diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Skills/CombinedStrain.cs b/osu.Game.Rulesets.Taiko/Difficulty/Skills/CombinedStrain.cs
new file mode 100644
index 0000000000..e5052c3359
--- /dev/null
+++ b/osu.Game.Rulesets.Taiko/Difficulty/Skills/CombinedStrain.cs
@@ -0,0 +1,86 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using osu.Game.Rulesets.Difficulty.Preprocessing;
+using osu.Game.Rulesets.Difficulty.Skills;
+using osu.Game.Rulesets.Mods;
+
+namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
+{
+ public class CombinedStrain : Skill
+ {
+ private const double rhythm_skill_multiplier = 0.017;
+ private const double colour_skill_multiplier = 0.026;
+ private const double stamina_skill_multiplier = 0.018;
+
+ private Rhythm rhythm;
+ private Colour colour;
+ private Stamina stamina;
+
+ public double ColourDifficultyValue => colour.DifficultyValue() * colour_skill_multiplier;
+ public double RhythmDifficultyValue => rhythm.DifficultyValue() * rhythm_skill_multiplier;
+ public double StaminaDifficultyValue => stamina.DifficultyValue() * stamina_skill_multiplier;
+
+ public CombinedStrain(Mod[] mods) : base(mods)
+ {
+ rhythm = new Rhythm(mods);
+ colour = new Colour(mods);
+ stamina = new Stamina(mods);
+ }
+
+ ///
+ /// Returns the p-norm of an n-dimensional vector.
+ ///
+ /// The value of p to calculate the norm for.
+ /// The coefficients of the vector.
+ private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
+
+ public override void Process(DifficultyHitObject current)
+ {
+ rhythm.Process(current);
+ colour.Process(current);
+ stamina.Process(current);
+ }
+
+ ///
+ /// Returns the combined star rating of the beatmap, calculated using peak strains from all sections of the map.
+ ///
+ ///
+ /// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
+ /// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
+ ///
+ public override double DifficultyValue()
+ {
+ List peaks = new List();
+
+ var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
+ var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
+ var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
+
+ for (int i = 0; i < colourPeaks.Count; i++)
+ {
+ double colourPeak = colourPeaks[i] * colour_skill_multiplier;
+ double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
+ double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier;
+
+ double peak = norm(2, colourPeak, rhythmPeak, staminaPeak);
+
+ // Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
+ // These sections will not contribute to the difficulty.
+ if (peak > 0)
+ peaks.Add(peak);
+ }
+
+ double difficulty = 0;
+ double weight = 1;
+
+ foreach (double strain in peaks.OrderByDescending(d => d))
+ {
+ difficulty += strain * weight;
+ weight *= 0.9;
+ }
+
+ return difficulty;
+ }
+ }
+}
\ No newline at end of file
diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs
index 706fde77d2..f4a23930b3 100644
--- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs
+++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs
@@ -20,21 +20,18 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
{
public class TaikoDifficultyCalculator : DifficultyCalculator
{
- private const double rhythm_skill_multiplier = 0.017;
- private const double colour_skill_multiplier = 0.026;
- private const double stamina_skill_multiplier = 0.018;
-
public TaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
- protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[]
+ protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
{
- new Colour(mods),
- new Rhythm(mods),
- new Stamina(mods)
- };
+ return new Skill[]
+ {
+ new CombinedStrain(mods)
+ };
+ }
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{
@@ -71,27 +68,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (beatmap.HitObjects.Count == 0)
return new TaikoDifficultyAttributes { Mods = mods };
- var colour = (Colour)skills[0];
- var rhythm = (Rhythm)skills[1];
- var stamina = (Stamina)skills[2];
+ var combined = (CombinedStrain)skills[0];
- double colourRating = colour.DifficultyValue() * colour_skill_multiplier;
- double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier;
- double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier;
+ double colourRating = combined.ColourDifficultyValue;
+ double rhythmRating = combined.RhythmDifficultyValue;
+ double staminaRating = combined.StaminaDifficultyValue;
- // double staminaPenalty = simpleColourPenalty(staminaRating, colourRating);
- // staminaRating *= staminaPenalty;
-
- //TODO : This is a temporary fix for the stamina rating of converts, due to their low colour variance.
- // if (beatmap.BeatmapInfo.Ruleset.OnlineID == 0 && colourRating < 0.05)
- // {
- // staminaPenalty *= 0.25;
- // }
-
- double combinedRating = locallyCombinedDifficulty(colour, rhythm, stamina);
- // double separatedRating = norm(2, colourRating, rhythmRating, staminaRating);
- double starRating = 1.9 * combinedRating;
- starRating = rescale(starRating);
+ double starRating = rescale(1.9 * combined.DifficultyValue());
HitWindows hitWindows = new TaikoHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
@@ -108,68 +91,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
};
}
- ///
- /// Calculates the penalty for the stamina skill for maps with low colour difficulty.
- ///
- ///
- /// Some maps (especially converts) can be easy to read despite a high note density.
- /// This penalty aims to reduce the star rating of such maps by factoring in colour difficulty to the stamina skill.
- ///
- private double simpleColourPenalty(double staminaDifficulty, double colorDifficulty)
- {
- if (colorDifficulty <= 0) return 0.79 - 0.25;
-
- return 0.79 - Math.Atan(staminaDifficulty / colorDifficulty - 12) / Math.PI / 2;
- }
-
- ///
- /// Returns the p-norm of an n-dimensional vector.
- ///
- /// The value of p to calculate the norm for.
- /// The coefficients of the vector.
- private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
-
- ///
- /// Returns the partial star rating of the beatmap, calculated using peak strains from all sections of the map.
- ///
- ///
- /// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
- /// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
- ///
- private double locallyCombinedDifficulty(Colour colour, Rhythm rhythm, Stamina stamina)
- {
- List peaks = new List();
-
- var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
- var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
- var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
-
- for (int i = 0; i < colourPeaks.Count; i++)
- {
- double colourPeak = colourPeaks[i] * colour_skill_multiplier;
- double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
- double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier;
-
- double peak = norm(2, colourPeak, rhythmPeak, staminaPeak);
-
- // Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
- // These sections will not contribute to the difficulty.
- if (peak > 0)
- peaks.Add(peak);
- }
-
- double difficulty = 0;
- double weight = 1;
-
- foreach (double strain in peaks.OrderByDescending(d => d))
- {
- difficulty += strain * weight;
- weight *= 0.9;
- }
-
- return difficulty;
- }
-
///
/// Applies a final re-scaling of the star rating to bring maps with recorded full combos below 9.5 stars.
///