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Merge pull request #2802 from smoogipoo/diffcalc-rework

Rework difficulty calculators to better support mods and attributes
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Dean Herbert 2018-06-15 18:22:43 +09:00 committed by GitHub
commit cdc88a6c48
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24 changed files with 160 additions and 598 deletions

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@ -1,16 +0,0 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using NUnit.Framework;
namespace osu.Game.Rulesets.Catch.Tests
{
[TestFixture]
public class TestCasePerformancePoints : Game.Tests.Visual.TestCasePerformancePoints
{
public TestCasePerformancePoints()
: base(new CatchRuleset())
{
}
}
}

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@ -112,7 +112,7 @@ namespace osu.Game.Rulesets.Catch
public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_fruits_o };
public override DifficultyCalculator CreateDifficultyCalculator(IBeatmap beatmap, Mod[] mods = null) => new CatchDifficultyCalculator(beatmap);
public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new CatchDifficultyCalculator(this, beatmap);
public override int? LegacyID => 2;

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@ -1,18 +1,19 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Catch.Difficulty
{
public class CatchDifficultyCalculator : DifficultyCalculator
{
public CatchDifficultyCalculator(IBeatmap beatmap) : base(beatmap)
public CatchDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
public override double Calculate(Dictionary<string, double> categoryDifficulty = null) => 0;
protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate) => new DifficultyAttributes(mods, 0);
}
}

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@ -1,16 +0,0 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using NUnit.Framework;
namespace osu.Game.Rulesets.Mania.Tests
{
[TestFixture]
public class TestCasePerformancePoints : Game.Tests.Visual.TestCasePerformancePoints
{
public TestCasePerformancePoints()
: base(new ManiaRuleset())
{
}
}
}

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@ -29,47 +29,33 @@ namespace osu.Game.Rulesets.Mania.Difficulty
/// </summary>
private const double decay_weight = 0.9;
/// <summary>
/// HitObjects are stored as a member variable.
/// </summary>
private readonly List<ManiaHitObjectDifficulty> difficultyHitObjects = new List<ManiaHitObjectDifficulty>();
public ManiaDifficultyCalculator(IBeatmap beatmap)
: base(beatmap)
public ManiaDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
public ManiaDifficultyCalculator(IBeatmap beatmap, Mod[] mods)
: base(beatmap, mods)
protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
{
}
var difficultyHitObjects = new List<ManiaHitObjectDifficulty>();
public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
{
// Fill our custom DifficultyHitObject class, that carries additional information
difficultyHitObjects.Clear();
int columnCount = (Beatmap as ManiaBeatmap)?.TotalColumns ?? 7;
int columnCount = ((ManiaBeatmap)beatmap).TotalColumns;
// Sort DifficultyHitObjects by StartTime of the HitObjects - just to make sure.
// Note: Stable sort is done so that the ordering of hitobjects with equal start times doesn't change
difficultyHitObjects.AddRange(Beatmap.HitObjects.Select(h => new ManiaHitObjectDifficulty((ManiaHitObject)h, columnCount)).OrderBy(h => h.BaseHitObject.StartTime));
difficultyHitObjects.AddRange(beatmap.HitObjects.Select(h => new ManiaHitObjectDifficulty((ManiaHitObject)h, columnCount)).OrderBy(h => h.BaseHitObject.StartTime));
if (!calculateStrainValues())
return 0;
if (!calculateStrainValues(difficultyHitObjects, timeRate))
return new DifficultyAttributes(mods, 0);
double starRating = calculateDifficulty() * star_scaling_factor;
double starRating = calculateDifficulty(difficultyHitObjects, timeRate) * star_scaling_factor;
if (categoryDifficulty != null)
categoryDifficulty["Strain"] = starRating;
return starRating;
return new DifficultyAttributes(mods, starRating);
}
private bool calculateStrainValues()
private bool calculateStrainValues(List<ManiaHitObjectDifficulty> objects, double timeRate)
{
// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
using (List<ManiaHitObjectDifficulty>.Enumerator hitObjectsEnumerator = difficultyHitObjects.GetEnumerator())
using (var hitObjectsEnumerator = objects.GetEnumerator())
{
if (!hitObjectsEnumerator.MoveNext())
return false;
@ -80,7 +66,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
while (hitObjectsEnumerator.MoveNext())
{
var next = hitObjectsEnumerator.Current;
next?.CalculateStrains(current, TimeRate);
next?.CalculateStrains(current, timeRate);
current = next;
}
@ -88,9 +74,9 @@ namespace osu.Game.Rulesets.Mania.Difficulty
}
}
private double calculateDifficulty()
private double calculateDifficulty(List<ManiaHitObjectDifficulty> objects, double timeRate)
{
double actualStrainStep = strain_step * TimeRate;
double actualStrainStep = strain_step * timeRate;
// Find the highest strain value within each strain step
List<double> highestStrains = new List<double>();
@ -98,7 +84,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval
ManiaHitObjectDifficulty previousHitObject = null;
foreach (var hitObject in difficultyHitObjects)
foreach (var hitObject in objects)
{
// While we are beyond the current interval push the currently available maximum to our strain list
while (hitObject.BaseHitObject.StartTime > intervalEndTime)
@ -159,5 +145,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
new ManiaModKey8(),
new ManiaModKey9(),
};
}
}

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@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
private int countMeh;
private int countMiss;
public ManiaPerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
public ManiaPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, Score score)
: base(ruleset, beatmap, score)
{
}
@ -82,7 +82,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
private double computeStrainValue()
{
// Obtain strain difficulty
double strainValue = Math.Pow(5 * Math.Max(1, Attributes["Strain"] / 0.2) - 4.0, 2.2) / 135.0;
double strainValue = Math.Pow(5 * Math.Max(1, Attributes.StarRating / 0.2) - 4.0, 2.2) / 135.0;
// Longer maps are worth more
strainValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0);

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@ -29,7 +29,7 @@ namespace osu.Game.Rulesets.Mania
{
public override RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap) => new ManiaRulesetContainer(this, beatmap);
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap);
public override PerformanceCalculator CreatePerformanceCalculator(IBeatmap beatmap, Score score) => new ManiaPerformanceCalculator(this, beatmap, score);
public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, Score score) => new ManiaPerformanceCalculator(this, beatmap, score);
public override IEnumerable<Mod> ConvertLegacyMods(LegacyMods mods)
{
@ -147,7 +147,7 @@ namespace osu.Game.Rulesets.Mania
public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_mania_o };
public override DifficultyCalculator CreateDifficultyCalculator(IBeatmap beatmap, Mod[] mods = null) => new ManiaDifficultyCalculator(beatmap, mods);
public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new ManiaDifficultyCalculator(this, beatmap);
public override int? LegacyID => 3;

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@ -1,16 +0,0 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using NUnit.Framework;
namespace osu.Game.Rulesets.Osu.Tests
{
[TestFixture]
public class TestCasePerformancePoints : Game.Tests.Visual.TestCasePerformancePoints
{
public TestCasePerformancePoints()
: base(new OsuRuleset())
{
}
}
}

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@ -0,0 +1,19 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuDifficultyAttributes : DifficultyAttributes
{
public double AimStrain;
public double SpeedStrain;
public OsuDifficultyAttributes(Mod[] mods, double starRating)
: base(mods, starRating)
{
}
}
}

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@ -2,7 +2,7 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods;
@ -18,31 +18,26 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private const int section_length = 400;
private const double difficulty_multiplier = 0.0675;
public OsuDifficultyCalculator(IBeatmap beatmap)
: base(beatmap)
public OsuDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
public OsuDifficultyCalculator(IBeatmap beatmap, Mod[] mods)
: base(beatmap, mods)
protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
{
}
public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
{
OsuDifficultyBeatmap beatmap = new OsuDifficultyBeatmap((List<OsuHitObject>)Beatmap.HitObjects, TimeRate);
OsuDifficultyBeatmap difficultyBeatmap = new OsuDifficultyBeatmap(beatmap.HitObjects.Cast<OsuHitObject>().ToList(), timeRate);
Skill[] skills =
{
new Aim(),
new Speed()
};
double sectionLength = section_length * TimeRate;
double sectionLength = section_length * timeRate;
// The first object doesn't generate a strain, so we begin with an incremented section end
double currentSectionEnd = 2 * sectionLength;
foreach (OsuDifficultyHitObject h in beatmap)
foreach (OsuDifficultyHitObject h in difficultyBeatmap)
{
while (h.BaseObject.StartTime > currentSectionEnd)
{
@ -61,16 +56,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
double starRating = aimRating + speedRating + Math.Abs(aimRating - speedRating) / 2;
if (categoryDifficulty != null)
return new OsuDifficultyAttributes(mods, starRating)
{
categoryDifficulty.Add("Aim", aimRating);
categoryDifficulty.Add("Speed", speedRating);
}
return starRating;
AimStrain = aimRating,
SpeedStrain = speedRating
};
}
protected override Mod[] DifficultyAdjustmentMods => new Mod[]

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@ -15,6 +15,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuPerformanceCalculator : PerformanceCalculator
{
public new OsuDifficultyAttributes Attributes => (OsuDifficultyAttributes)base.Attributes;
private readonly int countHitCircles;
private readonly int beatmapMaxCombo;
@ -37,7 +39,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private int countMeh;
private int countMiss;
public OsuPerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
public OsuPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, Score score)
: base(ruleset, beatmap, score)
{
countHitCircles = Beatmap.HitObjects.Count(h => h is HitCircle);
@ -102,7 +104,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private double computeAimValue()
{
double aimValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes["Aim"] / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
double aimValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes.AimStrain / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
// Longer maps are worth more
double lengthBonus = 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) +
@ -151,7 +153,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private double computeSpeedValue()
{
double speedValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes["Speed"] / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
double speedValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes.SpeedStrain / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
// Longer maps are worth more
speedValue *= 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) +

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@ -120,9 +120,9 @@ namespace osu.Game.Rulesets.Osu
public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_osu_o };
public override DifficultyCalculator CreateDifficultyCalculator(IBeatmap beatmap, Mod[] mods = null) => new OsuDifficultyCalculator(beatmap, mods);
public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new OsuDifficultyCalculator(this, beatmap);
public override PerformanceCalculator CreatePerformanceCalculator(IBeatmap beatmap, Score score) => new OsuPerformanceCalculator(this, beatmap, score);
public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, Score score) => new OsuPerformanceCalculator(this, beatmap, score);
public override HitObjectComposer CreateHitObjectComposer() => new OsuHitObjectComposer(this);

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@ -1,16 +0,0 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using NUnit.Framework;
namespace osu.Game.Rulesets.Taiko.Tests
{
[TestFixture]
public class TestCasePerformancePoints : Game.Tests.Visual.TestCasePerformancePoints
{
public TestCasePerformancePoints()
: base(new TaikoRuleset())
{
}
}
}

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@ -27,54 +27,33 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
/// </summary>
private const double decay_weight = 0.9;
/// <summary>
/// HitObjects are stored as a member variable.
/// </summary>
private readonly List<TaikoHitObjectDifficulty> difficultyHitObjects = new List<TaikoHitObjectDifficulty>();
public TaikoDifficultyCalculator(IBeatmap beatmap)
: base(beatmap)
public TaikoDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
public TaikoDifficultyCalculator(IBeatmap beatmap, Mod[] mods)
: base(beatmap, mods)
protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
{
}
var difficultyHitObjects = new List<TaikoHitObjectDifficulty>();
public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
{
// Fill our custom DifficultyHitObject class, that carries additional information
difficultyHitObjects.Clear();
foreach (var hitObject in Beatmap.HitObjects)
foreach (var hitObject in beatmap.HitObjects)
difficultyHitObjects.Add(new TaikoHitObjectDifficulty((TaikoHitObject)hitObject));
// Sort DifficultyHitObjects by StartTime of the HitObjects - just to make sure.
difficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime));
if (!calculateStrainValues()) return 0;
if (!calculateStrainValues(difficultyHitObjects, timeRate))
return new DifficultyAttributes(mods, 0);
double starRating = calculateDifficulty() * star_scaling_factor;
double starRating = calculateDifficulty(difficultyHitObjects, timeRate) * star_scaling_factor;
if (categoryDifficulty != null)
categoryDifficulty["Strain"] = starRating;
return starRating;
return new DifficultyAttributes(mods, starRating);
}
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{
new TaikoModDoubleTime(),
new TaikoModHalfTime(),
new TaikoModEasy(),
new TaikoModHardRock(),
};
private bool calculateStrainValues()
private bool calculateStrainValues(List<TaikoHitObjectDifficulty> objects, double timeRate)
{
// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
using (List<TaikoHitObjectDifficulty>.Enumerator hitObjectsEnumerator = difficultyHitObjects.GetEnumerator())
using (var hitObjectsEnumerator = objects.GetEnumerator())
{
if (!hitObjectsEnumerator.MoveNext()) return false;
@ -84,7 +63,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
while (hitObjectsEnumerator.MoveNext())
{
var next = hitObjectsEnumerator.Current;
next?.CalculateStrains(current, TimeRate);
next?.CalculateStrains(current, timeRate);
current = next;
}
@ -92,9 +71,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
}
}
private double calculateDifficulty()
private double calculateDifficulty(List<TaikoHitObjectDifficulty> objects, double timeRate)
{
double actualStrainStep = strain_step * TimeRate;
double actualStrainStep = strain_step * timeRate;
// Find the highest strain value within each strain step
List<double> highestStrains = new List<double>();
@ -102,7 +81,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval
TaikoHitObjectDifficulty previousHitObject = null;
foreach (var hitObject in difficultyHitObjects)
foreach (var hitObject in objects)
{
// While we are beyond the current interval push the currently available maximum to our strain list
while (hitObject.BaseHitObject.StartTime > intervalEndTime)
@ -144,5 +123,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
return difficulty;
}
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{
new TaikoModDoubleTime(),
new TaikoModHalfTime(),
new TaikoModEasy(),
new TaikoModHardRock(),
};
}
}

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@ -22,10 +22,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
private int countMeh;
private int countMiss;
public TaikoPerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
public TaikoPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, Score score)
: base(ruleset, beatmap, score)
{
beatmapMaxCombo = beatmap.HitObjects.Count(h => h is Hit);
beatmapMaxCombo = Beatmap.HitObjects.Count(h => h is Hit);
}
public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
@ -68,7 +68,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
private double computeStrainValue()
{
double strainValue = Math.Pow(5.0 * Math.Max(1.0, Attributes["Strain"] / 0.0075) - 4.0, 2.0) / 100000.0;
double strainValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.StarRating / 0.0075) - 4.0, 2.0) / 100000.0;
// Longer maps are worth more
double lengthBonus = 1 + 0.1f * Math.Min(1.0, totalHits / 1500.0);

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@ -114,9 +114,9 @@ namespace osu.Game.Rulesets.Taiko
public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_taiko_o };
public override DifficultyCalculator CreateDifficultyCalculator(IBeatmap beatmap, Mod[] mods = null) => new TaikoDifficultyCalculator(beatmap, mods);
public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(this, beatmap);
public override PerformanceCalculator CreatePerformanceCalculator(IBeatmap beatmap, Score score) => new TaikoPerformanceCalculator(this, beatmap, score);
public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, Score score) => new TaikoPerformanceCalculator(this, beatmap, score);
public override int? LegacyID => 1;

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@ -2,8 +2,8 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods;
@ -139,14 +139,14 @@ namespace osu.Game.Tests.NonVisual
private class TestDifficultyCalculator : DifficultyCalculator
{
public TestDifficultyCalculator(params Mod[] mods)
: base(null)
: base(null, null)
{
DifficultyAdjustmentMods = mods;
}
public override double Calculate(Dictionary<string, double> categoryDifficulty = null) => throw new NotImplementedException();
protected override Mod[] DifficultyAdjustmentMods { get; }
protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate) => throw new NotImplementedException();
}
}
}

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@ -366,8 +366,7 @@ namespace osu.Game.Beatmaps
if (ruleset != null)
{
// TODO: this should be done in a better place once we actually need to dynamically update it.
var converted = new DummyConversionBeatmap(beatmap).GetPlayableBeatmap(ruleset);
beatmap.BeatmapInfo.StarDifficulty = ruleset.CreateInstance().CreateDifficultyCalculator(converted).Calculate();
beatmap.BeatmapInfo.StarDifficulty = ruleset.CreateInstance().CreateDifficultyCalculator(new DummyConversionBeatmap(beatmap)).Calculate().StarRating;
}
else
beatmap.BeatmapInfo.StarDifficulty = 0;

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@ -62,7 +62,7 @@ namespace osu.Game.Beatmaps
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new DummyBeatmapConverter { Beatmap = beatmap };
public override DifficultyCalculator CreateDifficultyCalculator(IBeatmap beatmap, Mod[] mods = null) => null;
public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => null;
public override string Description => "dummy";

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@ -0,0 +1,19 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Difficulty
{
public class DifficultyAttributes
{
public readonly Mod[] Mods;
public readonly double StarRating;
public DifficultyAttributes(Mod[] mods, double starRating)
{
Mods = mods;
StarRating = starRating;
}
}
}

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@ -13,28 +13,44 @@ namespace osu.Game.Rulesets.Difficulty
{
public abstract class DifficultyCalculator
{
protected readonly IBeatmap Beatmap;
protected readonly Mod[] Mods;
private readonly Ruleset ruleset;
private readonly WorkingBeatmap beatmap;
protected double TimeRate { get; private set; } = 1;
protected DifficultyCalculator(IBeatmap beatmap, Mod[] mods = null)
protected DifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
{
Beatmap = beatmap;
Mods = mods ?? new Mod[0];
ApplyMods(Mods);
this.ruleset = ruleset;
this.beatmap = beatmap;
}
protected virtual void ApplyMods(Mod[] mods)
/// <summary>
/// Calculates the difficulty of the beatmap using a specific mod combination.
/// </summary>
/// <param name="mods">The mods that should be applied to the beatmap.</param>
/// <returns>A structure describing the difficulty of the beatmap.</returns>
public DifficultyAttributes Calculate(params Mod[] mods)
{
beatmap.Mods.Value = mods;
IBeatmap playableBeatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo);
var clock = new StopwatchClock();
mods.OfType<IApplicableToClock>().ForEach(m => m.ApplyToClock(clock));
TimeRate = clock.Rate;
return Calculate(playableBeatmap, mods, clock.Rate);
}
protected virtual void PreprocessHitObjects()
/// <summary>
/// Calculates the difficulty of the beatmap using all mod combinations applicable to the beatmap.
/// </summary>
/// <returns>A collection of structures describing the difficulty of the beatmap for each mod combination.</returns>
public IEnumerable<DifficultyAttributes> CalculateAll()
{
foreach (var combination in CreateDifficultyAdjustmentModCombinations())
{
if (combination is MultiMod multi)
yield return Calculate(multi.Mods);
else
yield return Calculate(combination);
}
}
/// <summary>
@ -75,6 +91,13 @@ namespace osu.Game.Rulesets.Difficulty
/// </summary>
protected virtual Mod[] DifficultyAdjustmentMods => Array.Empty<Mod>();
public abstract double Calculate(Dictionary<string, double> categoryDifficulty = null);
/// <summary>
/// Calculates the difficulty of a <see cref="Beatmap"/> using a specific <see cref="Mod"/> combination.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> to compute the difficulty for.</param>
/// <param name="mods">The <see cref="Mod"/>s that should be applied.</param>
/// <param name="timeRate">The rate of time in <paramref name="beatmap"/>.</param>
/// <returns>A structure containing the difficulty attributes.</returns>
protected abstract DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate);
}
}

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@ -13,8 +13,7 @@ namespace osu.Game.Rulesets.Difficulty
{
public abstract class PerformanceCalculator
{
private readonly Dictionary<string, double> attributes = new Dictionary<string, double>();
protected IDictionary<string, double> Attributes => attributes;
protected readonly DifficultyAttributes Attributes;
protected readonly Ruleset Ruleset;
protected readonly IBeatmap Beatmap;
@ -22,14 +21,15 @@ namespace osu.Game.Rulesets.Difficulty
protected double TimeRate { get; private set; } = 1;
protected PerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
protected PerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, Score score)
{
Ruleset = ruleset;
Beatmap = beatmap;
Score = score;
var diffCalc = ruleset.CreateDifficultyCalculator(beatmap, score.Mods);
diffCalc.Calculate(attributes);
beatmap.Mods.Value = score.Mods;
Beatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo);
Attributes = ruleset.CreateDifficultyCalculator(beatmap).Calculate(score.Mods);
ApplyMods(score.Mods);
}

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@ -61,9 +61,9 @@ namespace osu.Game.Rulesets
public virtual IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => null;
public abstract DifficultyCalculator CreateDifficultyCalculator(IBeatmap beatmap, Mod[] mods = null);
public abstract DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap);
public virtual PerformanceCalculator CreatePerformanceCalculator(IBeatmap beatmap, Score score) => null;
public virtual PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, Score score) => null;
public virtual HitObjectComposer CreateHitObjectComposer() => null;

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@ -1,403 +0,0 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Allocation;
using osu.Framework.Caching;
using osu.Framework.Configuration;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Tests.Visual
{
public abstract class TestCasePerformancePoints : OsuTestCase
{
protected TestCasePerformancePoints(Ruleset ruleset)
{
Child = new GridContainer
{
RelativeSizeAxes = Axes.Both,
Content = new[]
{
new Drawable[]
{
new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
Alpha = 0.5f,
},
new ScrollContainer
{
RelativeSizeAxes = Axes.Both,
Child = new BeatmapList(ruleset, Beatmap)
}
}
},
null,
new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
Alpha = 0.5f,
},
new ScrollContainer
{
RelativeSizeAxes = Axes.Both,
Child = new StarRatingGrid()
}
}
},
null,
new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
Alpha = 0.5f,
},
new ScrollContainer
{
RelativeSizeAxes = Axes.Both,
Child = new PerformanceList()
}
}
},
}
},
ColumnDimensions = new[]
{
new Dimension(),
new Dimension(GridSizeMode.Absolute, 20),
new Dimension(),
new Dimension(GridSizeMode.Absolute, 20)
}
};
}
private class BeatmapList : CompositeDrawable
{
private readonly Container<BeatmapDisplay> beatmapDisplays;
private readonly Ruleset ruleset;
private readonly BindableBeatmap beatmapBindable;
public BeatmapList(Ruleset ruleset, BindableBeatmap beatmapBindable)
{
this.ruleset = ruleset;
this.beatmapBindable = beatmapBindable;
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
InternalChild = beatmapDisplays = new FillFlowContainer<BeatmapDisplay>
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 4)
};
}
[BackgroundDependencyLoader]
private void load(BeatmapManager beatmaps)
{
var sets = beatmaps.GetAllUsableBeatmapSets();
var allBeatmaps = sets.SelectMany(s => s.Beatmaps).Where(b => ruleset.LegacyID == null || b.RulesetID == ruleset.LegacyID);
allBeatmaps.ForEach(b => beatmapDisplays.Add(new BeatmapDisplay(b, beatmapBindable)));
}
private class BeatmapDisplay : CompositeDrawable, IHasTooltip
{
private readonly OsuSpriteText text;
private readonly BeatmapInfo beatmap;
private readonly BindableBeatmap beatmapBindable;
private BeatmapManager beatmaps;
private bool isSelected;
public string TooltipText => text.Text;
public BeatmapDisplay(BeatmapInfo beatmap, BindableBeatmap beatmapBindable)
{
this.beatmap = beatmap;
this.beatmapBindable = beatmapBindable;
AutoSizeAxes = Axes.Both;
InternalChild = text = new OsuSpriteText();
this.beatmapBindable.ValueChanged += beatmapChanged;
}
[BackgroundDependencyLoader]
private void load(BeatmapManager beatmaps)
{
this.beatmaps = beatmaps;
var working = beatmaps.GetWorkingBeatmap(beatmap);
text.Text = $"{working.Metadata.Artist} - {working.Metadata.Title} ({working.Metadata.AuthorString}) [{working.BeatmapInfo.Version}]";
}
private void beatmapChanged(WorkingBeatmap newBeatmap)
{
if (isSelected)
this.FadeColour(Color4.White, 100);
isSelected = false;
}
protected override bool OnClick(InputState state)
{
if (beatmapBindable.Value.BeatmapInfo.ID == beatmap.ID)
return false;
beatmapBindable.Value = beatmaps.GetWorkingBeatmap(beatmap);
isSelected = true;
return true;
}
protected override bool OnHover(InputState state)
{
if (isSelected)
return false;
this.FadeColour(Color4.Yellow, 100);
return true;
}
protected override void OnHoverLost(InputState state)
{
if (isSelected)
return;
this.FadeColour(Color4.White, 100);
}
}
}
private class PerformanceList : CompositeDrawable
{
private readonly FillFlowContainer<PerformanceDisplay> scores;
private APIAccess api;
private readonly IBindable<WorkingBeatmap> currentBeatmap = new Bindable<WorkingBeatmap>();
public PerformanceList()
{
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
InternalChild = scores = new FillFlowContainer<PerformanceDisplay>
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 4)
};
}
[BackgroundDependencyLoader]
private void load(IBindableBeatmap beatmap, APIAccess api)
{
this.api = api;
if (!api.IsLoggedIn)
{
InternalChild = new OsuSpriteText
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
Text = "Please sign in to see online scores",
};
}
currentBeatmap.ValueChanged += beatmapChanged;
currentBeatmap.BindTo(beatmap);
}
private GetScoresRequest lastRequest;
private void beatmapChanged(WorkingBeatmap newBeatmap)
{
if (!IsAlive) return;
lastRequest?.Cancel();
scores.Clear();
if (!api.IsLoggedIn)
return;
lastRequest = new GetScoresRequest(newBeatmap.BeatmapInfo, newBeatmap.BeatmapInfo.Ruleset);
lastRequest.Success += res => res.Scores.ForEach(s => scores.Add(new PerformanceDisplay(s, newBeatmap.Beatmap)));
api.Queue(lastRequest);
}
private class PerformanceDisplay : CompositeDrawable
{
private readonly OsuSpriteText text;
private readonly Score score;
private readonly IBeatmap beatmap;
public PerformanceDisplay(Score score, IBeatmap beatmap)
{
this.score = score;
this.beatmap = beatmap;
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
InternalChild = text = new OsuSpriteText();
}
[BackgroundDependencyLoader]
private void load()
{
var ruleset = beatmap.BeatmapInfo.Ruleset.CreateInstance();
var calculator = ruleset.CreatePerformanceCalculator(beatmap, score);
if (calculator == null)
return;
var attributes = new Dictionary<string, double>();
double performance = calculator.Calculate(attributes);
text.Text = $"{score.User.Username} -> online: {score.PP:n2}pp | local: {performance:n2}pp";
}
}
}
private class StarRatingGrid : CompositeDrawable
{
private readonly FillFlowContainer<OsuCheckbox> modFlow;
private readonly OsuSpriteText totalText;
private readonly FillFlowContainer categoryTexts;
public StarRatingGrid()
{
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
InternalChild = new FillFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Children = new Drawable[]
{
modFlow = new FillFlowContainer<OsuCheckbox>
{
Name = "Checkbox flow",
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Spacing = new Vector2(4, 4)
},
new FillFlowContainer
{
Name = "Information display",
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Spacing = new Vector2(0, 4),
Direction = FillDirection.Vertical,
Children = new Drawable[]
{
totalText = new OsuSpriteText { TextSize = 24 },
categoryTexts = new FillFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical
}
}
}
}
};
}
[BackgroundDependencyLoader]
private void load(IBindableBeatmap beatmap)
{
beatmap.ValueChanged += beatmapChanged;
}
private Cached informationCache = new Cached();
private Ruleset ruleset;
private WorkingBeatmap beatmap;
private void beatmapChanged(WorkingBeatmap newBeatmap)
{
beatmap = newBeatmap;
modFlow.Clear();
ruleset = newBeatmap.BeatmapInfo.Ruleset.CreateInstance();
foreach (var mod in ruleset.GetAllMods())
{
var checkBox = new OsuCheckbox
{
RelativeSizeAxes = Axes.None,
Width = 50,
LabelText = mod.ShortenedName
};
checkBox.Current.ValueChanged += v => informationCache.Invalidate();
modFlow.Add(checkBox);
}
informationCache.Invalidate();
}
protected override void Update()
{
base.Update();
if (ruleset == null)
return;
if (!informationCache.IsValid)
{
totalText.Text = string.Empty;
categoryTexts.Clear();
var allMods = ruleset.GetAllMods().ToList();
Mod[] activeMods = modFlow.Where(c => c.Current.Value).Select(c => allMods.First(m => m.ShortenedName == c.LabelText)).ToArray();
var diffCalc = ruleset.CreateDifficultyCalculator(beatmap.Beatmap, activeMods);
if (diffCalc != null)
{
var categories = new Dictionary<string, double>();
double totalSr = diffCalc.Calculate(categories);
totalText.Text = $"Star rating: {totalSr:n2}";
foreach (var kvp in categories)
categoryTexts.Add(new OsuSpriteText { Text = $"{kvp.Key}: {kvp.Value:n2}" });
}
informationCache.Validate();
}
}
}
}
}