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Implement a bunch of rhythm difficulty calculation fixes
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@ -2,6 +2,8 @@
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// See the LICENCE file in the repository root for full licence text.
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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 System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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@ -10,21 +12,65 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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{
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public static class RhythmEvaluator
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public static class RhythmEvaluator
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{
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{
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private const int history_time_max = 5000; // 5 seconds of calculatingRhythmBonus max.
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private readonly struct Island : IEquatable<Island>
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private const double rhythm_multiplier = 0.75;
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{
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public Island()
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{
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}
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public Island(int firstDelta, double epsilon)
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{
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AddDelta(firstDelta, epsilon);
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}
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public List<int> Deltas { get; } = new List<int>();
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public void AddDelta(int delta, double epsilon)
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{
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int existingDelta = Deltas.FirstOrDefault(x => Math.Abs(x - delta) >= epsilon);
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Deltas.Add(existingDelta == default ? delta : existingDelta);
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}
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public double AverageDelta() => Math.Max(Deltas.Average(), OsuDifficultyHitObject.MIN_DELTA_TIME);
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public override int GetHashCode()
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{
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// we need to compare all deltas and they must be in the exact same order we added them
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string joinedDeltas = string.Join(string.Empty, Deltas);
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return joinedDeltas.GetHashCode();
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}
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public bool Equals(Island other)
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{
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return other.GetHashCode() == GetHashCode();
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}
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public override bool Equals(object? obj)
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{
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return obj?.GetHashCode() == GetHashCode();
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}
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}
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private const int history_time_max = 5 * 1000; // 5 seconds of calculatingRhythmBonus max.
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private const double rhythm_multiplier = 1.14;
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private const int max_island_size = 7;
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/// <summary>
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/// <summary>
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/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
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/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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{
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Dictionary<Island, int> islandCounts = new Dictionary<Island, int>();
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if (current.BaseObject is Spinner)
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if (current.BaseObject is Spinner)
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return 0;
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return 0;
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int previousIslandSize = 0;
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double rhythmComplexitySum = 0;
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double rhythmComplexitySum = 0;
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int islandSize = 1;
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var island = new Island();
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var previousIsland = new Island();
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double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms
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double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms
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bool firstDeltaSwitch = false;
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bool firstDeltaSwitch = false;
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@ -50,6 +96,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double currDelta = currObj.StrainTime;
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double currDelta = currObj.StrainTime;
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double prevDelta = prevObj.StrainTime;
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double prevDelta = prevObj.StrainTime;
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double lastDelta = lastObj.StrainTime;
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double lastDelta = lastObj.StrainTime;
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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.
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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.
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double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - currObj.HitWindowGreat * 0.3) / (currObj.HitWindowGreat * 0.3));
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double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - currObj.HitWindowGreat * 0.3) / (currObj.HitWindowGreat * 0.3));
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@ -58,12 +105,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double effectiveRatio = windowPenalty * currRatio;
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double effectiveRatio = windowPenalty * currRatio;
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double deltaDifferenceEpsilon = currObj.HitWindowGreat * 0.3;
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if (firstDeltaSwitch)
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if (firstDeltaSwitch)
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{
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{
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if (!(prevDelta > 1.25 * currDelta || prevDelta * 1.25 < currDelta))
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if (!(Math.Abs(prevDelta - currDelta) > deltaDifferenceEpsilon))
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{
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{
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if (islandSize < 7)
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if (island.Deltas.Count < max_island_size)
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islandSize++; // island is still progressing, count size.
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{
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// island is still progressing
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island.AddDelta((int)currDelta, deltaDifferenceEpsilon);
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}
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}
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}
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else
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else
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{
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{
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@ -73,33 +125,44 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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if (prevObj.BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle
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if (prevObj.BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle
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effectiveRatio *= 0.25;
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effectiveRatio *= 0.25;
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if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet)
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if (previousIsland.Deltas.Count % 2 == island.Deltas.Count % 2) // repeated island polartiy (2 -> 4, 3 -> 5)
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effectiveRatio *= 0.25;
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if (previousIslandSize % 2 == islandSize % 2) // repeated island polartiy (2 -> 4, 3 -> 5)
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effectiveRatio *= 0.50;
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effectiveRatio *= 0.50;
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if (lastDelta > prevDelta + 10 && prevDelta > currDelta + 10) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
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if (lastDelta > prevDelta + deltaDifferenceEpsilon && prevDelta > currDelta + deltaDifferenceEpsilon) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
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effectiveRatio *= 0.125;
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effectiveRatio *= 0.125;
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rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay * Math.Sqrt(4 + islandSize) / 2 * Math.Sqrt(4 + previousIslandSize) / 2;
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if (islandCounts.ContainsKey(island))
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{
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islandCounts[island]++;
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// repeated island (ex: triplet -> triplet)
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double power = Math.Max(0.75, logistic(island.AverageDelta(), 3, 0.15, 9));
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effectiveRatio *= Math.Pow(1.0 / islandCounts[island], power);
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}
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else
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{
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islandCounts.Add(island, 1);
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}
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rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay;
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startRatio = effectiveRatio;
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startRatio = effectiveRatio;
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previousIslandSize = islandSize; // log the last island size.
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previousIsland = island;
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if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting
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if (prevDelta + deltaDifferenceEpsilon < currDelta) // we're slowing down, stop counting
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firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.
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firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.
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islandSize = 1;
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island = new Island((int)currDelta, deltaDifferenceEpsilon);
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}
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}
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}
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}
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else if (prevDelta > 1.25 * currDelta) // we want to be speeding up.
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else if (prevDelta > currDelta + deltaDifferenceEpsilon) // we want to be speeding up.
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{
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{
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// Begin counting island until we change speed again.
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// Begin counting island until we change speed again.
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firstDeltaSwitch = true;
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firstDeltaSwitch = true;
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startRatio = effectiveRatio;
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startRatio = effectiveRatio;
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islandSize = 1;
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island = new Island((int)currDelta, deltaDifferenceEpsilon);
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}
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}
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lastObj = prevObj;
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lastObj = prevObj;
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@ -108,5 +171,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)
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return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)
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}
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}
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private static double logistic(double x, double maxValue, double multiplier, double offset) => (maxValue / (1 + Math.Pow(Math.E, offset - multiplier * x)));
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}
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}
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}
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}
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@ -20,7 +20,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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/// </summary>
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/// </summary>
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public const int NORMALISED_RADIUS = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
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public const int NORMALISED_RADIUS = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
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private const int min_delta_time = 25;
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public const int MIN_DELTA_TIME = 25;
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private const float maximum_slider_radius = NORMALISED_RADIUS * 2.4f;
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private const float maximum_slider_radius = NORMALISED_RADIUS * 2.4f;
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private const float assumed_slider_radius = NORMALISED_RADIUS * 1.8f;
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private const float assumed_slider_radius = NORMALISED_RADIUS * 1.8f;
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@ -93,7 +94,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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this.lastObject = (OsuHitObject)lastObject;
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this.lastObject = (OsuHitObject)lastObject;
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// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
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// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
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StrainTime = Math.Max(DeltaTime, min_delta_time);
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StrainTime = Math.Max(DeltaTime, MIN_DELTA_TIME);
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if (BaseObject is Slider sliderObject)
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if (BaseObject is Slider sliderObject)
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{
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{
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@ -143,7 +144,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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computeSliderCursorPosition(currentSlider);
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computeSliderCursorPosition(currentSlider);
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// Bonus for repeat sliders until a better per nested object strain system can be achieved.
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// Bonus for repeat sliders until a better per nested object strain system can be achieved.
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TravelDistance = currentSlider.LazyTravelDistance * (float)Math.Pow(1 + currentSlider.RepeatCount / 2.5, 1.0 / 2.5);
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TravelDistance = currentSlider.LazyTravelDistance * (float)Math.Pow(1 + currentSlider.RepeatCount / 2.5, 1.0 / 2.5);
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TravelTime = Math.Max(currentSlider.LazyTravelTime / clockRate, min_delta_time);
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TravelTime = Math.Max(currentSlider.LazyTravelTime / clockRate, MIN_DELTA_TIME);
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}
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}
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// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner
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// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner
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@ -167,8 +168,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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if (lastObject is Slider lastSlider)
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if (lastObject is Slider lastSlider)
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{
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{
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double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
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double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, MIN_DELTA_TIME);
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MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, min_delta_time);
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MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, MIN_DELTA_TIME);
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//
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//
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// There are two types of slider-to-object patterns to consider in order to better approximate the real movement a player will take to jump between the hitobjects.
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// There are two types of slider-to-object patterns to consider in order to better approximate the real movement a player will take to jump between the hitobjects.
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