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Implement Reading
Skill into osu!taiko (#31208)
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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{
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public static class ReadingEvaluator
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{
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private readonly struct VelocityRange
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{
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public double Min { get; }
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public double Max { get; }
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public double Center => (Max + Min) / 2;
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public double Range => Max - Min;
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public VelocityRange(double min, double max)
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{
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Min = min;
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Max = max;
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}
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}
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/// <summary>
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/// Calculates the influence of higher slider velocities on hitobject difficulty.
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/// The bonus is determined based on the EffectiveBPM, shifting within a defined range
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/// between the upper and lower boundaries to reflect how increased slider velocity impacts difficulty.
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/// </summary>
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/// <param name="noteObject">The hit object to evaluate.</param>
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/// <returns>The reading difficulty value for the given hit object.</returns>
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public static double EvaluateDifficultyOf(TaikoDifficultyHitObject noteObject)
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{
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double effectiveBPM = noteObject.EffectiveBPM;
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var highVelocity = new VelocityRange(480, 640);
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var midVelocity = new VelocityRange(360, 480);
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return 1.0 * DifficultyCalculationUtils.Logistic(effectiveBPM, highVelocity.Center, 1.0 / (highVelocity.Range / 10))
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+ 0.5 * DifficultyCalculationUtils.Logistic(effectiveBPM, midVelocity.Center, 1.0 / (midVelocity.Range / 10));
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}
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}
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}
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Reading
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{
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public class EffectiveBPMPreprocessor
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{
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private readonly IList<TaikoDifficultyHitObject> noteObjects;
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private readonly double globalSliderVelocity;
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public EffectiveBPMPreprocessor(IBeatmap beatmap, List<TaikoDifficultyHitObject> noteObjects)
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{
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this.noteObjects = noteObjects;
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globalSliderVelocity = beatmap.Difficulty.SliderMultiplier;
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}
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/// <summary>
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/// Calculates and sets the effective BPM and slider velocity for each note object, considering clock rate and scroll speed.
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/// </summary>
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public void ProcessEffectiveBPM(ControlPointInfo controlPointInfo, double clockRate)
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{
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foreach (var currentNoteObject in noteObjects)
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{
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double startTime = currentNoteObject.StartTime * clockRate;
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// Retrieve the timing point at the note's start time
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TimingControlPoint currentControlPoint = controlPointInfo.TimingPointAt(startTime);
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// Calculate the slider velocity at the note's start time.
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double currentSliderVelocity = calculateSliderVelocity(controlPointInfo, startTime, clockRate);
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currentNoteObject.CurrentSliderVelocity = currentSliderVelocity;
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currentNoteObject.EffectiveBPM = currentControlPoint.BPM * currentSliderVelocity;
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}
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}
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/// <summary>
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/// Calculates the slider velocity based on control point info and clock rate.
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/// </summary>
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private double calculateSliderVelocity(ControlPointInfo controlPointInfo, double startTime, double clockRate)
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{
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var activeEffectControlPoint = controlPointInfo.EffectPointAt(startTime);
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return globalSliderVelocity * (activeEffectControlPoint.ScrollSpeed) * clockRate;
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}
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}
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}
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@ -48,6 +48,16 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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/// </summary>
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public readonly TaikoDifficultyHitObjectColour Colour;
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/// <summary>
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/// The adjusted BPM of this hit object, based on its slider velocity and scroll speed.
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/// </summary>
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public double EffectiveBPM;
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/// <summary>
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/// The current slider velocity of this hit object.
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/// </summary>
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public double CurrentSliderVelocity;
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/// <summary>
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/// Creates a new difficulty hit object.
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/// </summary>
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44
osu.Game.Rulesets.Taiko/Difficulty/Skills/Reading.cs
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44
osu.Game.Rulesets.Taiko/Difficulty/Skills/Reading.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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/// <summary>
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/// Calculates the reading coefficient of taiko difficulty.
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/// </summary>
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public class Reading : StrainDecaySkill
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{
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protected override double SkillMultiplier => 1.0;
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protected override double StrainDecayBase => 0.4;
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private double currentStrain;
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public Reading(Mod[] mods)
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: base(mods)
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{
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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// Drum Rolls and Swells are exempt.
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if (current.BaseObject is not Hit)
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{
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return 0.0;
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}
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var taikoObject = (TaikoDifficultyHitObject)current;
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currentStrain *= StrainDecayBase;
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currentStrain += ReadingEvaluator.EvaluateDifficultyOf(taikoObject) * SkillMultiplier;
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return currentStrain;
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}
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}
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}
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@ -28,6 +28,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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[JsonProperty("rhythm_difficulty")]
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public double RhythmDifficulty { get; set; }
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/// <summary>
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/// The difficulty corresponding to the reading skill.
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/// </summary>
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[JsonProperty("reading_difficulty")]
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public double ReadingDifficulty { get; set; }
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/// <summary>
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/// The difficulty corresponding to the colour skill.
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/// </summary>
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@ -13,6 +13,7 @@ using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Reading;
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using osu.Game.Rulesets.Taiko.Difficulty.Skills;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Rulesets.Taiko.Scoring;
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@ -22,7 +23,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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public class TaikoDifficultyCalculator : DifficultyCalculator
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{
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private const double difficulty_multiplier = 0.084375;
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private const double rhythm_skill_multiplier = 0.2 * difficulty_multiplier;
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private const double rhythm_skill_multiplier = 0.200 * difficulty_multiplier;
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private const double reading_skill_multiplier = 0.100 * difficulty_multiplier;
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private const double colour_skill_multiplier = 0.375 * difficulty_multiplier;
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private const double stamina_skill_multiplier = 0.375 * difficulty_multiplier;
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@ -38,6 +40,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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return new Skill[]
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{
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new Rhythm(mods),
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new Reading(mods),
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new Colour(mods),
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new Stamina(mods, false),
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new Stamina(mods, true)
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@ -58,6 +61,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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var centreObjects = new List<TaikoDifficultyHitObject>();
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var rimObjects = new List<TaikoDifficultyHitObject>();
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var noteObjects = new List<TaikoDifficultyHitObject>();
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EffectiveBPMPreprocessor bpmLoader = new EffectiveBPMPreprocessor(beatmap, noteObjects);
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// Generate TaikoDifficultyHitObjects from the beatmap's hit objects.
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for (int i = 2; i < beatmap.HitObjects.Count; i++)
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@ -76,6 +80,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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}
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TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
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bpmLoader.ProcessEffectiveBPM(beatmap.ControlPointInfo, clockRate);
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return difficultyHitObjects;
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}
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@ -88,11 +93,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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bool isRelax = mods.Any(h => h is TaikoModRelax);
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Rhythm rhythm = (Rhythm)skills.First(x => x is Rhythm);
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Reading reading = (Reading)skills.First(x => x is Reading);
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Colour colour = (Colour)skills.First(x => x is Colour);
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Stamina stamina = (Stamina)skills.First(x => x is Stamina);
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Stamina singleColourStamina = (Stamina)skills.Last(x => x is Stamina);
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double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier;
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double readingRating = reading.DifficultyValue() * reading_skill_multiplier;
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double colourRating = colour.DifficultyValue() * colour_skill_multiplier;
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double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier;
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double monoStaminaRating = singleColourStamina.DifficultyValue() * stamina_skill_multiplier;
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@ -102,13 +109,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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double colourDifficultStrains = colour.CountTopWeightedStrains();
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double staminaDifficultStrains = stamina.CountTopWeightedStrains();
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double combinedRating = combinedDifficultyValue(rhythm, colour, stamina, isRelax);
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double combinedRating = combinedDifficultyValue(rhythm, reading, colour, stamina, isRelax);
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double starRating = rescale(combinedRating * 1.4);
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// Converts are penalised outside the scope of difficulty calculation, as our assumptions surrounding standard play-styles becomes out-of-scope.
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if (beatmap.BeatmapInfo.Ruleset.OnlineID == 0)
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{
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starRating *= 0.925;
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starRating *= 0.825;
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// For maps with relax, multiple inputs are more likely to be abused.
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if (isRelax)
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@ -123,6 +130,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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StarRating = starRating,
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Mods = mods,
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RhythmDifficulty = rhythmRating,
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ReadingDifficulty = readingRating,
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ColourDifficulty = colourRating,
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StaminaDifficulty = staminaRating,
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MonoStaminaFactor = monoStaminaFactor,
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@ -144,17 +152,19 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
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/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
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/// </remarks>
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private double combinedDifficultyValue(Rhythm rhythm, Colour colour, Stamina stamina, bool isRelax)
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private double combinedDifficultyValue(Rhythm rhythm, Reading reading, Colour colour, Stamina stamina, bool isRelax)
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{
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List<double> peaks = new List<double>();
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var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
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var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
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var readingPeaks = reading.GetCurrentStrainPeaks().ToList();
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var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
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var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
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for (int i = 0; i < colourPeaks.Count; i++)
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{
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double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
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double readingPeak = readingPeaks[i] * reading_skill_multiplier;
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double colourPeak = colourPeaks[i] * colour_skill_multiplier;
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double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier;
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@ -164,7 +174,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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staminaPeak /= 1.5; // Stamina difficulty is decreased with an increased available finger count.
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}
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double peak = DifficultyCalculationUtils.Norm(2, DifficultyCalculationUtils.Norm(1.5, colourPeak, staminaPeak), rhythmPeak);
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double peak = DifficultyCalculationUtils.Norm(2, DifficultyCalculationUtils.Norm(1.5, colourPeak, staminaPeak), rhythmPeak, readingPeak);
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// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
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// These sections will not contribute to the difficulty.
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@ -87,9 +87,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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if (score.Mods.Any(m => m is ModHidden))
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difficultyValue *= 1.025;
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if (score.Mods.Any(m => m is ModHardRock))
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difficultyValue *= 1.10;
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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difficultyValue *= Math.Max(1, 1.050 - Math.Min(attributes.MonoStaminaFactor / 50, 1) * lengthBonus);
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