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Merge pull request #2124 from Poyo-SSB/mania-difficulty
Implement mania star difficulty calculation
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commit
d88fb7608f
@ -4,18 +4,142 @@
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mods;
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using System;
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using System.Collections.Generic;
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namespace osu.Game.Rulesets.Mania
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{
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public class ManiaDifficultyCalculator : DifficultyCalculator<ManiaHitObject>
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internal class ManiaDifficultyCalculator : DifficultyCalculator<ManiaHitObject>
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{
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private const double star_scaling_factor = 0.018;
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/// <summary>
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/// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size strain_step.
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/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
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/// The higher this value, the less strains there will be, indirectly giving long beatmaps an advantage.
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/// </summary>
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private const double strain_step = 400;
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/// <summary>
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/// The weighting of each strain value decays to this number * it's previous value
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/// </summary>
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private const double decay_weight = 0.9;
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/// <summary>
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/// HitObjects are stored as a member variable.
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/// </summary>
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private readonly List<ManiaHitObjectDifficulty> difficultyHitObjects = new List<ManiaHitObjectDifficulty>();
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public ManiaDifficultyCalculator(Beatmap beatmap)
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: base(beatmap)
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{
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}
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null) => 0;
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public ManiaDifficultyCalculator(Beatmap beatmap, Mod[] mods)
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: base(beatmap, mods)
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{
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}
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
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{
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// Fill our custom DifficultyHitObject class, that carries additional information
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difficultyHitObjects.Clear();
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int columnCount = (Beatmap as ManiaBeatmap)?.TotalColumns ?? 7;
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foreach (var hitObject in Beatmap.HitObjects)
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difficultyHitObjects.Add(new ManiaHitObjectDifficulty(hitObject, columnCount));
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// Sort DifficultyHitObjects by StartTime of the HitObjects - just to make sure.
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difficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime));
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if (!calculateStrainValues())
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return 0;
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double starRating = calculateDifficulty() * star_scaling_factor;
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categoryDifficulty?.Add("Strain", starRating);
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return starRating;
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}
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private bool calculateStrainValues()
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{
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// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
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using (List<ManiaHitObjectDifficulty>.Enumerator hitObjectsEnumerator = difficultyHitObjects.GetEnumerator())
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{
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if (!hitObjectsEnumerator.MoveNext())
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return false;
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ManiaHitObjectDifficulty current = hitObjectsEnumerator.Current;
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// First hitObject starts at strain 1. 1 is the default for strain values, so we don't need to set it here. See DifficultyHitObject.
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while (hitObjectsEnumerator.MoveNext())
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{
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var next = hitObjectsEnumerator.Current;
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next?.CalculateStrains(current, TimeRate);
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current = next;
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}
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return true;
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}
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}
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private double calculateDifficulty()
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{
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double actualStrainStep = strain_step * TimeRate;
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// Find the highest strain value within each strain step
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List<double> highestStrains = new List<double>();
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double intervalEndTime = actualStrainStep;
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double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval
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ManiaHitObjectDifficulty previousHitObject = null;
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foreach (var hitObject in difficultyHitObjects)
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{
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// While we are beyond the current interval push the currently available maximum to our strain list
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while (hitObject.BaseHitObject.StartTime > intervalEndTime)
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{
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highestStrains.Add(maximumStrain);
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// The maximum strain of the next interval is not zero by default! We need to take the last hitObject we encountered, take its strain and apply the decay
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// until the beginning of the next interval.
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if (previousHitObject == null)
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{
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maximumStrain = 0;
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}
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else
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{
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double individualDecay = Math.Pow(ManiaHitObjectDifficulty.INDIVIDUAL_DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000);
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double overallDecay = Math.Pow(ManiaHitObjectDifficulty.OVERALL_DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000);
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maximumStrain = previousHitObject.IndividualStrain * individualDecay + previousHitObject.OverallStrain * overallDecay;
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}
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// Go to the next time interval
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intervalEndTime += actualStrainStep;
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}
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// Obtain maximum strain
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double strain = hitObject.IndividualStrain + hitObject.OverallStrain;
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maximumStrain = Math.Max(strain, maximumStrain);
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previousHitObject = hitObject;
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}
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// Build the weighted sum over the highest strains for each interval
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double difficulty = 0;
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double weight = 1;
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highestStrains.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
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foreach (double strain in highestStrains)
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{
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difficulty += weight * strain;
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weight *= decay_weight;
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}
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return difficulty;
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}
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protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter(Beatmap beatmap) => new ManiaBeatmapConverter(true, beatmap);
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}
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@ -113,7 +113,7 @@ namespace osu.Game.Rulesets.Mania
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public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_mania_o };
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public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap, Mod[] mods = null) => new ManiaDifficultyCalculator(beatmap);
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public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap, Mod[] mods = null) => new ManiaDifficultyCalculator(beatmap, mods);
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public override int? LegacyID => 3;
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113
osu.Game.Rulesets.Mania/Objects/ManiaHitObjectDifficulty.cs
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113
osu.Game.Rulesets.Mania/Objects/ManiaHitObjectDifficulty.cs
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@ -0,0 +1,113 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Objects.Types;
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using System;
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namespace osu.Game.Rulesets.Mania.Objects
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{
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internal class ManiaHitObjectDifficulty
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{
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/// <summary>
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/// Factor by how much individual / overall strain decays per second.
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/// </summary>
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/// <remarks>
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/// These values are results of tweaking a lot and taking into account general feedback.
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/// </remarks>
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internal const double INDIVIDUAL_DECAY_BASE = 0.125;
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internal const double OVERALL_DECAY_BASE = 0.30;
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internal ManiaHitObject BaseHitObject;
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private readonly int beatmapColumnCount;
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private readonly double endTime;
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private readonly double[] heldUntil;
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/// <summary>
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/// Measures jacks or more generally: repeated presses of the same button
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/// </summary>
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private readonly double[] individualStrains;
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internal double IndividualStrain
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{
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get
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{
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return individualStrains[BaseHitObject.Column];
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}
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set
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{
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individualStrains[BaseHitObject.Column] = value;
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}
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}
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/// <summary>
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/// Measures note density in a way
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/// </summary>
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internal double OverallStrain = 1;
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public ManiaHitObjectDifficulty(ManiaHitObject baseHitObject, int columnCount)
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{
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BaseHitObject = baseHitObject;
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endTime = (baseHitObject as IHasEndTime)?.EndTime ?? baseHitObject.StartTime;
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beatmapColumnCount = columnCount;
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heldUntil = new double[beatmapColumnCount];
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individualStrains = new double[beatmapColumnCount];
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for (int i = 0; i < beatmapColumnCount; ++i)
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{
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individualStrains[i] = 0;
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heldUntil[i] = 0;
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}
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}
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internal void CalculateStrains(ManiaHitObjectDifficulty previousHitObject, double timeRate)
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{
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// TODO: Factor in holds
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double timeElapsed = (BaseHitObject.StartTime - previousHitObject.BaseHitObject.StartTime) / timeRate;
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double individualDecay = Math.Pow(INDIVIDUAL_DECAY_BASE, timeElapsed / 1000);
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double overallDecay = Math.Pow(OVERALL_DECAY_BASE, timeElapsed / 1000);
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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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// Fill up the heldUntil array
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for (int i = 0; i < beatmapColumnCount; ++i)
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{
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heldUntil[i] = previousHitObject.heldUntil[i];
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// If there is at least one other overlapping end or note, then we get an addition, buuuuuut...
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if (BaseHitObject.StartTime < heldUntil[i] && endTime > heldUntil[i])
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{
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holdAddition = 1.0;
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}
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// ... this addition only is valid if there is _no_ other note with the same ending. Releasing multiple notes at the same time is just as easy as releasing 1
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if (endTime == heldUntil[i])
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{
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holdAddition = 0;
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}
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// We give a slight bonus to everything if something is held meanwhile
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if (heldUntil[i] > endTime)
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{
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holdFactor = 1.25;
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}
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// Decay individual strains
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individualStrains[i] = previousHitObject.individualStrains[i] * individualDecay;
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}
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heldUntil[BaseHitObject.Column] = endTime;
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// Increase individual strain in own column
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IndividualStrain += 2.0 * holdFactor;
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OverallStrain = previousHitObject.OverallStrain * overallDecay + (1.0 + holdAddition) * holdFactor;
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}
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}
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}
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@ -115,6 +115,7 @@
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<Compile Include="Objects\Drawables\Pieces\GlowPiece.cs" />
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<Compile Include="Objects\Drawables\Pieces\LaneGlowPiece.cs" />
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<Compile Include="Objects\Drawables\Pieces\NotePiece.cs" />
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<Compile Include="Objects\ManiaHitObjectDifficulty.cs" />
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<Compile Include="Objects\Types\IHasColumn.cs" />
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<Compile Include="Replays\ManiaAutoGenerator.cs" />
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<Compile Include="Replays\ManiaFramedReplayInputHandler.cs" />
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@ -24,9 +24,15 @@ namespace osu.Game.Beatmaps
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protected DifficultyCalculator(Beatmap beatmap, Mod[] mods = null)
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{
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Beatmap = CreateBeatmapConverter(beatmap).Convert(beatmap);
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Mods = mods ?? new Mod[0];
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var converter = CreateBeatmapConverter(beatmap);
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foreach (var mod in Mods.OfType<IApplicableToBeatmapConverter<T>>())
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mod.ApplyToBeatmapConverter(converter);
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Beatmap = converter.Convert(beatmap);
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ApplyMods(Mods);
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PreprocessHitObjects();
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@ -2,7 +2,9 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Scoring
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@ -23,9 +25,15 @@ namespace osu.Game.Rulesets.Scoring
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protected PerformanceCalculator(Ruleset ruleset, Beatmap beatmap, Score score)
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{
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Beatmap = CreateBeatmapConverter().Convert(beatmap);
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Score = score;
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var converter = CreateBeatmapConverter();
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foreach (var mod in score.Mods.OfType<IApplicableToBeatmapConverter<TObject>>())
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mod.ApplyToBeatmapConverter(converter);
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Beatmap = converter.Convert(beatmap);
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var diffCalc = ruleset.CreateDifficultyCalculator(beatmap, score.Mods);
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diffCalc.Calculate(attributes);
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}
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