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Merge pull request #28596 from stanriders/remove-peaks-skill

Refactor out taiko Peaks skill
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Dan Balasescu 2024-06-26 11:18:01 +09:00 committed by GitHub
commit 9039ec34ba
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2 changed files with 64 additions and 99 deletions

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@ -1,93 +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 System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
public class Peaks : Skill
{
private const double rhythm_skill_multiplier = 0.2 * final_multiplier;
private const double colour_skill_multiplier = 0.375 * final_multiplier;
private const double stamina_skill_multiplier = 0.375 * final_multiplier;
private const double final_multiplier = 0.0625;
private readonly Rhythm rhythm;
private readonly Colour colour;
private readonly Stamina stamina;
public double ColourDifficultyValue => colour.DifficultyValue() * colour_skill_multiplier;
public double RhythmDifficultyValue => rhythm.DifficultyValue() * rhythm_skill_multiplier;
public double StaminaDifficultyValue => stamina.DifficultyValue() * stamina_skill_multiplier;
public Peaks(Mod[] mods)
: base(mods)
{
rhythm = new Rhythm(mods);
colour = new Colour(mods);
stamina = new Stamina(mods);
}
/// <summary>
/// Returns the <i>p</i>-norm of an <i>n</i>-dimensional vector.
/// </summary>
/// <param name="p">The value of <i>p</i> to calculate the norm for.</param>
/// <param name="values">The coefficients of the vector.</param>
private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
public override void Process(DifficultyHitObject current)
{
rhythm.Process(current);
colour.Process(current);
stamina.Process(current);
}
/// <summary>
/// Returns the combined star rating of the beatmap, calculated using peak strains from all sections of the map.
/// </summary>
/// <remarks>
/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
/// </remarks>
public override double DifficultyValue()
{
List<double> peaks = new List<double>();
var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
for (int i = 0; i < colourPeaks.Count; i++)
{
double colourPeak = colourPeaks[i] * colour_skill_multiplier;
double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier;
double peak = norm(1.5, colourPeak, staminaPeak);
peak = norm(2, peak, rhythmPeak);
// 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)
peaks.Add(peak);
}
double difficulty = 0;
double weight = 1;
foreach (double strain in peaks.OrderDescending())
{
difficulty += strain * weight;
weight *= 0.9;
}
return difficulty;
}
}
}

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@ -23,6 +23,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
{
private const double difficulty_multiplier = 1.35;
private const double final_multiplier = 0.0625;
private const double rhythm_skill_multiplier = 0.2 * final_multiplier;
private const double colour_skill_multiplier = 0.375 * final_multiplier;
private const double stamina_skill_multiplier = 0.375 * final_multiplier;
public override int Version => 20221107;
public TaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
@ -34,7 +39,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
{
return new Skill[]
{
new Peaks(mods)
new Rhythm(mods),
new Colour(mods),
new Stamina(mods)
};
}
@ -72,13 +79,15 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (beatmap.HitObjects.Count == 0)
return new TaikoDifficultyAttributes { Mods = mods };
var combined = (Peaks)skills[0];
Colour colour = (Colour)skills.First(x => x is Colour);
Rhythm rhythm = (Rhythm)skills.First(x => x is Rhythm);
Stamina stamina = (Stamina)skills.First(x => x is Stamina);
double colourRating = combined.ColourDifficultyValue * difficulty_multiplier;
double rhythmRating = combined.RhythmDifficultyValue * difficulty_multiplier;
double staminaRating = combined.StaminaDifficultyValue * difficulty_multiplier;
double colourRating = colour.DifficultyValue() * colour_skill_multiplier * difficulty_multiplier;
double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier * difficulty_multiplier;
double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier * difficulty_multiplier;
double combinedRating = combined.DifficultyValue() * difficulty_multiplier;
double combinedRating = combinedDifficultyValue(rhythm, colour, stamina) * difficulty_multiplier;
double starRating = rescale(combinedRating * 1.4);
HitWindows hitWindows = new TaikoHitWindows();
@ -109,5 +118,54 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
return 10.43 * Math.Log(sr / 8 + 1);
}
/// <summary>
/// Returns the combined star rating of the beatmap, calculated using peak strains from all sections of the map.
/// </summary>
/// <remarks>
/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
/// </remarks>
private double combinedDifficultyValue(Rhythm rhythm, Colour colour, Stamina stamina)
{
List<double> peaks = new List<double>();
var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
for (int i = 0; i < colourPeaks.Count; i++)
{
double colourPeak = colourPeaks[i] * colour_skill_multiplier;
double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier;
double peak = norm(1.5, colourPeak, staminaPeak);
peak = norm(2, peak, rhythmPeak);
// 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)
peaks.Add(peak);
}
double difficulty = 0;
double weight = 1;
foreach (double strain in peaks.OrderDescending())
{
difficulty += strain * weight;
weight *= 0.9;
}
return difficulty;
}
/// <summary>
/// Returns the <i>p</i>-norm of an <i>n</i>-dimensional vector.
/// </summary>
/// <param name="p">The value of <i>p</i> to calculate the norm for.</param>
/// <param name="values">The coefficients of the vector.</param>
private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
}
}