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Merge pull request #30460 from Lawtrohux/t-speed-deviation
Implement stamina consideration for Mono (single-coloured) patterns.
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c99c82ab08
@ -1,33 +1,55 @@
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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.Mods;
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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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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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/// <summary>
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/// Calculates the stamina coefficient of taiko difficulty.
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/// </summary>
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public class Stamina : StrainDecaySkill
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public class Stamina : StrainSkill
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{
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protected override double SkillMultiplier => 1.1;
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protected override double StrainDecayBase => 0.4;
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private double skillMultiplier => 1.1;
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private double strainDecayBase => 0.4;
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private readonly bool singleColourStamina;
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private double currentStrain;
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/// <summary>
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/// Creates a <see cref="Stamina"/> skill.
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/// </summary>
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/// <param name="mods">Mods for use in skill calculations.</param>
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public Stamina(Mod[] mods)
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/// <param name="singleColourStamina">Reads when Stamina is from a single coloured pattern.</param>
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public Stamina(Mod[] mods, bool singleColourStamina)
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: base(mods)
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{
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this.singleColourStamina = singleColourStamina;
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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protected override double StrainValueAt(DifficultyHitObject current)
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{
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return StaminaEvaluator.EvaluateDifficultyOf(current);
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currentStrain *= strainDecay(current.DeltaTime);
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currentStrain += StaminaEvaluator.EvaluateDifficultyOf(current) * skillMultiplier;
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// Safely prevents previous strains from shifting as new notes are added.
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var currentObject = current as TaikoDifficultyHitObject;
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int index = currentObject?.Colour.MonoStreak?.HitObjects.IndexOf(currentObject) ?? 0;
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if (singleColourStamina)
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return currentStrain / (1 + Math.Exp(-(index - 10) / 2.0));
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return currentStrain;
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}
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protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => singleColourStamina ? 0 : currentStrain * strainDecay(time - current.Previous(0).StartTime);
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}
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}
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@ -16,6 +16,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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[JsonProperty("stamina_difficulty")]
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public double StaminaDifficulty { get; set; }
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/// <summary>
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/// The ratio of stamina difficulty from mono-color (single colour) streams to total stamina difficulty.
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/// </summary>
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[JsonProperty("mono_stamina_factor")]
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public double MonoStaminaFactor { get; set; }
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/// <summary>
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/// The difficulty corresponding to the rhythm skill.
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/// </summary>
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@ -60,6 +66,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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yield return (ATTRIB_ID_DIFFICULTY, StarRating);
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yield return (ATTRIB_ID_GREAT_HIT_WINDOW, GreatHitWindow);
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yield return (ATTRIB_ID_OK_HIT_WINDOW, OkHitWindow);
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yield return (ATTRIB_ID_MONO_STAMINA_FACTOR, MonoStaminaFactor);
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}
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public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
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@ -69,6 +76,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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StarRating = values[ATTRIB_ID_DIFFICULTY];
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GreatHitWindow = values[ATTRIB_ID_GREAT_HIT_WINDOW];
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OkHitWindow = values[ATTRIB_ID_OK_HIT_WINDOW];
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MonoStaminaFactor = values[ATTRIB_ID_MONO_STAMINA_FACTOR];
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}
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}
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}
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@ -38,7 +38,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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new Rhythm(mods),
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new Colour(mods),
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new Stamina(mods)
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new Stamina(mods, false),
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new Stamina(mods, true)
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};
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}
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@ -79,10 +80,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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Colour colour = (Colour)skills.First(x => x is Colour);
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Rhythm rhythm = (Rhythm)skills.First(x => x is Rhythm);
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Stamina stamina = (Stamina)skills.First(x => x is Stamina);
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Stamina singleColourStamina = (Stamina)skills.Last(x => x is Stamina);
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double colourRating = colour.DifficultyValue() * colour_skill_multiplier;
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double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier;
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double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier;
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double monoStaminaRating = singleColourStamina.DifficultyValue() * stamina_skill_multiplier;
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double monoStaminaFactor = staminaRating == 0 ? 1 : Math.Pow(monoStaminaRating / staminaRating, 5);
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double combinedRating = combinedDifficultyValue(rhythm, colour, stamina);
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double starRating = rescale(combinedRating * 1.4);
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@ -95,6 +99,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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StarRating = starRating,
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Mods = mods,
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StaminaDifficulty = staminaRating,
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MonoStaminaFactor = monoStaminaFactor,
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RhythmDifficulty = rhythmRating,
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ColourDifficulty = colourRating,
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PeakDifficulty = combinedRating,
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@ -42,18 +42,18 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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if (totalSuccessfulHits > 0)
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effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
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// TODO: The detection of rulesets is temporary until the leftover old skills have been reworked.
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// Converts are detected and omitted from mod-specific bonuses due to the scope of current difficulty calculation.
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bool isConvert = score.BeatmapInfo!.Ruleset.OnlineID != 1;
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double multiplier = 1.13;
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if (score.Mods.Any(m => m is ModHidden))
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if (score.Mods.Any(m => m is ModHidden) && !isConvert)
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multiplier *= 1.075;
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if (score.Mods.Any(m => m is ModEasy))
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multiplier *= 0.975;
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multiplier *= 0.950;
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double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert);
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double difficultyValue = computeDifficultyValue(score, taikoAttributes);
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double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert);
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double totalValue =
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Math.Pow(
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@ -71,7 +71,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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};
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}
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private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
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private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
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{
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double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0;
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@ -81,21 +81,25 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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difficultyValue *= Math.Pow(0.986, effectiveMissCount);
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if (score.Mods.Any(m => m is ModEasy))
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difficultyValue *= 0.985;
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difficultyValue *= 0.90;
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if (score.Mods.Any(m => m is ModHidden) && !isConvert)
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if (score.Mods.Any(m => m is ModHidden))
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difficultyValue *= 1.025;
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if (score.Mods.Any(m => m is ModHardRock))
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difficultyValue *= 1.10;
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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difficultyValue *= 1.050 * lengthBonus;
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difficultyValue *= Math.Max(1, 1.050 - Math.Min(attributes.MonoStaminaFactor / 50, 1) * lengthBonus);
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if (estimatedUnstableRate == null)
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return 0;
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return difficultyValue * Math.Pow(SpecialFunctions.Erf(400 / (Math.Sqrt(2) * estimatedUnstableRate.Value)), 2.0);
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// Scale accuracy more harshly on nearly-completely mono (single coloured) speed maps.
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double accScalingExponent = 2 + attributes.MonoStaminaFactor;
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double accScalingShift = 300 - 100 * attributes.MonoStaminaFactor;
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return difficultyValue * Math.Pow(SpecialFunctions.Erf(accScalingShift / (Math.Sqrt(2) * estimatedUnstableRate.Value)), accScalingExponent);
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}
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private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
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@ -29,6 +29,7 @@ namespace osu.Game.Rulesets.Difficulty
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protected const int ATTRIB_ID_SPEED_DIFFICULT_STRAIN_COUNT = 23;
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protected const int ATTRIB_ID_AIM_DIFFICULT_STRAIN_COUNT = 25;
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protected const int ATTRIB_ID_OK_HIT_WINDOW = 27;
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protected const int ATTRIB_ID_MONO_STAMINA_FACTOR = 29;
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/// <summary>
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/// The mods which were applied to the beatmap.
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