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Use past objects for note density

This commit is contained in:
apollo-dw 2022-08-10 19:09:42 +01:00
parent 3c38c9e2a7
commit e6193e8b98

View File

@ -3,6 +3,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using FFmpeg.AutoGen;
using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Extensions.ObjectExtensions;
using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
@ -12,6 +13,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{ {
public static class CognitionEvaluator public static class CognitionEvaluator
{ {
private const double cognition_window_size = 2000;
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden) public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden)
{ {
if (current.BaseObject is Spinner || current.Index == 0) if (current.BaseObject is Spinner || current.Index == 0)
@ -20,44 +23,33 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
var currObj = (OsuDifficultyHitObject)current; var currObj = (OsuDifficultyHitObject)current;
double currVelocity = currObj.LazyJumpDistance / currObj.StrainTime; double currVelocity = currObj.LazyJumpDistance / currObj.StrainTime;
List<DifficultyHitObject> pastVisibleObjects = retrievePastVisibleObjects(currObj); List<OsuDifficultyHitObject> pastVisibleObjects = retrievePastVisibleObjects(currObj);
List<DifficultyHitObject> currentVisibleObjects = retrieveCurrentVisibleObjects(currObj); List<OsuDifficultyHitObject> currentVisibleObjects = retrieveCurrentVisibleObjects(currObj);
// Rather than note density being the number of on-screen objects visible at the current object, // Rather than note density being the number of on-screen objects visible at the current object,
// consider it as how many objects the current object has been visible for. // consider it as how many objects the current object has been visible for.
double noteDensity = 1.0; double noteDensityDifficulty = 1.0;
double loopOpacity = 1.0; foreach (var loopObj in pastVisibleObjects)
int previousIndex = 0;
while (loopOpacity > 0)
{ {
var loopObj = (OsuDifficultyHitObject)currObj.Previous(previousIndex); var prevLoopObj = (OsuDifficultyHitObject)loopObj.Previous(0);
if (loopObj.IsNull()) double loopDifficulty = currObj.OpacityAt(loopObj.BaseObject.StartTime, false);
break;
loopOpacity = currObj.OpacityAt(loopObj.StartTime, false); // Small distances means objects may be cheesed, so it doesn't matter whether they are arranged confusingly.
loopDifficulty *= logistic((loopObj.MinimumJumpDistance - 125) / 15);
if (loopOpacity <= 0) // Objects that are arranged in a mostly-linear fashion should be easy to read (such as circles in a stream).
break; //if (loopObj.Angle.IsNotNull() && prevLoopObj.Angle.IsNotNull())
// loopDifficulty *= 1 - Math.Pow(Math.Sin(0.5 * loopObj.Angle.Value), 5);
noteDensity += loopOpacity; noteDensityDifficulty += loopDifficulty;
previousIndex++;
} }
double noteDensityDifficulty = Math.Pow(Math.Max(0, noteDensity - 2), 2); noteDensityDifficulty = Math.Pow(3 * Math.Log(Math.Max(1, noteDensityDifficulty - 1)), 2.3);
double hiddenDifficulty = 0; double hiddenDifficulty = 0;
if (hidden)
{
noteDensityDifficulty *= 3.2;
// Really not sure about this, but without this a lot of normal HD plays become underweight.
hiddenDifficulty = 7 * currObj.LazyJumpDistance / currObj.StrainTime;
}
double preemptDifficulty = 0.0; double preemptDifficulty = 0.0;
if (currObj.preempt < 400) if (currObj.preempt < 400)
preemptDifficulty += Math.Pow(400 - currObj.preempt, 1.5) / 14; preemptDifficulty += Math.Pow(400 - currObj.preempt, 1.5) / 14;
@ -72,18 +64,18 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
// Returns a list of objects that are visible on screen at // Returns a list of objects that are visible on screen at
// the point in time at which the current object becomes visible. // the point in time at which the current object becomes visible.
private static List<DifficultyHitObject> retrievePastVisibleObjects(OsuDifficultyHitObject current) private static List<OsuDifficultyHitObject> retrievePastVisibleObjects(OsuDifficultyHitObject current)
{ {
List<DifficultyHitObject> objects = new List<DifficultyHitObject>(); List<OsuDifficultyHitObject> objects = new List<OsuDifficultyHitObject>();
for (int i = 0; i < current.Index; i++) for (int i = 0; i < current.Index; i++)
{ {
DifficultyHitObject currentObj = current.Previous(i); OsuDifficultyHitObject loopObj = (OsuDifficultyHitObject)current.Previous(i);
if (current.OpacityAt(currentObj.StartTime, false) <= 0) if (loopObj.IsNull() || current.StartTime - loopObj.StartTime > cognition_window_size)
break; break;
objects.Add(currentObj); objects.Add(loopObj);
} }
return objects; return objects;
@ -91,18 +83,18 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
// Returns a list of objects that are visible on screen at // Returns a list of objects that are visible on screen at
// the point in time at which the current object needs is clicked. // the point in time at which the current object needs is clicked.
private static List<DifficultyHitObject> retrieveCurrentVisibleObjects(OsuDifficultyHitObject current) private static List<OsuDifficultyHitObject> retrieveCurrentVisibleObjects(OsuDifficultyHitObject current)
{ {
List<DifficultyHitObject> objects = new List<DifficultyHitObject>(); List<OsuDifficultyHitObject> objects = new List<OsuDifficultyHitObject>();
for (int i = 0; i < current.Count; i++) for (int i = 0; i < current.Count; i++)
{ {
OsuDifficultyHitObject currentObj = (OsuDifficultyHitObject)current.Next(i); OsuDifficultyHitObject loopObj = (OsuDifficultyHitObject)current.Next(i);
if (currentObj.IsNull() || currentObj.OpacityAt(current.StartTime, false) <= 0) if (loopObj.IsNull() || (loopObj.StartTime - current.StartTime) > cognition_window_size)
break; break;
objects.Add(currentObj); objects.Add(loopObj);
} }
return objects; return objects;