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Merge pull request #4278 from smoogipoo/new-diffcalc-mania
Migrate mania to use the new difficulty calculator structure
This commit is contained in:
commit
8ccc935b6b
@ -13,11 +13,11 @@ namespace osu.Game.Rulesets.Mania.Tests
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Mania";
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[TestCase(2.2676066895468976, "diffcalc-test")]
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[TestCase(2.3683365342338796d, "diffcalc-test")]
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public void Test(double expected, string name)
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=> base.Test(expected, name);
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protected override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new ManiaLegacyDifficultyCalculator(new ManiaRuleset(), beatmap);
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protected override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new ManiaDifficultyCalculator(new ManiaRuleset(), beatmap);
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protected override Ruleset CreateRuleset() => new ManiaRuleset();
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}
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@ -2,17 +2,11 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Mania.Difficulty
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{
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public class ManiaDifficultyAttributes : DifficultyAttributes
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{
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public double GreatHitWindow;
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public ManiaDifficultyAttributes(Mod[] mods, double starRating)
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: base(mods, starRating)
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{
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}
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}
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}
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125
osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs
Normal file
125
osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs
Normal file
@ -0,0 +1,125 @@
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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.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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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.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mania.Difficulty.Skills;
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using osu.Game.Rulesets.Mania.Mods;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Mania.Difficulty
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{
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public class ManiaDifficultyCalculator : DifficultyCalculator
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{
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private const double star_scaling_factor = 0.018;
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private readonly bool isForCurrentRuleset;
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public ManiaDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.Equals(ruleset.RulesetInfo);
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}
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new ManiaDifficultyAttributes { Mods = mods };
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return new ManiaDifficultyAttributes
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{
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StarRating = difficultyValue(skills) * star_scaling_factor,
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Mods = mods,
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// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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GreatHitWindow = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / clockRate,
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};
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}
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private double difficultyValue(Skill[] skills)
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{
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// Preprocess the strains to find the maximum overall + individual (aggregate) strain from each section
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var overall = skills.OfType<Overall>().Single();
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var aggregatePeaks = new List<double>(Enumerable.Repeat(0.0, overall.StrainPeaks.Count));
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foreach (var individual in skills.OfType<Individual>())
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{
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for (int i = 0; i < individual.StrainPeaks.Count; i++)
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{
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double aggregate = individual.StrainPeaks[i] + overall.StrainPeaks[i];
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if (aggregate > aggregatePeaks[i])
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aggregatePeaks[i] = aggregate;
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}
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}
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aggregatePeaks.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
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double difficulty = 0;
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double weight = 1;
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// Difficulty is the weighted sum of the highest strains from every section.
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foreach (double strain in aggregatePeaks)
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{
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difficulty += strain * weight;
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weight *= 0.9;
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}
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return difficulty;
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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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for (int i = 1; i < beatmap.HitObjects.Count; i++)
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yield return new ManiaDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], clockRate);
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}
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protected override Skill[] CreateSkills(IBeatmap beatmap)
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{
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int columnCount = ((ManiaBeatmap)beatmap).TotalColumns;
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var skills = new List<Skill> { new Overall(columnCount) };
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for (int i = 0; i < columnCount; i++)
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skills.Add(new Individual(i, columnCount));
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return skills.ToArray();
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}
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protected override Mod[] DifficultyAdjustmentMods
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{
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get
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{
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var mods = new Mod[]
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{
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new ManiaModDoubleTime(),
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new ManiaModHalfTime(),
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new ManiaModEasy(),
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new ManiaModHardRock(),
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};
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if (isForCurrentRuleset)
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return mods;
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// if we are a convert, we can be played in any key mod.
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return mods.Concat(new Mod[]
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{
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new ManiaModKey1(),
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new ManiaModKey2(),
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new ManiaModKey3(),
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new ManiaModKey4(),
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new ManiaModKey5(),
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new ManiaModKey6(),
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new ManiaModKey7(),
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new ManiaModKey8(),
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new ManiaModKey9(),
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}).ToArray();
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}
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}
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}
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}
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@ -1,173 +0,0 @@
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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 System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Mods;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Mania.Difficulty
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{
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internal class ManiaLegacyDifficultyCalculator : LegacyDifficultyCalculator
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{
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private const double star_scaling_factor = 0.018;
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/// <summary>
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/// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size strain_step.
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/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
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/// The higher this value, the less strains there will be, indirectly giving long beatmaps an advantage.
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/// </summary>
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private const double strain_step = 400;
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/// <summary>
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/// The weighting of each strain value decays to this number * it's previous value
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/// </summary>
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private const double decay_weight = 0.9;
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private readonly bool isForCurrentRuleset;
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public ManiaLegacyDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.Equals(ruleset.RulesetInfo);
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}
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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if (!beatmap.HitObjects.Any())
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return new ManiaDifficultyAttributes(mods, 0);
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var difficultyHitObjects = new List<ManiaHitObjectDifficulty>();
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int columnCount = ((ManiaBeatmap)beatmap).TotalColumns;
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// Sort DifficultyHitObjects by StartTime of the HitObjects - just to make sure.
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// Note: Stable sort is done so that the ordering of hitobjects with equal start times doesn't change
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difficultyHitObjects.AddRange(beatmap.HitObjects.Select(h => new ManiaHitObjectDifficulty((ManiaHitObject)h, columnCount)).OrderBy(h => h.BaseHitObject.StartTime));
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if (!calculateStrainValues(difficultyHitObjects, clockRate))
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return new ManiaDifficultyAttributes(mods, 0);
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double starRating = calculateDifficulty(difficultyHitObjects, clockRate) * star_scaling_factor;
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return new ManiaDifficultyAttributes(mods, starRating)
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{
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// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be remoevd in the future
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GreatHitWindow = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / clockRate
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};
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}
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private bool calculateStrainValues(List<ManiaHitObjectDifficulty> objects, double timeRate)
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{
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// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
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using (var hitObjectsEnumerator = objects.GetEnumerator())
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{
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if (!hitObjectsEnumerator.MoveNext())
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return false;
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ManiaHitObjectDifficulty current = hitObjectsEnumerator.Current;
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// First hitObject starts at strain 1. 1 is the default for strain values, so we don't need to set it here. See DifficultyHitObject.
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while (hitObjectsEnumerator.MoveNext())
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{
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var next = hitObjectsEnumerator.Current;
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next?.CalculateStrains(current, timeRate);
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current = next;
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}
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return true;
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}
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}
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private double calculateDifficulty(List<ManiaHitObjectDifficulty> objects, double timeRate)
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{
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double actualStrainStep = strain_step * timeRate;
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// Find the highest strain value within each strain step
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List<double> highestStrains = new List<double>();
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double intervalEndTime = actualStrainStep;
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double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval
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ManiaHitObjectDifficulty previousHitObject = null;
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foreach (var hitObject in objects)
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{
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// While we are beyond the current interval push the currently available maximum to our strain list
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while (hitObject.BaseHitObject.StartTime > intervalEndTime)
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{
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highestStrains.Add(maximumStrain);
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// The maximum strain of the next interval is not zero by default! We need to take the last hitObject we encountered, take its strain and apply the decay
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// until the beginning of the next interval.
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if (previousHitObject == null)
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{
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maximumStrain = 0;
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}
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else
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{
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double individualDecay = Math.Pow(ManiaHitObjectDifficulty.INDIVIDUAL_DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000);
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double overallDecay = Math.Pow(ManiaHitObjectDifficulty.OVERALL_DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000);
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maximumStrain = previousHitObject.IndividualStrain * individualDecay + previousHitObject.OverallStrain * overallDecay;
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}
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// Go to the next time interval
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intervalEndTime += actualStrainStep;
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}
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// Obtain maximum strain
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double strain = hitObject.IndividualStrain + hitObject.OverallStrain;
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maximumStrain = Math.Max(strain, maximumStrain);
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previousHitObject = hitObject;
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}
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// Build the weighted sum over the highest strains for each interval
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double difficulty = 0;
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double weight = 1;
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highestStrains.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
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foreach (double strain in highestStrains)
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{
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difficulty += weight * strain;
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weight *= decay_weight;
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}
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return difficulty;
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}
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protected override Mod[] DifficultyAdjustmentMods
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{
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get
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{
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var mods = new Mod[]
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{
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new ManiaModDoubleTime(),
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new ManiaModHalfTime(),
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new ManiaModEasy(),
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new ManiaModHardRock(),
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};
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if (isForCurrentRuleset)
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return mods;
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// if we are a convert, we can be played in any key mod.
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return mods.Concat(new Mod[]
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{
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new ManiaModKey1(),
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new ManiaModKey2(),
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new ManiaModKey3(),
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new ManiaModKey4(),
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new ManiaModKey5(),
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new ManiaModKey6(),
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new ManiaModKey7(),
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new ManiaModKey8(),
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new ManiaModKey9(),
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}).ToArray();
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}
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}
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}
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}
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@ -0,0 +1,19 @@
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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 osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mania.Difficulty.Preprocessing
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{
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public class ManiaDifficultyHitObject : DifficultyHitObject
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{
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public new ManiaHitObject BaseObject => (ManiaHitObject)base.BaseObject;
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public ManiaDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate)
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: base(hitObject, lastObject, clockRate)
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{
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}
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}
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}
|
47
osu.Game.Rulesets.Mania/Difficulty/Skills/Individual.cs
Normal file
47
osu.Game.Rulesets.Mania/Difficulty/Skills/Individual.cs
Normal file
@ -0,0 +1,47 @@
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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.Linq;
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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.Mania.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mania.Objects;
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namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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{
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public class Individual : Skill
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{
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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 0.125;
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private readonly double[] holdEndTimes;
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private readonly int column;
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public Individual(int column, int columnCount)
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{
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this.column = column;
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holdEndTimes = new double[columnCount];
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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var maniaCurrent = (ManiaDifficultyHitObject)current;
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var endTime = (maniaCurrent.BaseObject as HoldNote)?.EndTime ?? maniaCurrent.BaseObject.StartTime;
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try
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{
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if (maniaCurrent.BaseObject.Column != column)
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return 0;
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// We give a slight bonus if something is held meanwhile
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return holdEndTimes.Any(t => t > endTime) ? 2.5 : 2;
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}
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finally
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{
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holdEndTimes[maniaCurrent.BaseObject.Column] = endTime;
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}
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}
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}
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}
|
56
osu.Game.Rulesets.Mania/Difficulty/Skills/Overall.cs
Normal file
56
osu.Game.Rulesets.Mania/Difficulty/Skills/Overall.cs
Normal file
@ -0,0 +1,56 @@
|
||||
// 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;
|
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using osu.Game.Rulesets.Difficulty.Skills;
|
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mania.Objects;
|
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|
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namespace osu.Game.Rulesets.Mania.Difficulty.Skills
|
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{
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public class Overall : Skill
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{
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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 0.3;
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private readonly double[] holdEndTimes;
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private readonly int columnCount;
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public Overall(int columnCount)
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{
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this.columnCount = columnCount;
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holdEndTimes = new double[columnCount];
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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var maniaCurrent = (ManiaDifficultyHitObject)current;
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var endTime = (maniaCurrent.BaseObject as HoldNote)?.EndTime ?? maniaCurrent.BaseObject.StartTime;
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double holdFactor = 1.0; // Factor in case something else is held
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double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
|
||||
|
||||
for (int i = 0; i < columnCount; i++)
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{
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// If there is at least one other overlapping end or note, then we get an addition, buuuuuut...
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if (current.BaseObject.StartTime < holdEndTimes[i] && endTime > holdEndTimes[i])
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holdAddition = 1.0;
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// ... this addition only is valid if there is _no_ other note with the same ending.
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// Releasing multiple notes at the same time is just as easy as releasing one
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if (endTime == holdEndTimes[i])
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holdAddition = 0;
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|
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// We give a slight bonus if something is held meanwhile
|
||||
if (holdEndTimes[i] > endTime)
|
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holdFactor = 1.25;
|
||||
}
|
||||
|
||||
holdEndTimes[maniaCurrent.BaseObject.Column] = endTime;
|
||||
|
||||
return (1 + holdAddition) * holdFactor;
|
||||
}
|
||||
}
|
||||
}
|
@ -156,7 +156,7 @@ namespace osu.Game.Rulesets.Mania
|
||||
|
||||
public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_mania_o };
|
||||
|
||||
public override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new ManiaLegacyDifficultyCalculator(this, beatmap);
|
||||
public override LegacyDifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new ManiaDifficultyCalculator(this, beatmap);
|
||||
|
||||
public override int? LegacyID => 3;
|
||||
|
||||
|
@ -1,112 +0,0 @@
|
||||
// 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.Objects.Types;
|
||||
using System;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Objects
|
||||
{
|
||||
internal class ManiaHitObjectDifficulty
|
||||
{
|
||||
/// <summary>
|
||||
/// Factor by how much individual / overall strain decays per second.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// These values are results of tweaking a lot and taking into account general feedback.
|
||||
/// </remarks>
|
||||
internal const double INDIVIDUAL_DECAY_BASE = 0.125;
|
||||
internal const double OVERALL_DECAY_BASE = 0.30;
|
||||
|
||||
internal ManiaHitObject BaseHitObject;
|
||||
|
||||
private readonly int beatmapColumnCount;
|
||||
|
||||
private readonly double endTime;
|
||||
private readonly double[] heldUntil;
|
||||
|
||||
/// <summary>
|
||||
/// Measures jacks or more generally: repeated presses of the same button
|
||||
/// </summary>
|
||||
private readonly double[] individualStrains;
|
||||
|
||||
internal double IndividualStrain
|
||||
{
|
||||
get
|
||||
{
|
||||
return individualStrains[BaseHitObject.Column];
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
individualStrains[BaseHitObject.Column] = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Measures note density in a way
|
||||
/// </summary>
|
||||
internal double OverallStrain = 1;
|
||||
|
||||
public ManiaHitObjectDifficulty(ManiaHitObject baseHitObject, int columnCount)
|
||||
{
|
||||
BaseHitObject = baseHitObject;
|
||||
|
||||
endTime = (baseHitObject as IHasEndTime)?.EndTime ?? baseHitObject.StartTime;
|
||||
|
||||
beatmapColumnCount = columnCount;
|
||||
heldUntil = new double[beatmapColumnCount];
|
||||
individualStrains = new double[beatmapColumnCount];
|
||||
|
||||
for (int i = 0; i < beatmapColumnCount; ++i)
|
||||
{
|
||||
individualStrains[i] = 0;
|
||||
heldUntil[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
internal void CalculateStrains(ManiaHitObjectDifficulty previousHitObject, double timeRate)
|
||||
{
|
||||
// TODO: Factor in holds
|
||||
double timeElapsed = (BaseHitObject.StartTime - previousHitObject.BaseHitObject.StartTime) / timeRate;
|
||||
double individualDecay = Math.Pow(INDIVIDUAL_DECAY_BASE, timeElapsed / 1000);
|
||||
double overallDecay = Math.Pow(OVERALL_DECAY_BASE, timeElapsed / 1000);
|
||||
|
||||
double holdFactor = 1.0; // Factor to all additional strains in case something else is held
|
||||
double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
|
||||
|
||||
// Fill up the heldUntil array
|
||||
for (int i = 0; i < beatmapColumnCount; ++i)
|
||||
{
|
||||
heldUntil[i] = previousHitObject.heldUntil[i];
|
||||
|
||||
// If there is at least one other overlapping end or note, then we get an addition, buuuuuut...
|
||||
if (BaseHitObject.StartTime < heldUntil[i] && endTime > heldUntil[i])
|
||||
{
|
||||
holdAddition = 1.0;
|
||||
}
|
||||
|
||||
// ... this addition only is valid if there is _no_ other note with the same ending. Releasing multiple notes at the same time is just as easy as releasing 1
|
||||
if (endTime == heldUntil[i])
|
||||
{
|
||||
holdAddition = 0;
|
||||
}
|
||||
|
||||
// We give a slight bonus to everything if something is held meanwhile
|
||||
if (heldUntil[i] > endTime)
|
||||
{
|
||||
holdFactor = 1.25;
|
||||
}
|
||||
|
||||
// Decay individual strains
|
||||
individualStrains[i] = previousHitObject.individualStrains[i] * individualDecay;
|
||||
}
|
||||
|
||||
heldUntil[BaseHitObject.Column] = endTime;
|
||||
|
||||
// Increase individual strain in own column
|
||||
IndividualStrain += 2.0 * holdFactor;
|
||||
|
||||
OverallStrain = previousHitObject.OverallStrain * overallDecay + (1.0 + holdAddition) * holdFactor;
|
||||
}
|
||||
}
|
||||
}
|
@ -14,6 +14,11 @@ namespace osu.Game.Rulesets.Difficulty.Skills
|
||||
/// </summary>
|
||||
public abstract class Skill
|
||||
{
|
||||
/// <summary>
|
||||
/// The peak strain for each <see cref="DifficultyCalculator.SectionLength"/> section of the beatmap.
|
||||
/// </summary>
|
||||
public IList<double> StrainPeaks => strainPeaks;
|
||||
|
||||
/// <summary>
|
||||
/// Strain values are multiplied by this number for the given skill. Used to balance the value of different skills between each other.
|
||||
/// </summary>
|
||||
@ -37,6 +42,7 @@ namespace osu.Game.Rulesets.Difficulty.Skills
|
||||
|
||||
private double currentStrain = 1; // We keep track of the strain level at all times throughout the beatmap.
|
||||
private double currentSectionPeak = 1; // We also keep track of the peak strain level in the current section.
|
||||
|
||||
private readonly List<double> strainPeaks = new List<double>();
|
||||
|
||||
/// <summary>
|
||||
|
Loading…
Reference in New Issue
Block a user