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Refactor
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2e004bf551
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@ -6,6 +6,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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{
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public class ColourEvaluator
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{
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// TODO - Share this sigmoid
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private static double sigmoid(double val, double center, double width)
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{
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return Math.Tanh(Math.E * -(val - center) / width);
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@ -16,7 +17,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current;
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TaikoDifficultyHitObjectColour colour = taikoCurrent.Colour;
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if (colour == null) return 0;
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double objectStrain = 1.8;
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if (colour.Delta)
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{
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objectStrain *= sigmoid(colour.DeltaRunLength, 6, 4) * 0.5 + 0.5;
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@ -25,9 +28,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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{
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objectStrain *= sigmoid(colour.DeltaRunLength, 2, 2) * 0.5 + 0.5;
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}
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objectStrain *= -sigmoid(colour.RepetitionInterval, 8, 8) * 0.5 + 0.5;
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// Console.WriteLine($"{current.StartTime},{colour.GetHashCode()},{colour.Delta},{colour.DeltaRunLength},{colour.RepetitionInterval},{objectStrain}");
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return objectStrain;
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}
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}
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}
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}
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@ -33,6 +33,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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// Find the previous hit object hit by the current key, which is two notes of the same colour prior.
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TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current;
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TaikoDifficultyHitObject keyPrevious = taikoCurrent.PreviousMono(1);
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if (keyPrevious == null)
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{
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// There is no previous hit object hit by the current key
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@ -53,8 +53,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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/// TODO: This argument list is getting long, we might want to refactor this into a static method that create
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/// all <see cref="DifficultyHitObject"/>s from a <see cref="IBeatmap"/>.
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public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate,
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List<DifficultyHitObject> objects, List<TaikoDifficultyHitObject> centreHitObjects, List<TaikoDifficultyHitObject> rimHitObjects,
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List<TaikoDifficultyHitObject> noteObjects, int position)
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List<DifficultyHitObject> objects,
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List<TaikoDifficultyHitObject> centreHitObjects,
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List<TaikoDifficultyHitObject> rimHitObjects,
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List<TaikoDifficultyHitObject> noteObjects, int position)
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: base(hitObject, lastObject, clockRate, objects, position)
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{
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var currentHit = hitObject as Hit;
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@ -65,26 +67,25 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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if (HitType == Objects.HitType.Centre)
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{
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MonoPosition = centreHitObjects.Count();
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MonoPosition = centreHitObjects.Count;
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centreHitObjects.Add(this);
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monoDifficultyHitObjects = centreHitObjects;
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}
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else if (HitType == Objects.HitType.Rim)
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{
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MonoPosition = rimHitObjects.Count();
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MonoPosition = rimHitObjects.Count;
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rimHitObjects.Add(this);
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monoDifficultyHitObjects = rimHitObjects;
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}
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// Need to be done after HitType is set.
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if (HitType != null)
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{
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this.NotePosition = noteObjects.Count();
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noteObjects.Add(this);
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if (HitType == null) return;
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// Need to be done after NotePosition is set.
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Colour = TaikoDifficultyHitObjectColour.GetInstanceFor(this);
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}
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NotePosition = noteObjects.Count;
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noteObjects.Add(this);
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// Need to be done after NotePosition is set.
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Colour = TaikoDifficultyHitObjectColour.GetInstanceFor(this);
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}
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/// <summary>
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@ -7,7 +7,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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/// </summary>
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public class TaikoDifficultyHitObjectColour
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{
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const int max_repetition_interval = 16;
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private const int max_repetition_interval = 16;
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private TaikoDifficultyHitObjectColour previous;
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@ -38,54 +38,54 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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TaikoDifficultyHitObject lastObject = hitObject.PreviousNote(0);
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TaikoDifficultyHitObjectColour previous = lastObject?.Colour;
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bool delta = lastObject == null || hitObject.HitType != lastObject.HitType;
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if (previous != null && delta == previous.Delta)
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{
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previous.DeltaRunLength += 1;
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return previous;
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}
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else
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{
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// Calculate RepetitionInterval for previous
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previous?.FindRepetitionInterval();
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return new TaikoDifficultyHitObjectColour()
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{
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Delta = delta,
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DeltaRunLength = 1,
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RepetitionInterval = max_repetition_interval + 1,
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previous = previous
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};
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}
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// Calculate RepetitionInterval for previous
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previous?.FindRepetitionInterval();
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return new TaikoDifficultyHitObjectColour()
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{
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Delta = delta,
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DeltaRunLength = 1,
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RepetitionInterval = max_repetition_interval + 1,
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previous = previous
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};
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}
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/// <summary>
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/// Finds the closest previous <see cref="TaikoDifficultyHitObjectColour"/> that has the identical delta value
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/// Finds the closest previous <see cref="TaikoDifficultyHitObjectColour"/> that has the identical delta value
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/// and run length with the current instance, and returns the amount of notes between them.
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/// </summary>
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public void FindRepetitionInterval()
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{
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if (this.previous == null || this.previous.previous == null)
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if (previous?.previous == null)
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{
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this.RepetitionInterval = max_repetition_interval + 1;
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RepetitionInterval = max_repetition_interval + 1;
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return;
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}
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int interval = previous.DeltaRunLength;
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TaikoDifficultyHitObjectColour other = previous.previous;
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int interval = this.previous.DeltaRunLength;
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TaikoDifficultyHitObjectColour other = this.previous.previous;
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while (other != null && interval < max_repetition_interval)
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{
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interval += other.DeltaRunLength;
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if (other.Delta == this.Delta && other.DeltaRunLength == this.DeltaRunLength)
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if (other.Delta == Delta && other.DeltaRunLength == DeltaRunLength)
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{
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this.RepetitionInterval = Math.Min(interval, max_repetition_interval);
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RepetitionInterval = Math.Min(interval, max_repetition_interval);
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return;
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}
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other = other.previous;
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}
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this.RepetitionInterval = max_repetition_interval + 1;
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RepetitionInterval = max_repetition_interval + 1;
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}
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}
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}
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}
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@ -1,13 +1,10 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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@ -7,22 +7,24 @@ using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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public class CombinedStrain : Skill
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public class Peaks : Skill
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{
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private const double final_multiplier = 0.00925;
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private const double rhythm_skill_multiplier = 1.6 * final_multiplier;
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private const double colour_skill_multiplier = 1.85 * final_multiplier;
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private const double stamina_skill_multiplier = 1.85 * final_multiplier;
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private Rhythm rhythm;
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private Colour colour;
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private Stamina stamina;
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private const double final_multiplier = 0.00925;
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private readonly Rhythm rhythm;
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private readonly Colour colour;
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private readonly Stamina stamina;
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public double ColourDifficultyValue => colour.DifficultyValue() * colour_skill_multiplier;
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public double RhythmDifficultyValue => rhythm.DifficultyValue() * rhythm_skill_multiplier;
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public double StaminaDifficultyValue => stamina.DifficultyValue() * stamina_skill_multiplier;
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public CombinedStrain(Mod[] mods) : base(mods)
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public Peaks(Mod[] mods)
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: base(mods)
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{
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rhythm = new Rhythm(mods);
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colour = new Colour(mods);
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@ -85,4 +87,4 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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return difficulty;
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}
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}
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}
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}
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@ -5,8 +5,6 @@ using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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@ -28,13 +28,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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public double ColourDifficulty { get; set; }
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/// <summary>
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/// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc).
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/// The difficulty corresponding to the hardest parts of the map.
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/// </summary>
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/// <remarks>
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/// Rate-adjusting mods don't directly affect the approach rate difficulty value, but have a perceived effect as a result of adjusting audio timing.
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/// </remarks>
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[JsonProperty("approach_rate")]
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public double ApproachRate { get; set; }
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[JsonProperty("peak_difficulty")]
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public double PeakDifficulty { get; set; }
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/// <summary>
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/// The perceived hit window for a GREAT hit inclusive of rate-adjusting mods (DT/HT/etc).
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@ -20,6 +20,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public class TaikoDifficultyCalculator : DifficultyCalculator
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{
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private const double difficulty_multiplier = 1.9;
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public TaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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@ -29,7 +31,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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return new Skill[]
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{
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new CombinedStrain(mods)
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new Peaks(mods)
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};
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}
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@ -68,13 +70,14 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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if (beatmap.HitObjects.Count == 0)
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return new TaikoDifficultyAttributes { Mods = mods };
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var combined = (CombinedStrain)skills[0];
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var combined = (Peaks)skills[0];
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double colourRating = combined.ColourDifficultyValue;
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double rhythmRating = combined.RhythmDifficultyValue;
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double staminaRating = combined.StaminaDifficultyValue;
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double colourRating = Math.Sqrt(combined.ColourDifficultyValue * difficulty_multiplier);
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double rhythmRating = Math.Sqrt(combined.RhythmDifficultyValue * difficulty_multiplier);
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double staminaRating = Math.Sqrt(combined.StaminaDifficultyValue * difficulty_multiplier);
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double starRating = rescale(1.9 * combined.DifficultyValue());
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double combinedRating = combined.DifficultyValue();
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double starRating = rescale(combinedRating * difficulty_multiplier);
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HitWindows hitWindows = new TaikoHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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@ -86,6 +89,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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StaminaDifficulty = staminaRating,
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RhythmDifficulty = rhythmRating,
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ColourDifficulty = colourRating,
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PeakDifficulty = combinedRating,
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GreatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate,
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MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
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};
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@ -33,21 +33,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
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countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
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double multiplier = 1.1; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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if (score.Mods.Any(m => m is ModNoFail))
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multiplier *= 0.90;
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if (score.Mods.Any(m => m is ModHidden))
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multiplier *= 1.10;
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double difficultyValue = computeDifficultyValue(score, taikoAttributes);
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double accuracyValue = computeAccuracyValue(score, taikoAttributes);
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double totalValue =
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Math.Pow(
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Math.Pow(difficultyValue, 1.1) +
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Math.Pow(accuracyValue, 1.1), 1.0 / 1.1
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) * multiplier;
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) * 1.1;
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return new TaikoPerformanceAttributes
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{
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@ -59,7 +51,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
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{
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double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.175) - 4.0, 2.25) / 450.0;
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double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.190) - 4.0, 2.25) / 450.0;
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double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
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difficultyValue *= lengthBonus;
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@ -67,7 +59,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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difficultyValue *= Math.Pow(0.985, countMiss);
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if (score.Mods.Any(m => m is ModHidden))
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difficultyValue *= 1.025;
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difficultyValue *= 1.125;
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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difficultyValue *= 1.05 * lengthBonus;
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@ -80,10 +72,18 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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if (attributes.GreatHitWindow <= 0)
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return 0;
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double accValue = Math.Pow(150.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 15) * 22.0;
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double accuracyValue = Math.Pow(150.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 15) * 40.0;
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// Bonus for many objects - it's harder to keep good accuracy up for longer
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return accValue * Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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double accuracylengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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accuracyValue *= accuracylengthBonus;
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if (score.Mods.Any(m => m is ModHidden))
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accuracyValue *= 1.225;
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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accuracyValue *= 1.15 * accuracylengthBonus;
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return accuracyValue;
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}
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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