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Merge pull request #11687 from Syriiin/diffcalc/skill-mods

Add a list of mods to Skill class
This commit is contained in:
Dan Balasescu 2021-03-04 13:38:55 +09:00 committed by GitHub
commit b1a35fea51
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GPG Key ID: 4AEE18F83AFDEB23
14 changed files with 63 additions and 18 deletions

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@ -69,7 +69,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
}
}
protected override Skill[] CreateSkills(IBeatmap beatmap)
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods)
{
halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.BeatmapInfo.BaseDifficulty) * 0.5f;
@ -78,7 +78,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
return new Skill[]
{
new Movement(halfCatcherWidth),
new Movement(mods, halfCatcherWidth),
};
}

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@ -5,6 +5,7 @@ using System;
using osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Catch.Difficulty.Skills
{
@ -25,7 +26,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
private float lastDistanceMoved;
private double lastStrainTime;
public Movement(float halfCatcherWidth)
public Movement(Mod[] mods, float halfCatcherWidth)
: base(mods)
{
HalfCatcherWidth = halfCatcherWidth;
}

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@ -68,9 +68,9 @@ namespace osu.Game.Rulesets.Mania.Difficulty
// Sorting is done in CreateDifficultyHitObjects, since the full list of hitobjects is required.
protected override IEnumerable<DifficultyHitObject> SortObjects(IEnumerable<DifficultyHitObject> input) => input;
protected override Skill[] CreateSkills(IBeatmap beatmap) => new Skill[]
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[]
{
new Strain(((ManiaBeatmap)beatmap).TotalColumns)
new Strain(mods, ((ManiaBeatmap)beatmap).TotalColumns)
};
protected override Mod[] DifficultyAdjustmentMods

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@ -6,6 +6,7 @@ using osu.Framework.Utils;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Mania.Difficulty.Skills
@ -24,7 +25,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
private double individualStrain;
private double overallStrain;
public Strain(int totalColumns)
public Strain(Mod[] mods, int totalColumns)
: base(mods)
{
holdEndTimes = new double[totalColumns];
individualStrains = new double[totalColumns];

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@ -79,10 +79,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
}
}
protected override Skill[] CreateSkills(IBeatmap beatmap) => new Skill[]
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[]
{
new Aim(),
new Speed()
new Aim(mods),
new Speed(mods)
};
protected override Mod[] DifficultyAdjustmentMods => new Mod[]

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@ -4,6 +4,7 @@
using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
@ -17,6 +18,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private const double angle_bonus_begin = Math.PI / 3;
private const double timing_threshold = 107;
public Aim(Mod[] mods)
: base(mods)
{
}
protected override double SkillMultiplier => 26.25;
protected override double StrainDecayBase => 0.15;

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@ -4,6 +4,7 @@
using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
@ -27,6 +28,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private const double max_speed_bonus = 45; // ~330BPM
private const double speed_balancing_factor = 40;
public Speed(Mod[] mods)
: base(mods)
{
}
protected override double StrainValueOf(DifficultyHitObject current)
{
if (current.BaseObject is Spinner)

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@ -5,6 +5,7 @@ using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
@ -39,6 +40,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
/// </summary>
private int currentMonoLength;
public Colour(Mod[] mods)
: base(mods)
{
}
protected override double StrainValueOf(DifficultyHitObject current)
{
// changing from/to a drum roll or a swell does not constitute a colour change.

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@ -5,6 +5,7 @@ using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
@ -47,6 +48,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
/// </summary>
private int notesSinceRhythmChange;
public Rhythm(Mod[] mods)
: base(mods)
{
}
protected override double StrainValueOf(DifficultyHitObject current)
{
// drum rolls and swells are exempt.

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@ -5,6 +5,7 @@ using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
@ -48,8 +49,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
/// <summary>
/// Creates a <see cref="Stamina"/> skill.
/// </summary>
/// <param name="mods">Mods for use in skill calculations.</param>
/// <param name="rightHand">Whether this instance is performing calculations for the right hand.</param>
public Stamina(bool rightHand)
public Stamina(Mod[] mods, bool rightHand)
: base(mods)
{
hand = rightHand ? 1 : 0;
}

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@ -29,12 +29,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
{
}
protected override Skill[] CreateSkills(IBeatmap beatmap) => new Skill[]
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[]
{
new Colour(),
new Rhythm(),
new Stamina(true),
new Stamina(false),
new Colour(mods),
new Rhythm(mods),
new Stamina(mods, true),
new Stamina(mods, false),
};
protected override Mod[] DifficultyAdjustmentMods => new Mod[]

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@ -212,7 +212,7 @@ namespace osu.Game.Tests.NonVisual
throw new NotImplementedException();
}
protected override Skill[] CreateSkills(IBeatmap beatmap)
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods)
{
throw new NotImplementedException();
}

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@ -64,7 +64,7 @@ namespace osu.Game.Rulesets.Difficulty
private DifficultyAttributes calculate(IBeatmap beatmap, Mod[] mods, double clockRate)
{
var skills = CreateSkills(beatmap);
var skills = CreateSkills(beatmap, mods);
if (!beatmap.HitObjects.Any())
return CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
@ -202,7 +202,8 @@ namespace osu.Game.Rulesets.Difficulty
/// Creates the <see cref="Skill"/>s to calculate the difficulty of an <see cref="IBeatmap"/>.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty will be calculated.</param>
/// <param name="mods">Mods to calculate difficulty with.</param>
/// <returns>The <see cref="Skill"/>s.</returns>
protected abstract Skill[] CreateSkills(IBeatmap beatmap);
protected abstract Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods);
}
}

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@ -6,6 +6,7 @@ using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Difficulty.Skills
{
@ -46,10 +47,22 @@ namespace osu.Game.Rulesets.Difficulty.Skills
/// </summary>
protected double CurrentStrain { get; private set; } = 1;
/// <summary>
/// Mods for use in skill calculations.
/// </summary>
protected IReadOnlyList<Mod> Mods => mods;
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>();
private readonly Mod[] mods;
protected Skill(Mod[] mods)
{
this.mods = mods;
}
/// <summary>
/// Process a <see cref="DifficultyHitObject"/> and update current strain values accordingly.
/// </summary>