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Merge branch 'taiko-evaluators' into colour-rework
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@ -0,0 +1,46 @@
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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.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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{
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public class StaminaEvaluator
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{
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/// <summary>
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/// Applies a speed bonus dependent on the time since the last hit performed using this key.
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/// </summary>
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/// <param name="notePairDuration">The duration between the current and previous note hit using the same key.</param>
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private static double speedBonus(double notePairDuration)
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{
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return 175 / (notePairDuration + 100);
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}
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/// <summary>
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/// Evaluates the minimum mechanical stamina required to play the current object. This is calculated using the
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/// maximum possible interval between two hits using the same key, by alternating 2 keys for each colour.
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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if (!(current.BaseObject is Hit))
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{
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return 0.0;
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}
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// Find the previous hit object hit by the current key, which is two notes of the same colour prior.
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TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current;
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TaikoDifficultyHitObject keyPrevious = taikoCurrent.PreviousMono(1);
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if (keyPrevious == null)
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{
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// There is no previous hit object hit by the current key
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return 0.0;
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}
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double objectStrain = 0.5;
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objectStrain += speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime);
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return objectStrain;
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}
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}
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}
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@ -15,6 +15,14 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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/// </summary>
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public class TaikoDifficultyHitObject : DifficultyHitObject
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{
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// TODO: Review this - these was originally handled in TaikodifficultyCalculator.CreateDifficultyHitObjects, but
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// it might be a good idea to encapsulate as much detail within the class as possible.
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private static List<TaikoDifficultyHitObject> centreHitObjects = new List<TaikoDifficultyHitObject>();
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private static List<TaikoDifficultyHitObject> rimHitObjects = new List<TaikoDifficultyHitObject>();
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private readonly IReadOnlyList<TaikoDifficultyHitObject> monoDifficultyHitObjects;
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public readonly int MonoPosition;
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/// <summary>
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/// The rhythm required to hit this hit object.
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/// </summary>
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@ -62,6 +70,18 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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Colour = TaikoDifficultyHitObjectColour.GetInstanceFor(this);
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}
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if (HitType == Objects.HitType.Centre)
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{
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MonoPosition = centreHitObjects.Count();
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centreHitObjects.Add(this);
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monoDifficultyHitObjects = centreHitObjects;
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}
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else if (HitType == Objects.HitType.Rim)
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{
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MonoPosition = rimHitObjects.Count();
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rimHitObjects.Add(this);
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monoDifficultyHitObjects = rimHitObjects;
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}
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}
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/// <summary>
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@ -100,5 +120,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First();
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}
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public TaikoDifficultyHitObject PreviousMono(int backwardsIndex) => monoDifficultyHitObjects.ElementAtOrDefault(MonoPosition - (backwardsIndex + 1));
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public TaikoDifficultyHitObject NextMono(int forwardsIndex) => monoDifficultyHitObjects.ElementAtOrDefault(MonoPosition + (forwardsIndex + 1));
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}
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}
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@ -1,52 +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 osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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/// <summary>
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/// Stamina of a single key, calculated based on repetition speed.
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/// </summary>
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public class SingleKeyStamina
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{
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private const double StrainDecayBase = 0.4;
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private double CurrentStrain = 0;
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private double? previousHitTime;
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/// <summary>
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/// Similar to <see cref="StrainDecaySkill.StrainValueOf"/>
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/// </summary>
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public double StrainValueOf(DifficultyHitObject current)
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{
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if (previousHitTime == null)
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{
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previousHitTime = current.StartTime;
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return 0;
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}
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// CurrentStrain += strainDecay(current.StartTime - current.Previous(0).StartTime);
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// CurrentStrain += 0.5 + 0.5 * strainDecay(current.StartTime - current.Previous(0).StartTime);
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CurrentStrain += 1;
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CurrentStrain *= ColourEvaluator.EvaluateDifficultyOf(current) * 0.1 + 0.9;
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CurrentStrain *= strainDecay(current.StartTime - previousHitTime.Value);
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previousHitTime = current.StartTime;
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return CurrentStrain;
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}
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/// <summary>
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/// Applies a speed bonus dependent on the time since the last hit performed using this key.
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/// </summary>
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/// <param name="notePairDuration">The duration between the current and previous note hit using the same key.</param>
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private double strainDecay(double notePairDuration)
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{
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return Math.Pow(StrainDecayBase, notePairDuration / 1000);
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// return 175 / (notePairDuration + 100);
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}
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}
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}
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@ -4,8 +4,8 @@
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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.Mods;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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@ -21,28 +21,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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protected override double SkillMultiplier => 3.6;
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protected override double StrainDecayBase => 0;
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private readonly SingleKeyStamina[] centreKeyStamina =
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{
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new SingleKeyStamina(),
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new SingleKeyStamina()
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};
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private readonly SingleKeyStamina[] rimKeyStamina =
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{
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new SingleKeyStamina(),
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new SingleKeyStamina()
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};
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/// <summary>
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/// Current index into <see cref="centreKeyStamina" /> for a centre hit.
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/// </summary>
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private int centreKeyIndex;
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/// <summary>
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/// Current index into <see cref="rimKeyStamina" /> for a rim hit.
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/// </summary>
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private int rimKeyIndex;
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/// <summary>
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/// Creates a <see cref="Stamina"/> skill.
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/// </summary>
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@ -52,34 +30,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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}
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/// <summary>
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/// Get the next <see cref="SingleKeyStamina"/> to use for the given <see cref="TaikoDifficultyHitObject"/>.
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/// </summary>
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/// <param name="current">The current <see cref="TaikoDifficultyHitObject"/>.</param>
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private SingleKeyStamina getNextSingleKeyStamina(TaikoDifficultyHitObject current)
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{
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// Alternate key for the same color.
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if (current.HitType == HitType.Centre)
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{
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centreKeyIndex = (centreKeyIndex + 1) % 2;
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return centreKeyStamina[centreKeyIndex];
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}
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rimKeyIndex = (rimKeyIndex + 1) % 2;
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return rimKeyStamina[rimKeyIndex];
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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if (!(current.BaseObject is Hit))
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{
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return 0.0;
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}
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TaikoDifficultyHitObject hitObject = (TaikoDifficultyHitObject)current;
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double objectStrain = getNextSingleKeyStamina(hitObject).StrainValueOf(hitObject);
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// objectStrain *= ColourEvaluator.EvaluateDifficultyOf(current) * 0.3 + 0.7;
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return objectStrain;
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return StaminaEvaluator.EvaluateDifficultyOf(current);
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}
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}
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}
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