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Implement difficulty evaluators in the osu! mania ruleset (#33411)
* stuff * Implement evaluators * Typo * Fixes * clarifying comment * Fix CalculateInitialStrain * Remove debug line * Small code quality fix * Address comments, slight code quality fixes * Change comment for clarity --------- Co-authored-by: StanR <hi@stanr.info>
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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.Framework.Utils;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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namespace osu.Game.Rulesets.Mania.Difficulty.Evaluators
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{
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public class IndividualStrainEvaluator
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{
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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var maniaCurrent = (ManiaDifficultyHitObject)current;
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double startTime = maniaCurrent.StartTime;
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double endTime = maniaCurrent.EndTime;
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double holdFactor = 1.0; // Factor to all additional strains in case something else is held
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// We award a bonus if this note starts and ends before the end of another hold note.
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foreach (var maniaPrevious in maniaCurrent.PreviousHitObjects)
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{
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if (maniaPrevious is null)
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continue;
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if (Precision.DefinitelyBigger(maniaPrevious.EndTime, endTime, 1) &&
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Precision.DefinitelyBigger(startTime, maniaPrevious.StartTime, 1))
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{
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holdFactor = 1.25;
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break;
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}
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}
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return 2.0 * holdFactor;
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}
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}
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}
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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.Framework.Utils;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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namespace osu.Game.Rulesets.Mania.Difficulty.Evaluators
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{
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public class OverallStrainEvaluator
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{
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private const double release_threshold = 30;
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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var maniaCurrent = (ManiaDifficultyHitObject)current;
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double startTime = maniaCurrent.StartTime;
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double endTime = maniaCurrent.EndTime;
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bool isOverlapping = false;
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double closestEndTime = Math.Abs(endTime - startTime); // Lowest value we can assume with the current information
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double holdFactor = 1.0; // Factor to all additional strains in case something else is held
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double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
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foreach (var maniaPrevious in maniaCurrent.PreviousHitObjects)
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{
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if (maniaPrevious is null)
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continue;
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// The current note is overlapped if a previous note or end is overlapping the current note body
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isOverlapping |= Precision.DefinitelyBigger(maniaPrevious.EndTime, startTime, 1) &&
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Precision.DefinitelyBigger(endTime, maniaPrevious.EndTime, 1) &&
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Precision.DefinitelyBigger(startTime, maniaPrevious.StartTime, 1);
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// We give a slight bonus to everything if something is held meanwhile
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if (Precision.DefinitelyBigger(maniaPrevious.EndTime, endTime, 1) &&
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Precision.DefinitelyBigger(startTime, maniaPrevious.StartTime, 1))
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holdFactor = 1.25;
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closestEndTime = Math.Min(closestEndTime, Math.Abs(endTime - maniaPrevious.EndTime));
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}
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// The hold addition is given if there was an overlap, however it is only valid if there are no other note with a similar ending.
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// Releasing multiple notes is just as easy as releasing 1. Nerfs the hold addition by half if the closest release is release_threshold away.
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// holdAddition
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// ^
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// 1.0 + - - - - - -+-----------
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// | /
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// 0.5 + - - - - -/ Sigmoid Curve
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// | /|
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// 0.0 +--------+-+---------------> Release Difference / ms
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// release_threshold
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if (isOverlapping)
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holdAddition = DifficultyCalculationUtils.Logistic(x: closestEndTime, multiplier: 0.27, midpointOffset: release_threshold);
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return (1 + holdAddition) * holdFactor;
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}
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}
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}
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@@ -65,13 +65,22 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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var sortedObjects = beatmap.HitObjects.ToArray();
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int totalColumns = ((ManiaBeatmap)beatmap).TotalColumns;
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LegacySortHelper<HitObject>.Sort(sortedObjects, Comparer<HitObject>.Create((a, b) => (int)Math.Round(a.StartTime) - (int)Math.Round(b.StartTime)));
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List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
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List<DifficultyHitObject>[] perColumnObjects = new List<DifficultyHitObject>[totalColumns];
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for (int column = 0; column < totalColumns; column++)
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perColumnObjects[column] = new List<DifficultyHitObject>();
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for (int i = 1; i < sortedObjects.Length; i++)
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objects.Add(new ManiaDifficultyHitObject(sortedObjects[i], sortedObjects[i - 1], clockRate, objects, objects.Count));
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{
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var currentObject = new ManiaDifficultyHitObject(sortedObjects[i], sortedObjects[i - 1], clockRate, objects, perColumnObjects, objects.Count);
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objects.Add(currentObject);
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perColumnObjects[currentObject.Column].Add(currentObject);
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}
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return objects;
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}
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@@ -12,9 +12,59 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Preprocessing
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{
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public new ManiaHitObject BaseObject => (ManiaHitObject)base.BaseObject;
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public ManiaDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, List<DifficultyHitObject> objects, int index)
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private readonly List<DifficultyHitObject>[] perColumnObjects;
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private readonly int columnIndex;
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public readonly int Column;
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// The hit object earlier in time than this note in each column
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public readonly ManiaDifficultyHitObject?[] PreviousHitObjects;
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public readonly double ColumnStrainTime;
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public ManiaDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, List<DifficultyHitObject> objects, List<DifficultyHitObject>[] perColumnObjects, int index)
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: base(hitObject, lastObject, clockRate, objects, index)
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{
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int totalColumns = perColumnObjects.Length;
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this.perColumnObjects = perColumnObjects;
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Column = BaseObject.Column;
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columnIndex = perColumnObjects[Column].Count;
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PreviousHitObjects = new ManiaDifficultyHitObject[totalColumns];
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ColumnStrainTime = StartTime - PrevInColumn(0)?.StartTime ?? StartTime;
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if (index > 0)
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{
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ManiaDifficultyHitObject prevNote = (ManiaDifficultyHitObject)objects[index - 1];
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for (int i = 0; i < prevNote.PreviousHitObjects.Length; i++)
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PreviousHitObjects[i] = prevNote.PreviousHitObjects[i];
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// intentionally depends on processing order to match live.
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PreviousHitObjects[prevNote.Column] = prevNote;
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}
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}
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/// <summary>
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/// The previous object in the same column as this <see cref="ManiaDifficultyHitObject"/>, exclusive of Long Note tails.
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/// </summary>
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/// <param name="backwardsIndex">The number of notes to go back.</param>
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/// <returns>The object in this column <paramref name="backwardsIndex"/> notes back, or null if this is the first note in the column.</returns>
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public ManiaDifficultyHitObject? PrevInColumn(int backwardsIndex)
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{
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int index = columnIndex - (backwardsIndex + 1);
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return index >= 0 && index < perColumnObjects[Column].Count ? (ManiaDifficultyHitObject)perColumnObjects[Column][index] : null;
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}
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/// <summary>
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/// The next object in the same column as this <see cref="ManiaDifficultyHitObject"/>, exclusive of Long Note tails.
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/// </summary>
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/// <param name="forwardsIndex">The number of notes to go forward.</param>
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/// <returns>The object in this column <paramref name="forwardsIndex"/> notes forward, or null if this is the last note in the column.</returns>
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public ManiaDifficultyHitObject? NextInColumn(int forwardsIndex)
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{
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int index = columnIndex + (forwardsIndex + 1);
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return index >= 0 && index < perColumnObjects[Column].Count ? (ManiaDifficultyHitObject)perColumnObjects[Column][index] : null;
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}
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}
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}
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@@ -2,10 +2,9 @@
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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.Framework.Utils;
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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.Difficulty.Utils;
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using osu.Game.Rulesets.Mania.Difficulty.Evaluators;
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mods;
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@@ -15,23 +14,17 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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{
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private const double individual_decay_base = 0.125;
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private const double overall_decay_base = 0.30;
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private const double release_threshold = 30;
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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 1;
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private readonly double[] startTimes;
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private readonly double[] endTimes;
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private readonly double[] individualStrains;
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private double individualStrain;
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private double highestIndividualStrain;
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private double overallStrain;
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public Strain(Mod[] mods, int totalColumns)
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: base(mods)
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{
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startTimes = new double[totalColumns];
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endTimes = new double[totalColumns];
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individualStrains = new double[totalColumns];
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overallStrain = 1;
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}
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@@ -39,65 +32,24 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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var maniaCurrent = (ManiaDifficultyHitObject)current;
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double startTime = maniaCurrent.StartTime;
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double endTime = maniaCurrent.EndTime;
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int column = maniaCurrent.BaseObject.Column;
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bool isOverlapping = false;
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double closestEndTime = Math.Abs(endTime - startTime); // Lowest value we can assume with the current information
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double holdFactor = 1.0; // Factor to all additional strains in case something else is held
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double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
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individualStrains[maniaCurrent.Column] = applyDecay(individualStrains[maniaCurrent.Column], maniaCurrent.ColumnStrainTime, individual_decay_base);
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individualStrains[maniaCurrent.Column] += IndividualStrainEvaluator.EvaluateDifficultyOf(current);
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for (int i = 0; i < endTimes.Length; ++i)
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{
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// The current note is overlapped if a previous note or end is overlapping the current note body
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isOverlapping |= Precision.DefinitelyBigger(endTimes[i], startTime, 1) &&
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Precision.DefinitelyBigger(endTime, endTimes[i], 1) &&
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Precision.DefinitelyBigger(startTime, startTimes[i], 1);
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// Take the hardest individualStrain for notes that happen at the same time (in a chord).
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// This is to ensure the order in which the notes are processed does not affect the resultant total strain.
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highestIndividualStrain = maniaCurrent.DeltaTime <= 1 ? Math.Max(highestIndividualStrain, individualStrains[maniaCurrent.Column]) : individualStrains[maniaCurrent.Column];
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// We give a slight bonus to everything if something is held meanwhile
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if (Precision.DefinitelyBigger(endTimes[i], endTime, 1) &&
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Precision.DefinitelyBigger(startTime, startTimes[i], 1))
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holdFactor = 1.25;
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closestEndTime = Math.Min(closestEndTime, Math.Abs(endTime - endTimes[i]));
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}
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// The hold addition is given if there was an overlap, however it is only valid if there are no other note with a similar ending.
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// Releasing multiple notes is just as easy as releasing 1. Nerfs the hold addition by half if the closest release is release_threshold away.
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// holdAddition
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// ^
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// 1.0 + - - - - - -+-----------
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// | /
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// 0.5 + - - - - -/ Sigmoid Curve
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// | /|
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// 0.0 +--------+-+---------------> Release Difference / ms
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// release_threshold
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if (isOverlapping)
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holdAddition = DifficultyCalculationUtils.Logistic(x: closestEndTime, multiplier: 0.27, midpointOffset: release_threshold);
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// Decay and increase individualStrains in own column
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individualStrains[column] = applyDecay(individualStrains[column], startTime - startTimes[column], individual_decay_base);
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individualStrains[column] += 2.0 * holdFactor;
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// For notes at the same time (in a chord), the individualStrain should be the hardest individualStrain out of those columns
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individualStrain = maniaCurrent.DeltaTime <= 1 ? Math.Max(individualStrain, individualStrains[column]) : individualStrains[column];
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// Decay and increase overallStrain
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overallStrain = applyDecay(overallStrain, current.DeltaTime, overall_decay_base);
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overallStrain += (1 + holdAddition) * holdFactor;
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// Update startTimes and endTimes arrays
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startTimes[column] = startTime;
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endTimes[column] = endTime;
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overallStrain = applyDecay(overallStrain, maniaCurrent.DeltaTime, overall_decay_base);
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overallStrain += OverallStrainEvaluator.EvaluateDifficultyOf(current);
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// By subtracting CurrentStrain, this skill effectively only considers the maximum strain of any one hitobject within each strain section.
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return individualStrain + overallStrain - CurrentStrain;
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return highestIndividualStrain + overallStrain - CurrentStrain;
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}
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protected override double CalculateInitialStrain(double offset, DifficultyHitObject current)
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=> applyDecay(individualStrain, offset - current.Previous(0).StartTime, individual_decay_base)
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+ applyDecay(overallStrain, offset - current.Previous(0).StartTime, overall_decay_base);
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protected override double CalculateInitialStrain(double offset, DifficultyHitObject current) =>
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applyDecay(highestIndividualStrain, offset - current.Previous(0).StartTime, individual_decay_base)
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+ applyDecay(overallStrain, offset - current.Previous(0).StartTime, overall_decay_base);
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private double applyDecay(double value, double deltaTime, double decayBase)
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=> value * Math.Pow(decayBase, deltaTime / 1000);
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