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mirror of https://github.com/ppy/osu.git synced 2025-02-26 05:22:54 +08:00

Codequality parse

This commit is contained in:
Jay L 2022-07-15 21:07:01 +10:00
parent 45c055bfa1
commit 7e3f62a5a5
13 changed files with 89 additions and 118 deletions

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@ -1,12 +1,15 @@
// 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.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
{
public class ColourEvaluator
{
// TODO - Share this sigmoid
private static double sigmoid(double val, double center, double width)
{
return Math.Tanh(Math.E * -(val - center) / width);
@ -54,11 +57,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
{
double coupledEncodingDifficulty = 2 * EvaluateDifficultyOf(encoding);
encoding.Payload[0].Payload[0].EncodedData[0].Colour!.EvaluatedDifficulty += coupledEncodingDifficulty;
for (int i = 0; i < encoding.Payload.Count; i++)
{
ColourEncoding colourEncoding = encoding.Payload[i];
double colourEncodingDifficulty = EvaluateDifficultyOf(colourEncoding, i) * coupledEncodingDifficulty;
colourEncoding.Payload[0].EncodedData[0].Colour!.EvaluatedDifficulty += colourEncodingDifficulty;
for (int j = 0; j < colourEncoding.Payload.Count; j++)
{
MonoEncoding monoEncoding = colourEncoding.Payload[j];

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@ -22,8 +22,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
// be removed when that is implemented.
interval = Math.Max(interval, 100);
// return 15 / Math.Pow(interval, 0.6);
// return Math.Pow(0.2, interval / 1000);
return 30 / interval;
}
@ -33,14 +31,14 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
if (!(current.BaseObject is Hit))
if (current.BaseObject is not Hit)
{
return 0.0;
}
// Find the previous hit object hit by the current key, which is two notes of the same colour prior.
TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current;
TaikoDifficultyHitObject keyPrevious = taikoCurrent.PreviousMono(1);
TaikoDifficultyHitObject? keyPrevious = taikoCurrent.PreviousMono(1);
if (keyPrevious == null)
{
@ -49,7 +47,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
}
double objectStrain = 0.5; // Add a base strain to all objects
// double objectStrain = 0;
objectStrain += speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime);
return objectStrain;
}

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@ -1,7 +1,10 @@
// 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.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
{
/// <summary>
/// Encodes a list of <see cref="MonoEncoding"/>s.
@ -19,20 +22,20 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
/// is a strict comparison and is true if and only if the colour sequence is exactly the same.
/// This does not require the <see cref="ColourEncoding"/>s to have the same amount of <see cref="MonoEncoding"/>s.
/// </summary>
public bool isRepetitionOf(ColourEncoding other)
public bool IsRepetitionOf(ColourEncoding other)
{
return hasIdenticalMonoLength(other) &&
other.Payload.Count == Payload.Count &&
(other.Payload[0].EncodedData[0].BaseObject as Hit)?.Type ==
(Payload[0].EncodedData[0].BaseObject as Hit)?.Type;
return HasIdenticalMonoLength(other) &&
other.Payload.Count == Payload.Count &&
(other.Payload[0].EncodedData[0].BaseObject as Hit)?.Type ==
(Payload[0].EncodedData[0].BaseObject as Hit)?.Type;
}
/// <summary>
/// Determine if this <see cref="ColourEncoding"/> has the same mono length of another <see cref="ColourEncoding"/>.
/// </summary>
public bool hasIdenticalMonoLength(ColourEncoding other)
public bool HasIdenticalMonoLength(ColourEncoding other)
{
return other.Payload[0].RunLength == Payload[0].RunLength;
}
}
}
}

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@ -1,10 +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.
using System;
using System.Collections.Generic;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
{
/// <summary>
/// Encodes a list of <see cref="ColourEncoding"/>s, grouped together by back and forth repetition of the same
/// Encodes a list of <see cref="ColourEncoding"/>s, grouped together by back and forth repetition of the same
/// <see cref="ColourEncoding"/>. Also stores the repetition interval between this and the previous <see cref="CoupledColourEncoding"/>.
/// </summary>
public class CoupledColourEncoding
@ -34,13 +37,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
/// Returns true if other is considered a repetition of this encoding. This is true if other's first two payload
/// identical mono lengths.
/// </summary>
public bool isRepetitionOf(CoupledColourEncoding other)
private bool isRepetitionOf(CoupledColourEncoding other)
{
if (this.Payload.Count != other.Payload.Count) return false;
if (Payload.Count != other.Payload.Count) return false;
for (int i = 0; i < Math.Min(this.Payload.Count, 2); i++)
for (int i = 0; i < Math.Min(Payload.Count, 2); i++)
{
if (!this.Payload[i].hasIdenticalMonoLength(other.Payload[i])) return false;
if (!Payload[i].HasIdenticalMonoLength(other.Payload[i])) return false;
}
return true;
@ -60,9 +63,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
CoupledColourEncoding? other = Previous.Previous;
int interval = 2;
while (interval < max_repetition_interval)
{
if (this.isRepetitionOf(other))
if (isRepetitionOf(other))
{
RepetitionInterval = Math.Min(interval, max_repetition_interval);
return;
@ -70,10 +74,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
other = other.Previous;
if (other == null) break;
++interval;
}
RepetitionInterval = max_repetition_interval + 1;
}
}
}
}

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@ -1,8 +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 osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
using System.Collections.Generic;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
{
/// <summary>
/// Encode colour information for a sequence of <see cref="TaikoDifficultyHitObject"/>s. Consecutive <see cref="TaikoDifficultyHitObject"/>s
@ -19,4 +22,4 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
public int RunLength => EncodedData.Count;
}
}
}

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@ -1,6 +1,10 @@
// 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;
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
@ -50,16 +54,20 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
List<MonoEncoding> encoded = new List<MonoEncoding>();
MonoEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
TaikoDifficultyHitObject taikoObject = (TaikoDifficultyHitObject)data[i];
// This ignores all non-note objects, which may or may not be the desired behaviour
TaikoDifficultyHitObject previousObject = taikoObject.PreviousNote(0);
TaikoDifficultyHitObject? previousObject = taikoObject.PreviousNote(0);
// If the colour changed, or if this is the first object in the run, create a new mono encoding
if (
if
(
previousObject == null || // First object in the list
(taikoObject.BaseObject as Hit)?.Type != (previousObject.BaseObject as Hit)?.Type)
(taikoObject.BaseObject as Hit)?.Type != (previousObject.BaseObject as Hit)?.Type
)
{
lastEncoded = new MonoEncoding();
lastEncoded.EncodedData.Add(taikoObject);
@ -82,6 +90,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
List<ColourEncoding> encoded = new List<ColourEncoding>();
ColourEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
// Starts a new ColourEncoding if the previous MonoEncoding has a different mono length, or if this is
@ -121,17 +130,19 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
List<CoupledColourEncoding> encoded = new List<CoupledColourEncoding>();
CoupledColourEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
// Starts a new CoupledColourEncoding. ColourEncodings that should be grouped together will be handled
// later within this loop.
lastEncoded = new CoupledColourEncoding()
lastEncoded = new CoupledColourEncoding
{
Previous = lastEncoded
};
// Determine if future ColourEncodings should be grouped.
bool isCoupled = i < data.Count - 2 && data[i].isRepetitionOf(data[i + 2]);
bool isCoupled = i < data.Count - 2 && data[i].IsRepetitionOf(data[i + 2]);
if (!isCoupled)
{
// If not, add the current ColourEncoding to the encoded payload and continue.
@ -139,14 +150,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
}
else
{
// If so, add the current ColourEncoding to the encoded payload and start repeatedly checking if
// subsequent ColourEncodings should be grouped by increasing i and doing the appropriate isCoupled
// check;
// If so, add the current ColourEncoding to the encoded payload and start repeatedly checking if the
// subsequent ColourEncodings should be grouped by increasing i and doing the appropriate isCoupled check.
while (isCoupled)
{
lastEncoded.Payload.Add(data[i]);
i++;
isCoupled = i < data.Count - 2 && data[i].isRepetitionOf(data[i + 2]);
isCoupled = i < data.Count - 2 && data[i].IsRepetitionOf(data[i + 2]);
}
// Skip over peeked data and add the rest to the payload
@ -167,4 +177,4 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
return encoded;
}
}
}
}

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@ -1,3 +1,8 @@
// 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 osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
/// <summary>
@ -6,7 +11,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
/// </summary>
public class TaikoDifficultyHitObjectColour
{
public CoupledColourEncoding Encoding { get; private set; }
public CoupledColourEncoding Encoding { get; }
public double EvaluatedDifficulty = 0;
@ -15,4 +20,4 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
Encoding = encoding;
}
}
}
}

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@ -1,8 +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.
#nullable disable
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm
{
/// <summary>

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@ -47,10 +47,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
/// <param name="noteObjects">The list of <see cref="DifficultyHitObject"/>s that is a hit (i.e. not a slider or spinner) in the current beatmap.</param>
/// <param name="index">The position of this <see cref="DifficultyHitObject"/> in the <paramref name="objects"/> list.</param>
public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate,
List<DifficultyHitObject> objects,
List<TaikoDifficultyHitObject> centreHitObjects,
List<TaikoDifficultyHitObject> rimHitObjects,
List<TaikoDifficultyHitObject> noteObjects, int index)
List<DifficultyHitObject> objects,
List<TaikoDifficultyHitObject> centreHitObjects,
List<TaikoDifficultyHitObject> rimHitObjects,
List<TaikoDifficultyHitObject> noteObjects, int index)
: base(hitObject, lastObject, clockRate, objects, index)
{
var currentHit = hitObject as Hit;
@ -59,13 +59,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate);
HitType? hitType = currentHit?.Type;
if (hitType == Objects.HitType.Centre)
if (hitType == HitType.Centre)
{
MonoIndex = centreHitObjects.Count;
centreHitObjects.Add(this);
monoDifficultyHitObjects = centreHitObjects;
}
else if (hitType == Objects.HitType.Rim)
else if (hitType == HitType.Rim)
{
MonoIndex = rimHitObjects.Count;
rimHitObjects.Add(this);
@ -116,12 +116,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First();
}
public TaikoDifficultyHitObject PreviousMono(int backwardsIndex) => monoDifficultyHitObjects.ElementAtOrDefault(MonoIndex - (backwardsIndex + 1));
public TaikoDifficultyHitObject? PreviousMono(int backwardsIndex) => monoDifficultyHitObjects?.ElementAtOrDefault(MonoIndex - (backwardsIndex + 1));
public TaikoDifficultyHitObject NextMono(int forwardsIndex) => monoDifficultyHitObjects.ElementAtOrDefault(MonoIndex + (forwardsIndex + 1));
public TaikoDifficultyHitObject? NextMono(int forwardsIndex) => monoDifficultyHitObjects?.ElementAtOrDefault(MonoIndex + (forwardsIndex + 1));
public TaikoDifficultyHitObject PreviousNote(int backwardsIndex) => noteObjects.ElementAtOrDefault(NoteIndex - (backwardsIndex + 1));
public TaikoDifficultyHitObject? PreviousNote(int backwardsIndex) => noteObjects.ElementAtOrDefault(NoteIndex - (backwardsIndex + 1));
public TaikoDifficultyHitObject NextNote(int forwardsIndex) => noteObjects.ElementAtOrDefault(NoteIndex + (forwardsIndex + 1));
public TaikoDifficultyHitObject? NextNote(int forwardsIndex) => noteObjects.ElementAtOrDefault(NoteIndex + (forwardsIndex + 1));
}
}

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@ -1,3 +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.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Beatmaps;
@ -30,9 +33,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count)
);
}
var encoded = TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
return difficultyHitObjects;
}
}
}
}

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@ -1,13 +1,12 @@
// 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;
#nullable disable
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
@ -33,34 +32,5 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
double difficulty = ((TaikoDifficultyHitObject)current).Colour?.EvaluatedDifficulty ?? 0;
return difficulty;
}
// TODO: Remove before pr
public static String GetDebugHeaderLabels()
{
return "StartTime,Raw,Decayed,CoupledRunLength,RepetitionInterval,EncodingRunLength,Payload(MonoRunLength|MonoCount)";
}
// TODO: Remove before pr
public string GetDebugString(DifficultyHitObject current)
{
double difficulty = ((TaikoDifficultyHitObject)current).Colour?.EvaluatedDifficulty ?? 0;
TaikoDifficultyHitObject? taikoCurrent = (TaikoDifficultyHitObject)current;
TaikoDifficultyHitObjectColour? colour = taikoCurrent?.Colour;
if (taikoCurrent != null && colour != null)
{
List<ColourEncoding> payload = colour.Encoding.Payload;
string payloadDisplay = "";
for (int i = 0; i < payload.Count; ++i)
{
payloadDisplay += $"({payload[i].Payload[0].RunLength}|{payload[i].Payload.Count})";
}
return $"{current.StartTime},{difficulty},{CurrentStrain},{colour.Encoding.Payload[0].Payload.Count},{colour.Encoding.RepetitionInterval},{colour.Encoding.Payload.Count},{payloadDisplay}";
}
else
{
return $"{current.StartTime},{difficulty},{CurrentStrain},0,0,0,0,0";
}
}
}
}

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@ -1,11 +1,14 @@
// 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.
#nullable disable
using System;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Beatmaps;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
@ -25,33 +28,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
public double RhythmDifficultyValue => rhythm.DifficultyValue() * rhythm_skill_multiplier;
public double StaminaDifficultyValue => stamina.DifficultyValue() * stamina_skill_multiplier;
// TODO: remove before pr
private StreamWriter? colourDebugOutput;
bool debugColour = false;
private StreamWriter? strainPeakDebugOutput;
bool debugStrain = false;
public Peaks(Mod[] mods, IBeatmap beatmap)
public Peaks(Mod[] mods)
: base(mods)
{
rhythm = new Rhythm(mods);
colour = new Colour(mods);
stamina = new Stamina(mods);
if (debugColour)
{
String filename = $"{beatmap.BeatmapInfo.OnlineID} - {beatmap.BeatmapInfo.Metadata.Title}[{beatmap.BeatmapInfo.DifficultyName}].csv";
filename = filename.Replace('/', '_');
colourDebugOutput = new StreamWriter(File.OpenWrite($"/run/mount/secondary/workspace/osu/output/colour-debug/{filename}"));
colourDebugOutput.WriteLine(Colour.GetDebugHeaderLabels());
}
if (debugStrain)
{
String filename = $"{beatmap.BeatmapInfo.OnlineID} - {beatmap.BeatmapInfo.Metadata.Title}[{beatmap.BeatmapInfo.DifficultyName}].csv";
filename = filename.Replace('/', '_');
strainPeakDebugOutput = new StreamWriter(File.OpenWrite($"/run/mount/secondary/workspace/osu/output/strain-debug/{filename}"));
strainPeakDebugOutput.WriteLine("Colour,Stamina,Rhythm,Combined");
}
}
/// <summary>
@ -66,12 +48,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
rhythm.Process(current);
colour.Process(current);
stamina.Process(current);
// if (debugColour && colourDebugOutput != null)
// {
// colourDebugOutput.WriteLine(colour.GetDebugString(current));
// colourDebugOutput.Flush();
// }
}
/// <summary>
@ -98,11 +74,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
double peak = norm(1.5, colourPeak, staminaPeak);
peak = norm(2, peak, rhythmPeak);
if (debugStrain && strainPeakDebugOutput != null)
{
strainPeakDebugOutput.WriteLine($"{colourPeak},{staminaPeak},{rhythmPeak},{peak}");
}
// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
// These sections will not contribute to the difficulty.
if (peak > 0)

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@ -33,7 +33,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
{
return new Skill[]
{
new Peaks(mods, beatmap)
new Peaks(mods)
};
}