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mirror of https://github.com/ppy/osu.git synced 2024-12-17 17:33:03 +08:00
This commit is contained in:
StanR 2024-09-15 01:12:41 +05:00
parent 5e8174faa8
commit db626f168a

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@ -3,7 +3,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
@ -12,7 +11,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
public static class RhythmEvaluator
{
private readonly struct Island : IEquatable<Island>
private struct Island : IEquatable<Island>
{
private readonly double deltaDifferenceEpsilon;
@ -21,41 +20,39 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
deltaDifferenceEpsilon = epsilon;
}
public Island(int firstDelta, double epsilon)
public Island(int delta, double epsilon)
{
deltaDifferenceEpsilon = epsilon;
AddDelta(firstDelta);
Delta = Math.Max(delta, OsuDifficultyHitObject.MIN_DELTA_TIME);
}
public List<int> Deltas { get; } = new List<int>();
public int Delta { get; private set; }
public int DeltaCount { get; private set; }
public void AddDelta(int delta)
{
double epsilon = deltaDifferenceEpsilon;
int existingDelta = Deltas.FirstOrDefault(x => Math.Abs(x - delta) >= epsilon);
if (Delta == default)
Delta = Math.Max(delta, OsuDifficultyHitObject.MIN_DELTA_TIME);
Deltas.Add(existingDelta == default ? delta : existingDelta);
DeltaCount++;
}
public double AverageDelta() => Deltas.Count > 0 ? Math.Max(Deltas.Average(), OsuDifficultyHitObject.MIN_DELTA_TIME) : 0;
public bool IsSimilarPolarity(Island other)
{
// consider islands to be of similar polarity only if they're having the same average delta (we don't want to consider 3 singletaps similar to a triple)
return Math.Abs(AverageDelta() - other.AverageDelta()) < deltaDifferenceEpsilon &&
Deltas.Count % 2 == other.Deltas.Count % 2;
return DeltaCount % 2 == other.DeltaCount % 2 &&
Math.Abs(Delta - other.Delta) < deltaDifferenceEpsilon;
}
public override int GetHashCode()
{
// we need to compare all deltas and they must be in the exact same order we added them
string joinedDeltas = string.Join(string.Empty, Deltas);
return joinedDeltas.GetHashCode();
return HashCode.Combine(Delta, DeltaCount);
}
public bool Equals(Island other)
{
return other.GetHashCode() == GetHashCode();
return Math.Abs(Delta - other.Delta) < deltaDifferenceEpsilon &&
DeltaCount == other.DeltaCount;
}
public override bool Equals(object? obj)
@ -113,7 +110,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
double prevDelta = prevObj.StrainTime;
double lastDelta = lastObj.StrainTime;
double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses.
// calculate how much current delta difference deserves a rhythm bonus
// this function is meant to reduce rhythm bonus for deltas that are multiples of each other (i.e 100 and 200)
double deltaDifferenceRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta);
double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / deltaDifferenceRatio), 2));
double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - deltaDifferenceEpsilon) / deltaDifferenceEpsilon);
@ -121,7 +121,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
if (firstDeltaSwitch)
{
if (!(Math.Abs(prevDelta - currDelta) > deltaDifferenceEpsilon))
if (Math.Abs(prevDelta - currDelta) < deltaDifferenceEpsilon)
{
// island is still progressing
island.AddDelta((int)currDelta);
@ -146,7 +146,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
effectiveRatio *= 0.125;
// singletaps are easier to control
if (island.Deltas.Count == 1)
if (island.DeltaCount == 1)
effectiveRatio *= 0.7;
if (!islandCounts.TryAdd(island, 1))
@ -156,7 +156,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
islandCounts[island]++;
// repeated island (ex: triplet -> triplet)
double power = logistic(island.AverageDelta(), 4, 0.165, 10);
double power = logistic(island.Delta, 4, 0.165, 10);
effectiveRatio *= Math.Min(3.0 / islandCounts[island], Math.Pow(1.0 / islandCounts[island], power));
}