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basis refactor to allow for more complex SR calculations
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@ -1,8 +1,6 @@
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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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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@ -36,46 +34,47 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (beatmap.HitObjects.Count == 0)
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return new OsuDifficultyAttributes { Mods = mods };
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double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
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double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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double speedRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
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double speedNotes = ((Speed)skills[2]).RelevantNoteCount();
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double difficultSliders = ((Aim)skills[0]).GetDifficultSliders();
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double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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double approachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5;
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HitWindows hitWindows = new OsuHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
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double overallDifficulty = (80 - hitWindowGreat) / 6;
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int hitCircleCount = beatmap.HitObjects.Count(h => h is HitCircle);
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int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
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int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
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double drainRate = beatmap.Difficulty.DrainRate;
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var aim = (Aim)skills.Single(s => s is Aim aimSkill && aimSkill.WithSliders);
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var aimNoSliders = (Aim)skills.Single(s => s is Aim aimSkill && !aimSkill.WithSliders);
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var speed = (Speed)skills.Single(s => s is Speed);
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var flashlight = (Flashlight?)skills.SingleOrDefault(s => s is Flashlight);
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double speedNotes = speed.RelevantNoteCount();
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double aimDifficultyStrainCount = aim.CountTopWeightedStrains();
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double speedDifficultyStrainCount = speed.CountTopWeightedStrains();
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double difficultSliders = aim.GetDifficultSliders();
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double aimRating = computeAimRating(aim.DifficultyValue(), mods);
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double aimRatingNoSliders = computeAimRating(aimNoSliders.DifficultyValue(), mods);
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double speedRating = computeSpeedRating(speed.DifficultyValue(), mods);
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double flashlightRating = 0.0;
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if (mods.Any(h => h is OsuModFlashlight))
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flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;
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if (flashlight is not null)
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flashlightRating = computeFlashlightRating(flashlight.DifficultyValue(), mods);
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double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
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double aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountTopWeightedStrains();
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double speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountTopWeightedStrains();
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if (mods.Any(m => m is OsuModTouchDevice))
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{
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aimRating = Math.Pow(aimRating, 0.8);
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flashlightRating = Math.Pow(flashlightRating, 0.8);
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}
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if (mods.Any(h => h is OsuModRelax))
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{
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aimRating *= 0.9;
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speedRating = 0.0;
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flashlightRating *= 0.7;
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}
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else if (mods.Any(h => h is OsuModAutopilot))
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{
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speedRating *= 0.5;
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aimRating = 0.0;
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flashlightRating *= 0.4;
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}
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double baseAimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating);
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double baseSpeedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating);
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double baseFlashlightPerformance = 0.0;
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if (mods.Any(h => h is OsuModFlashlight))
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baseFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
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double baseFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
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double basePerformance =
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Math.Pow(
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@ -88,18 +87,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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? Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
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: 0;
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double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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double drainRate = beatmap.Difficulty.DrainRate;
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int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
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int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
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int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
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HitWindows hitWindows = new OsuHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
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OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
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{
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StarRating = starRating,
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@ -112,11 +99,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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SliderFactor = sliderFactor,
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AimDifficultStrainCount = aimDifficultyStrainCount,
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SpeedDifficultStrainCount = speedDifficultyStrainCount,
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ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
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OverallDifficulty = (80 - hitWindowGreat) / 6,
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ApproachRate = approachRate,
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OverallDifficulty = overallDifficulty,
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DrainRate = drainRate,
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MaxCombo = beatmap.GetMaxCombo(),
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HitCircleCount = hitCirclesCount,
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HitCircleCount = hitCircleCount,
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SliderCount = sliderCount,
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SpinnerCount = spinnerCount,
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};
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@ -124,6 +111,50 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return attributes;
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}
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private double computeAimRating(double aimDifficultyValue, Mod[] mods)
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{
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if (mods.Any(m => m is OsuModAutopilot))
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return 0;
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double aimRating = Math.Sqrt(aimDifficultyValue) * difficulty_multiplier;
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if (mods.Any(m => m is OsuModTouchDevice))
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aimRating = Math.Pow(aimRating, 0.8);
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if (mods.Any(m => m is OsuModRelax))
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aimRating *= 0.9;
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return aimRating;
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}
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private double computeSpeedRating(double speedDifficultyValue, Mod[] mods)
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{
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if (mods.Any(m => m is OsuModRelax))
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return 0;
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double speedRating = Math.Sqrt(speedDifficultyValue) * difficulty_multiplier;
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if (mods.Any(m => m is OsuModAutopilot))
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speedRating *= 0.5;
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return speedRating;
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}
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private double computeFlashlightRating(double flashlightDifficultyValue, Mod[] mods)
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{
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double flashlightRating = Math.Sqrt(flashlightDifficultyValue) * difficulty_multiplier;
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if (mods.Any(m => m is OsuModTouchDevice))
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flashlightRating = Math.Pow(flashlightRating, 0.8);
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if (mods.Any(m => m is OsuModRelax))
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flashlightRating *= 0.7;
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else if (mods.Any(m => m is OsuModAutopilot))
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flashlightRating *= 0.4;
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return flashlightRating;
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
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@ -19,11 +19,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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public Aim(Mod[] mods, bool withSliders)
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: base(mods)
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{
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this.withSliders = withSliders;
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WithSliders = withSliders;
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}
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private readonly bool withSliders;
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private double currentStrain;
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private double skillMultiplier => 25.18;
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@ -31,6 +29,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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private readonly List<double> sliderStrains = new List<double>();
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public readonly bool WithSliders;
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * strainDecay(time - current.Previous(0).StartTime);
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@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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protected override double StrainValueAt(DifficultyHitObject current)
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{
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currentStrain *= strainDecay(current.DeltaTime);
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currentStrain += AimEvaluator.EvaluateDifficultyOf(current, withSliders) * skillMultiplier;
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currentStrain += AimEvaluator.EvaluateDifficultyOf(current, WithSliders) * skillMultiplier;
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if (current.BaseObject is Slider)
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{
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