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Initial overlap calc
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@ -8,6 +8,7 @@ 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.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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@ -15,6 +16,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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private const double reading_window_size = 3000;
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private const double hidden_multiplier = 0.0;
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private const double density_multiplier = 0.0;
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private const double overlap_multiplier = 25.0;
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public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden)
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{
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if (current.BaseObject is Spinner || current.Index == 0)
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@ -27,6 +32,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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var clockRateEstimate = current.BaseObject.StartTime / currObj.StartTime;
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double pastObjectDifficultyInfluence = 1.0;
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double screenOverlapDifficulty = 0;
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foreach (var loopObj in retrievePastVisibleObjects(currObj))
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{
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@ -39,8 +45,23 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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loopDifficulty *= getTimeNerfFactor(timeBetweenCurrAndLoopObj);
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pastObjectDifficultyInfluence += loopDifficulty;
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double lastOverlapness = 0;
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foreach (var overlapObj in loopObj.OverlapObjects)
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{
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if (overlapObj.HitObject.StartTime + overlapObj.HitObject.Preempt > currObj.StartTime) break;
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lastOverlapness = overlapObj.Overlapness;
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}
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screenOverlapDifficulty += lastOverlapness;
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}
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if (screenOverlapDifficulty > 0)
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{
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Console.WriteLine($"Object {currObj.StartTime}, overlapness = {screenOverlapDifficulty:0.##}");
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}
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// Console.WriteLine($"Object {currObj.StartTime}, overlapness = {overlapDifficulty:0.##}");
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double noteDensityDifficulty = Math.Pow(4 * Math.Log(Math.Max(1, pastObjectDifficultyInfluence - 3)), 2.3);
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double hiddenDifficulty = 0;
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@ -56,7 +77,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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(8 + visibleObjectFactor) * currVelocity;
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}
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double difficulty = hiddenDifficulty + noteDensityDifficulty;
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double difficulty = hidden_multiplier * hiddenDifficulty + density_multiplier * noteDensityDifficulty + overlap_multiplier * screenOverlapDifficulty;
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// Console.WriteLine($"Object {currObj.StartTime}, {hiddenDifficulty:0.##} + {noteDensityDifficulty:0.##} + {overlapDifficulty:0.##}");
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difficulty *= getConstantAngleNerfFactor(currObj);
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return difficulty;
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@ -139,11 +163,23 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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return Math.Pow(Math.Min(1, 2 / constantAngleCount), 2);
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}
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private static double getOverlapness(OsuDifficultyHitObject odho1, OsuDifficultyHitObject odho2)
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{
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OsuHitObject o1 = (OsuHitObject)odho1.BaseObject, o2 = (OsuHitObject)odho2.BaseObject;
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double distance = Vector2.Distance(o1.StackedPosition, o2.StackedPosition);
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if (distance > o1.Radius * 2)
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return 0;
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if (distance < o1.Radius)
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return 1;
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return 1 - Math.Pow((distance - o1.Radius) / o1.Radius, 2);
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}
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private static double getTimeNerfFactor(double deltaTime)
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{
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return Math.Clamp(2 - deltaTime / (reading_window_size / 2), 0, 1);
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}
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private static double logistic(double x) => 1 / (1 + Math.Pow(Math.E, -x));
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private static double logistic(double x) => 1 / (1 + Math.Exp(-x));
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}
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}
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@ -104,6 +104,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double approachRateFactor = 0.0;
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if (attributes.ApproachRate > 10.33)
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approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);
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// for testing
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else if (attributes.ApproachRate < 8.0)
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approachRateFactor = 0.05 * (8.0 - attributes.ApproachRate);
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if (score.Mods.Any(h => h is OsuModRelax))
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approachRateFactor = 0.0;
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@ -112,6 +115,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (score.Mods.Any(m => m is OsuModBlinds))
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aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * attributes.DrainRate * attributes.DrainRate);
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// for testing
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else if (score.Mods.Any(h => h is OsuModHidden))
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{
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// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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aimValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
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}
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// We assume 15% of sliders in a map are difficult since there's no way to tell from the performance calculator.
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double estimateDifficultSliders = attributes.SliderCount * 0.15;
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@ -158,6 +167,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given.
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speedValue *= 1.12;
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}
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// for testing
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else if (score.Mods.Any(m => m is OsuModHidden))
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{
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// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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speedValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
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}
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// Calculate accuracy assuming the worst case scenario
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double relevantTotalDiff = totalHits - attributes.SpeedNoteCount;
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@ -203,6 +218,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Increasing the accuracy value by object count for Blinds isn't ideal, so the minimum buff is given.
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if (score.Mods.Any(m => m is OsuModBlinds))
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accuracyValue *= 1.14;
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// For testing
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else if (score.Mods.Any(m => m is OsuModHidden))
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accuracyValue *= 1.08;
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if (score.Mods.Any(m => m is OsuModFlashlight))
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accuracyValue *= 1.02;
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@ -4,6 +4,8 @@
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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 System.Threading.Channels;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Mods;
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@ -83,6 +85,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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/// </summary>
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public double HitWindowGreat { get; private set; }
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/// <summary>
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/// Objects that was visible after the note was hit together with cumulative overlapping difficulty.
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/// </summary>
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public IList<OverlapObject> OverlapObjects { get; private set; }
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private readonly OsuHitObject? lastLastObject;
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private readonly OsuHitObject lastObject;
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public readonly double Preempt;
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@ -107,6 +114,57 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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}
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setDistances(clockRate);
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OverlapObjects = new List<OverlapObject>();
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double totalOverlapnessDifficulty = 0;
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OsuDifficultyHitObject prevObject = this;
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foreach (var loopObj in retrieveCurrentVisibleObjects(this))
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{
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double currentOverlapness = calculateOverlapness(this, loopObj); // overlapness with this object
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double instantOverlapness = 0.5 + calculateOverlapness(prevObject, loopObj); // overlapness between current and prev to make streams have 0 buff
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double angleFactor = 1;
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if (loopObj.Angle != null) angleFactor += (-Math.Cos((double)loopObj.Angle) + 1) / 2; // =2 for wide angles, =1 for acute angles
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instantOverlapness = Math.Min(1, instantOverlapness * angleFactor); // wide angles are more predictable
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totalOverlapnessDifficulty += currentOverlapness * (1 - instantOverlapness); // wide angles will have close-to-zero buff
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OverlapObjects.Add(new OverlapObject(loopObj, totalOverlapnessDifficulty));
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prevObject = loopObj;
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}
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}
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private static double calculateOverlapness(OsuDifficultyHitObject odho1, OsuDifficultyHitObject odho2)
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{
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OsuHitObject o1 = odho1.BaseObject, o2 = odho2.BaseObject;
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double distance = Vector2.Distance(o1.StackedPosition, o2.StackedPosition);
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if (distance > o1.Radius * 2)
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return 0;
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if (distance < o1.Radius)
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return 1;
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return 1 - Math.Pow((distance - o1.Radius) / o1.Radius, 2);
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}
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private static IEnumerable<OsuDifficultyHitObject> retrieveCurrentVisibleObjects(OsuDifficultyHitObject current)
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{
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for (int i = 0; i < current.Count; i++)
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{
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OsuDifficultyHitObject hitObject = (OsuDifficultyHitObject)current.Previous(i);
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if (hitObject.IsNull() ||
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// (hitObject.StartTime - current.StartTime) > reading_window_size ||
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//current.StartTime < hitObject.StartTime - hitObject.Preempt)
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hitObject.StartTime < current.StartTime - current.Preempt)
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break;
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yield return hitObject;
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}
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}
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public double OpacityAt(double time, bool hidden)
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@ -323,5 +381,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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return pos;
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}
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public struct OverlapObject
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{
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public OsuDifficultyHitObject HitObject;
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public double Overlapness;
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public OverlapObject(OsuDifficultyHitObject hitObject, double overlapness)
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{
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HitObject = hitObject;
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Overlapness = overlapness;
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}
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}
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}
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}
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