder than slowing down (with exceptions of rhythm changes requiring a hand switch).</item>
|
||||
/// </list>
|
||||
/// </remarks>
|
||||
private static readonly TaikoDifficultyHitObjectRhythm[] common_rhythms =
|
||||
{
|
||||
new TaikoDifficultyHitObjectRhythm(1, 1),
|
||||
new TaikoDifficultyHitObjectRhythm(2, 1),
|
||||
new TaikoDifficultyHitObjectRhythm(1, 2),
|
||||
new TaikoDifficultyHitObjectRhythm(3, 1),
|
||||
new TaikoDifficultyHitObjectRhythm(1, 3),
|
||||
new TaikoDifficultyHitObjectRhythm(3, 2),
|
||||
new TaikoDifficultyHitObjectRhythm(2, 3),
|
||||
new TaikoDifficultyHitObjectRhythm(5, 4),
|
||||
new TaikoDifficultyHitObjectRhythm(4, 5)
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Initialises a new instance of <see cref="TaikoDifficultyHitObjectRhythm"/>s,
|
||||
/// calculating the closest rhythm change and its associated difficulty for the current hit object.
|
||||
/// </summary>
|
||||
/// <param name="current">The current <see cref="TaikoDifficultyHitObject"/> being processed.</param>
|
||||
public TaikoDifficultyHitObjectRhythm(TaikoDifficultyHitObject current)
|
||||
{
|
||||
var previous = current.Previous(0);
|
||||
|
||||
if (previous == null)
|
||||
{
|
||||
Ratio = 1;
|
||||
return;
|
||||
}
|
||||
|
||||
TaikoDifficultyHitObjectRhythm closestRhythm = getClosestRhythm(current.DeltaTime, previous.DeltaTime);
|
||||
Ratio = closestRhythm.Ratio;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates an object representing a rhythm change.
|
||||
/// </summary>
|
||||
/// <param name="numerator">The numerator for <see cref="Ratio"/>.</param>
|
||||
/// <param name="denominator">The denominator for <see cref="Ratio"/></param>
|
||||
/// <param name="difficulty">The difficulty multiplier associated with this rhythm change.</param>
|
||||
public TaikoDifficultyHitObjectRhythm(int numerator, int denominator, double difficulty)
|
||||
private TaikoDifficultyHitObjectRhythm(int numerator, int denominator)
|
||||
{
|
||||
Ratio = numerator / (double)denominator;
|
||||
Difficulty = difficulty;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines the closest rhythm change from <see cref="common_rhythms"/> that matches the timing ratio
|
||||
/// between the current and previous intervals.
|
||||
/// </summary>
|
||||
/// <param name="currentDeltaTime">The time difference between the current hit object and the previous one.</param>
|
||||
/// <param name="previousDeltaTime">The time difference between the previous hit object and the one before it.</param>
|
||||
/// <returns>The closest matching rhythm from <see cref="common_rhythms"/>.</returns>
|
||||
private TaikoDifficultyHitObjectRhythm getClosestRhythm(double currentDeltaTime, double previousDeltaTime)
|
||||
{
|
||||
double ratio = currentDeltaTime / previousDeltaTime;
|
||||
return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,7 +1,6 @@
|
||||
// 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;
|
||||
@ -15,7 +14,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
||||
/// <summary>
|
||||
/// Represents a single hit object in taiko difficulty calculation.
|
||||
/// </summary>
|
||||
public class TaikoDifficultyHitObject : DifficultyHitObject
|
||||
public class TaikoDifficultyHitObject : DifficultyHitObject, IHasInterval
|
||||
{
|
||||
/// <summary>
|
||||
/// The list of all <see cref="TaikoDifficultyHitObject"/> of the same colour as this <see cref="TaikoDifficultyHitObject"/> in the beatmap.
|
||||
@ -42,6 +41,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
||||
/// </summary>
|
||||
public readonly TaikoDifficultyHitObjectRhythm Rhythm;
|
||||
|
||||
/// <summary>
|
||||
/// The interval between this hit object and the surrounding hit objects in its rhythm group.
|
||||
/// </summary>
|
||||
public double? HitObjectInterval { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Colour data for this hit object. This is used by colour evaluator to calculate colour difficulty, but can be used
|
||||
/// by other skills in the future.
|
||||
@ -58,6 +62,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
||||
/// </summary>
|
||||
public double CurrentSliderVelocity;
|
||||
|
||||
public double Interval => DeltaTime;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new difficulty hit object.
|
||||
/// </summary>
|
||||
@ -81,7 +87,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
||||
|
||||
// Create the Colour object, its properties should be filled in by TaikoDifficultyPreprocessor
|
||||
Colour = new TaikoDifficultyHitObjectColour();
|
||||
Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate);
|
||||
|
||||
// Create a Rhythm object, its properties are filled in by TaikoDifficultyHitObjectRhythm
|
||||
Rhythm = new TaikoDifficultyHitObjectRhythm(this);
|
||||
|
||||
switch ((hitObject as Hit)?.Type)
|
||||
{
|
||||
@ -105,43 +113,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// List of most common rhythm changes in taiko maps.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The general guidelines for the values are:
|
||||
/// <list type="bullet">
|
||||
/// <item>rhythm changes with ratio closer to 1 (that are <i>not</i> 1) are harder to play,</item>
|
||||
/// <item>speeding up is <i>generally</i> harder than slowing down (with exceptions of rhythm changes requiring a hand switch).</item>
|
||||
/// </list>
|
||||
/// </remarks>
|
||||
private static readonly TaikoDifficultyHitObjectRhythm[] common_rhythms =
|
||||
{
|
||||
new TaikoDifficultyHitObjectRhythm(1, 1, 0.0),
|
||||
new TaikoDifficultyHitObjectRhythm(2, 1, 0.3),
|
||||
new TaikoDifficultyHitObjectRhythm(1, 2, 0.5),
|
||||
new TaikoDifficultyHitObjectRhythm(3, 1, 0.3),
|
||||
new TaikoDifficultyHitObjectRhythm(1, 3, 0.35),
|
||||
new TaikoDifficultyHitObjectRhythm(3, 2, 0.6), // purposefully higher (requires hand switch in full alternating gameplay style)
|
||||
new TaikoDifficultyHitObjectRhythm(2, 3, 0.4),
|
||||
new TaikoDifficultyHitObjectRhythm(5, 4, 0.5),
|
||||
new TaikoDifficultyHitObjectRhythm(4, 5, 0.7)
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Returns the closest rhythm change from <see cref="common_rhythms"/> required to hit this object.
|
||||
/// </summary>
|
||||
/// <param name="lastObject">The gameplay <see cref="HitObject"/> preceding this one.</param>
|
||||
/// <param name="lastLastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="lastObject"/>.</param>
|
||||
/// <param name="clockRate">The rate of the gameplay clock.</param>
|
||||
private TaikoDifficultyHitObjectRhythm getClosestRhythm(HitObject lastObject, HitObject lastLastObject, double clockRate)
|
||||
{
|
||||
double prevLength = (lastObject.StartTime - lastLastObject.StartTime) / clockRate;
|
||||
double ratio = DeltaTime / prevLength;
|
||||
|
||||
return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First();
|
||||
}
|
||||
|
||||
public TaikoDifficultyHitObject? PreviousMono(int backwardsIndex) => monoDifficultyHitObjects?.ElementAtOrDefault(MonoIndex - (backwardsIndex + 1));
|
||||
|
||||
public TaikoDifficultyHitObject? NextMono(int forwardsIndex) => monoDifficultyHitObjects?.ElementAtOrDefault(MonoIndex + (forwardsIndex + 1));
|
||||
|
@ -1,13 +1,11 @@
|
||||
// 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.Difficulty.Skills;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Utils;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
|
||||
{
|
||||
@ -16,158 +14,25 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
|
||||
/// </summary>
|
||||
public class Rhythm : StrainDecaySkill
|
||||
{
|
||||
protected override double SkillMultiplier => 10;
|
||||
protected override double StrainDecayBase => 0;
|
||||
protected override double SkillMultiplier => 1.0;
|
||||
protected override double StrainDecayBase => 0.4;
|
||||
|
||||
/// <summary>
|
||||
/// The note-based decay for rhythm strain.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <see cref="StrainDecayBase"/> is not used here, as it's time- and not note-based.
|
||||
/// </remarks>
|
||||
private const double strain_decay = 0.96;
|
||||
private readonly double greatHitWindow;
|
||||
|
||||
/// <summary>
|
||||
/// Maximum number of entries in <see cref="rhythmHistory"/>.
|
||||
/// </summary>
|
||||
private const int rhythm_history_max_length = 8;
|
||||
|
||||
/// <summary>
|
||||
/// Contains the last <see cref="rhythm_history_max_length"/> changes in note sequence rhythms.
|
||||
/// </summary>
|
||||
private readonly LimitedCapacityQueue<TaikoDifficultyHitObject> rhythmHistory = new LimitedCapacityQueue<TaikoDifficultyHitObject>(rhythm_history_max_length);
|
||||
|
||||
/// <summary>
|
||||
/// Contains the rolling rhythm strain.
|
||||
/// Used to apply per-note decay.
|
||||
/// </summary>
|
||||
private double currentStrain;
|
||||
|
||||
/// <summary>
|
||||
/// Number of notes since the last rhythm change has taken place.
|
||||
/// </summary>
|
||||
private int notesSinceRhythmChange;
|
||||
|
||||
public Rhythm(Mod[] mods)
|
||||
public Rhythm(Mod[] mods, double greatHitWindow)
|
||||
: base(mods)
|
||||
{
|
||||
this.greatHitWindow = greatHitWindow;
|
||||
}
|
||||
|
||||
protected override double StrainValueOf(DifficultyHitObject current)
|
||||
{
|
||||
// drum rolls and swells are exempt.
|
||||
if (!(current.BaseObject is Hit))
|
||||
{
|
||||
resetRhythmAndStrain();
|
||||
return 0.0;
|
||||
}
|
||||
double difficulty = RhythmEvaluator.EvaluateDifficultyOf(current, greatHitWindow);
|
||||
|
||||
currentStrain *= strain_decay;
|
||||
// To prevent abuse of exceedingly long intervals between awkward rhythms, we penalise its difficulty.
|
||||
difficulty *= DifficultyCalculationUtils.Logistic(current.DeltaTime, 350, -1 / 25.0, 0.5) + 0.5;
|
||||
|
||||
TaikoDifficultyHitObject hitObject = (TaikoDifficultyHitObject)current;
|
||||
notesSinceRhythmChange += 1;
|
||||
|
||||
// rhythm difficulty zero (due to rhythm not changing) => no rhythm strain.
|
||||
if (hitObject.Rhythm.Difficulty == 0.0)
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
double objectStrain = hitObject.Rhythm.Difficulty;
|
||||
|
||||
objectStrain *= repetitionPenalties(hitObject);
|
||||
objectStrain *= patternLengthPenalty(notesSinceRhythmChange);
|
||||
objectStrain *= speedPenalty(hitObject.DeltaTime);
|
||||
|
||||
// careful - needs to be done here since calls above read this value
|
||||
notesSinceRhythmChange = 0;
|
||||
|
||||
currentStrain += objectStrain;
|
||||
return currentStrain;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a penalty to apply to the current hit object caused by repeating rhythm changes.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Repetitions of more recent patterns are associated with a higher penalty.
|
||||
/// </remarks>
|
||||
/// <param name="hitObject">The current hit object being considered.</param>
|
||||
private double repetitionPenalties(TaikoDifficultyHitObject hitObject)
|
||||
{
|
||||
double penalty = 1;
|
||||
|
||||
rhythmHistory.Enqueue(hitObject);
|
||||
|
||||
for (int mostRecentPatternsToCompare = 2; mostRecentPatternsToCompare <= rhythm_history_max_length / 2; mostRecentPatternsToCompare++)
|
||||
{
|
||||
for (int start = rhythmHistory.Count - mostRecentPatternsToCompare - 1; start >= 0; start--)
|
||||
{
|
||||
if (!samePattern(start, mostRecentPatternsToCompare))
|
||||
continue;
|
||||
|
||||
int notesSince = hitObject.Index - rhythmHistory[start].Index;
|
||||
penalty *= repetitionPenalty(notesSince);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return penalty;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines whether the rhythm change pattern starting at <paramref name="start"/> is a repeat of any of the
|
||||
/// <paramref name="mostRecentPatternsToCompare"/>.
|
||||
/// </summary>
|
||||
private bool samePattern(int start, int mostRecentPatternsToCompare)
|
||||
{
|
||||
for (int i = 0; i < mostRecentPatternsToCompare; i++)
|
||||
{
|
||||
if (rhythmHistory[start + i].Rhythm != rhythmHistory[rhythmHistory.Count - mostRecentPatternsToCompare + i].Rhythm)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates a single rhythm repetition penalty.
|
||||
/// </summary>
|
||||
/// <param name="notesSince">Number of notes since the last repetition of a rhythm change.</param>
|
||||
private static double repetitionPenalty(int notesSince) => Math.Min(1.0, 0.032 * notesSince);
|
||||
|
||||
/// <summary>
|
||||
/// Calculates a penalty based on the number of notes since the last rhythm change.
|
||||
/// Both rare and frequent rhythm changes are penalised.
|
||||
/// </summary>
|
||||
/// <param name="patternLength">Number of notes since the last rhythm change.</param>
|
||||
private static double patternLengthPenalty(int patternLength)
|
||||
{
|
||||
double shortPatternPenalty = Math.Min(0.15 * patternLength, 1.0);
|
||||
double longPatternPenalty = Math.Clamp(2.5 - 0.15 * patternLength, 0.0, 1.0);
|
||||
return Math.Min(shortPatternPenalty, longPatternPenalty);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates a penalty for objects that do not require alternating hands.
|
||||
/// </summary>
|
||||
/// <param name="deltaTime">Time (in milliseconds) since the last hit object.</param>
|
||||
private double speedPenalty(double deltaTime)
|
||||
{
|
||||
if (deltaTime < 80) return 1;
|
||||
if (deltaTime < 210) return Math.Max(0, 1.4 - 0.005 * deltaTime);
|
||||
|
||||
resetRhythmAndStrain();
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the rolling strain value and <see cref="notesSinceRhythmChange"/> counter.
|
||||
/// </summary>
|
||||
private void resetRhythmAndStrain()
|
||||
{
|
||||
currentStrain = 0.0;
|
||||
notesSinceRhythmChange = 0;
|
||||
return difficulty;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -10,18 +10,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||
{
|
||||
public class TaikoDifficultyAttributes : DifficultyAttributes
|
||||
{
|
||||
/// <summary>
|
||||
/// The difficulty corresponding to the stamina skill.
|
||||
/// </summary>
|
||||
[JsonProperty("stamina_difficulty")]
|
||||
public double StaminaDifficulty { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The ratio of stamina difficulty from mono-color (single colour) streams to total stamina difficulty.
|
||||
/// </summary>
|
||||
[JsonProperty("mono_stamina_factor")]
|
||||
public double MonoStaminaFactor { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The difficulty corresponding to the rhythm skill.
|
||||
/// </summary>
|
||||
@ -40,8 +28,20 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||
[JsonProperty("colour_difficulty")]
|
||||
public double ColourDifficulty { get; set; }
|
||||
|
||||
[JsonProperty("rhythm_difficult_strains")]
|
||||
public double RhythmTopStrains { get; set; }
|
||||
/// <summary>
|
||||
/// The difficulty corresponding to the stamina skill.
|
||||
/// </summary>
|
||||
[JsonProperty("stamina_difficulty")]
|
||||
public double StaminaDifficulty { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The ratio of stamina difficulty from mono-color (single colour) streams to total stamina difficulty.
|
||||
/// </summary>
|
||||
[JsonProperty("mono_stamina_factor")]
|
||||
public double MonoStaminaFactor { get; set; }
|
||||
|
||||
[JsonProperty("reading_difficult_strains")]
|
||||
public double ReadingTopStrains { get; set; }
|
||||
|
||||
[JsonProperty("colour_difficult_strains")]
|
||||
public double ColourTopStrains { get; set; }
|
||||
|
@ -14,6 +14,7 @@ using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Reading;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Skills;
|
||||
using osu.Game.Rulesets.Taiko.Mods;
|
||||
using osu.Game.Rulesets.Taiko.Scoring;
|
||||
@ -23,7 +24,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||
public class TaikoDifficultyCalculator : DifficultyCalculator
|
||||
{
|
||||
private const double difficulty_multiplier = 0.084375;
|
||||
private const double rhythm_skill_multiplier = 0.200 * difficulty_multiplier;
|
||||
private const double rhythm_skill_multiplier = 1.24 * difficulty_multiplier;
|
||||
private const double reading_skill_multiplier = 0.100 * difficulty_multiplier;
|
||||
private const double colour_skill_multiplier = 0.375 * difficulty_multiplier;
|
||||
private const double stamina_skill_multiplier = 0.375 * difficulty_multiplier;
|
||||
@ -37,9 +38,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
|
||||
{
|
||||
HitWindows hitWindows = new HitWindows();
|
||||
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
|
||||
|
||||
return new Skill[]
|
||||
{
|
||||
new Rhythm(mods),
|
||||
new Rhythm(mods, hitWindows.WindowFor(HitResult.Great) / clockRate),
|
||||
new Reading(mods),
|
||||
new Colour(mods),
|
||||
new Stamina(mods, false),
|
||||
@ -57,6 +61,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
|
||||
{
|
||||
var hitWindows = new HitWindows();
|
||||
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
|
||||
|
||||
var difficultyHitObjects = new List<DifficultyHitObject>();
|
||||
var centreObjects = new List<TaikoDifficultyHitObject>();
|
||||
var rimObjects = new List<TaikoDifficultyHitObject>();
|
||||
@ -79,7 +86,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||
));
|
||||
}
|
||||
|
||||
var groupedHitObjects = SameRhythmHitObjects.GroupHitObjects(noteObjects);
|
||||
|
||||
TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
|
||||
SamePatterns.GroupPatterns(groupedHitObjects);
|
||||
bpmLoader.ProcessEffectiveBPM(beatmap.ControlPointInfo, clockRate);
|
||||
|
||||
return difficultyHitObjects;
|
||||
@ -105,8 +115,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||
double monoStaminaRating = singleColourStamina.DifficultyValue() * stamina_skill_multiplier;
|
||||
double monoStaminaFactor = staminaRating == 0 ? 1 : Math.Pow(monoStaminaRating / staminaRating, 5);
|
||||
|
||||
double rhythmDifficultStrains = rhythm.CountTopWeightedStrains();
|
||||
double colourDifficultStrains = colour.CountTopWeightedStrains();
|
||||
double readingDifficultStrains = reading.CountTopWeightedStrains();
|
||||
double staminaDifficultStrains = stamina.CountTopWeightedStrains();
|
||||
|
||||
double combinedRating = combinedDifficultyValue(rhythm, reading, colour, stamina, isRelax);
|
||||
@ -134,9 +144,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||
ColourDifficulty = colourRating,
|
||||
StaminaDifficulty = staminaRating,
|
||||
MonoStaminaFactor = monoStaminaFactor,
|
||||
StaminaTopStrains = staminaDifficultStrains,
|
||||
RhythmTopStrains = rhythmDifficultStrains,
|
||||
ReadingTopStrains = readingDifficultStrains,
|
||||
ColourTopStrains = colourDifficultStrains,
|
||||
StaminaTopStrains = staminaDifficultStrains,
|
||||
GreatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate,
|
||||
OkHitWindow = hitWindows.WindowFor(HitResult.Ok) / clockRate,
|
||||
MaxCombo = beatmap.GetMaxCombo(),
|
||||
|
@ -56,6 +56,16 @@ namespace osu.Game.Rulesets.Difficulty.Utils
|
||||
/// <returns>The <i>p</i>-norm of the vector.</returns>
|
||||
public static double Norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
|
||||
|
||||
/// <summary>
|
||||
/// Calculates a Gaussian-based bell curve function (https://en.wikipedia.org/wiki/Gaussian_function)
|
||||
/// </summary>
|
||||
/// <param name="x">Value to calculate the function for</param>
|
||||
/// <param name="mean">The mean (center) of the bell curve</param>
|
||||
/// <param name="width">The width (spread) of the curve</param>
|
||||
/// <param name="multiplier">Multiplier to adjust the curve's height</param>
|
||||
/// <returns>The output of the bell curve function of <paramref name="x"/></returns>
|
||||
public static double BellCurve(double x, double mean, double width, double multiplier = 1.0) => multiplier * Math.Exp(Math.E * -(Math.Pow(x - mean, 2) / Math.Pow(width, 2)));
|
||||
|
||||
/// <summary>
|
||||
/// Smootherstep function (https://en.wikipedia.org/wiki/Smoothstep#Variations)
|
||||
/// </summary>
|
||||
|
Loading…
Reference in New Issue
Block a user