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908 Commits

1074 changed files with 41364 additions and 22636 deletions
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@@ -21,7 +21,7 @@
]
},
"ppy.localisationanalyser.tools": {
"version": "2024.802.0",
"version": "2025.1208.0",
"commands": [
"localisation"
]
@@ -38,8 +38,12 @@ jobs:
run: ./UseLocalOsu.sh
working-directory: ./osu-tools
- name: Build tools
run: dotnet build PerformanceCalculator --nologo --verbosity quiet
working-directory: ./osu-tools
- name: Regenerate mod definitions
run: dotnet run --project PerformanceCalculator -- mods > ../osu-web/database/mods.json
run: dotnet run --project PerformanceCalculator --no-build -- mods > ../osu-web/database/mods.json
working-directory: ./osu-tools
- name: Create pull request with changes
+1 -3
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@@ -55,9 +55,7 @@ When in doubt, it's probably best to start with a discussion first. We will esca
While pull requests from unaffiliated contributors are welcome, please note that due to significant community interest and limited review throughput, the core team's primary focus is on the issues which are currently [on the roadmap](https://github.com/orgs/ppy/projects/7/views/6). Reviewing PRs that fall outside of the scope of the roadmap is done on a best-effort basis, so please be aware that it may take a while before a core maintainer gets around to review your change.
The [issue tracker](https://github.com/ppy/osu/issues) should provide plenty of issues to start with. We also have a [`good first issue`](https://github.com/ppy/osu/issues?q=is%3Aissue+is%3Aopen+label%3A%22good+first+issue%22) label, although from experience it is not used very often, as it is relatively rare that we can spot an issue that will definitively be a good first issue for a new contributor regardless of their programming experience.
In the case of simple issues, a direct PR is okay. However, if you decide to work on an existing issue which doesn't seem trivial, **please ask us first**. This way we can try to estimate if it is a good fit for you and provide the correct direction on how to address it. In addition, note that while we do not rule out external contributors from working on roadmapped issues, we will generally prefer to handle them ourselves unless they're not very time sensitive.
The [issue tracker](https://github.com/ppy/osu/issues) should provide plenty of issues to start with. In the case of simple issues, a direct PR is okay. However, if you decide to work on an existing issue which doesn't seem trivial, **please ask us first**. This way we can try to estimate if it is a good fit for you and provide the correct direction on how to address it. In addition, note that while we do not rule out external contributors from working on roadmapped issues, we will generally prefer to handle them ourselves unless they're not very time sensitive.
If you'd like to propose a subjective change to one of the visual aspects of the game, or there is a bigger task you'd like to work on, but there is no corresponding issue or discussion thread yet for it, **please open a discussion or issue first** to avoid wasted effort. This in particular applies if you want to work on [one of the available designs from the osu! Figma master library](https://www.figma.com/file/VIkXMYNPMtQem2RJg9k2iQ/Master-Library).
@@ -10,8 +10,8 @@
</PropertyGroup>
<ItemGroup Label="Package References">
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
<PackageReference Include="NUnit" Version="3.14.0" />
<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
<PackageReference Include="NUnit" Version="4.5.1" />
<PackageReference Include="NUnit3TestAdapter" Version="6.1.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\osu.Game.Rulesets.EmptyFreeform\osu.Game.Rulesets.EmptyFreeform.csproj" />
@@ -19,13 +19,13 @@ namespace osu.Game.Rulesets.EmptyFreeform
{
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
{
return new DifficultyAttributes(mods, 0);
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Enumerable.Empty<DifficultyHitObject>();
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods) => Enumerable.Empty<DifficultyHitObject>();
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => Array.Empty<Skill>();
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => Array.Empty<Skill>();
}
}
@@ -10,8 +10,8 @@
</PropertyGroup>
<ItemGroup Label="Package References">
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
<PackageReference Include="NUnit" Version="3.14.0" />
<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
<PackageReference Include="NUnit" Version="4.5.1" />
<PackageReference Include="NUnit3TestAdapter" Version="6.1.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\osu.Game.Rulesets.Pippidon\osu.Game.Rulesets.Pippidon.csproj" />
@@ -19,13 +19,13 @@ namespace osu.Game.Rulesets.Pippidon
{
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
{
return new DifficultyAttributes(mods, 0);
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Enumerable.Empty<DifficultyHitObject>();
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods) => Enumerable.Empty<DifficultyHitObject>();
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => Array.Empty<Skill>();
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => Array.Empty<Skill>();
}
}
@@ -10,8 +10,8 @@
</PropertyGroup>
<ItemGroup Label="Package References">
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
<PackageReference Include="NUnit" Version="3.14.0" />
<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
<PackageReference Include="NUnit" Version="4.5.1" />
<PackageReference Include="NUnit3TestAdapter" Version="6.1.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\osu.Game.Rulesets.EmptyScrolling\osu.Game.Rulesets.EmptyScrolling.csproj" />
@@ -19,13 +19,13 @@ namespace osu.Game.Rulesets.EmptyScrolling
{
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
{
return new DifficultyAttributes(mods, 0);
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Enumerable.Empty<DifficultyHitObject>();
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods) => Enumerable.Empty<DifficultyHitObject>();
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => Array.Empty<Skill>();
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => Array.Empty<Skill>();
}
}
@@ -10,8 +10,8 @@
</PropertyGroup>
<ItemGroup Label="Package References">
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
<PackageReference Include="NUnit" Version="3.14.0" />
<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
<PackageReference Include="NUnit" Version="4.5.1" />
<PackageReference Include="NUnit3TestAdapter" Version="6.1.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\osu.Game.Rulesets.Pippidon\osu.Game.Rulesets.Pippidon.csproj" />
@@ -19,13 +19,13 @@ namespace osu.Game.Rulesets.Pippidon
{
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
{
return new DifficultyAttributes(mods, 0);
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Enumerable.Empty<DifficultyHitObject>();
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods) => Enumerable.Empty<DifficultyHitObject>();
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => Array.Empty<Skill>();
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => Array.Empty<Skill>();
}
}
+1 -1
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@@ -10,7 +10,7 @@
<EmbedAssembliesIntoApk>true</EmbedAssembliesIntoApk>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Framework.Android" Version="2025.1121.1" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2026.310.0" />
</ItemGroup>
<PropertyGroup>
<!-- Fody does not handle Android build well, and warns when unchanged.
+9 -12
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@@ -5,16 +5,13 @@
android:supportsRtl="true"
android:label="osu!"
android:icon="@mipmap/ic_launcher"
android:roundIcon="@mipmap/ic_launcher" />
<!-- for editor usage -->
<uses-permission android:name="android.permission.READ_MEDIA_IMAGES" />
<uses-permission android:name="android.permission.READ_MEDIA_AUDIO" />
<!--
READ_MEDIA_* permissions are available only on API 33 or greater. Devices with older android versions
don't understand the new permissions, so request the old READ_EXTERNAL_STORAGE permission to get storage access.
Since the old permission has no effect on >= API 33, don't request it.
Care needs to be taken to ensure runtime permission checks target the correct permission for the API level.
-->
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" android:maxSdkVersion="32"/>
android:roundIcon="@mipmap/ic_launcher">
<provider android:name="androidx.core.content.FileProvider"
android:authorities="sh.ppy.osulazer.fileprovider"
android:grantUriPermissions="true"
android:exported="false">
<meta-data android:name="android.support.FILE_PROVIDER_PATHS"
android:resource="@xml/filepaths" />
</provider>
</application>
</manifest>
+6
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@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<paths>
<!-- https://developer.android.com/reference/androidx/core/content/FileProvider -->
<external-files-path path="logs" name="logs" />
<external-files-path path="exports" name="exports" />
</paths>
+7 -3
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@@ -146,9 +146,13 @@ namespace osu.Desktop
{
base.SetHost(host);
var iconStream = Assembly.GetExecutingAssembly().GetManifestResourceStream(GetType(), "lazer.ico");
if (iconStream != null)
host.Window.SetIconFromStream(iconStream);
// Apple operating systems use a better icon provided via external assets.
if (!RuntimeInfo.IsApple)
{
var iconStream = Assembly.GetExecutingAssembly().GetManifestResourceStream(GetType(), "lazer.ico");
if (iconStream != null)
host.Window.SetIconFromStream(iconStream);
}
host.Window.Title = Name;
}
@@ -7,6 +7,7 @@ using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics;
using osu.Game.Localisation;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
@@ -32,7 +33,7 @@ namespace osu.Desktop.Security
{
public ElevatedPrivilegesNotification()
{
Text = $"Running osu! as {(RuntimeInfo.IsUnix ? "root" : "administrator")} does not improve performance, may break integrations and poses a security risk. Please run the game as a normal user.";
Text = NotificationsStrings.ElevatedPrivileges(RuntimeInfo.IsUnix ? "root" : "Administrator");
}
[BackgroundDependencyLoader]
+2 -2
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@@ -24,8 +24,8 @@
<ProjectReference Include="..\osu.Game.Rulesets.Taiko\osu.Game.Rulesets.Taiko.csproj" />
</ItemGroup>
<ItemGroup Label="Package References">
<PackageReference Include="System.IO.Packaging" Version="9.0.2" />
<PackageReference Include="DiscordRichPresence" Version="1.2.1.24" />
<PackageReference Include="System.IO.Packaging" Version="10.0.5" />
<PackageReference Include="DiscordRichPresence" Version="1.6.1.70" />
<PackageReference Include="Velopack" Version="0.0.1298" />
</ItemGroup>
<ItemGroup Label="Resources">
@@ -5,7 +5,7 @@ using BenchmarkDotNet.Attributes;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Carousel;
using osu.Game.Tests.NonVisual.Filtering;
namespace osu.Game.Benchmarks
{
@@ -42,7 +42,7 @@ namespace osu.Game.Benchmarks
Status = BeatmapOnlineStatus.Loved
};
private CarouselBeatmap carouselBeatmap = null!;
private FilterMatchingTest.CarouselBeatmap carouselBeatmap = null!;
private FilterCriteria criteria1 = null!;
private FilterCriteria criteria2 = null!;
private FilterCriteria criteria3 = null!;
@@ -55,7 +55,7 @@ namespace osu.Game.Benchmarks
var beatmap = getExampleBeatmap();
beatmap.OnlineID = 20201010;
beatmap.BeatmapSet = new BeatmapSetInfo { OnlineID = 1535 };
carouselBeatmap = new CarouselBeatmap(beatmap);
carouselBeatmap = new FilterMatchingTest.CarouselBeatmap(beatmap);
criteria1 = new FilterCriteria();
criteria2 = new FilterCriteria
{
@@ -7,9 +7,9 @@
</PropertyGroup>
<ItemGroup>
<PackageReference Include="BenchmarkDotNet" Version="0.14.0" />
<PackageReference Include="nunit" Version="3.14.0" />
<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
<PackageReference Include="BenchmarkDotNet" Version="0.15.8" />
<PackageReference Include="nunit" Version="4.5.1" />
<PackageReference Include="NUnit3TestAdapter" Version="6.1.0" />
</ItemGroup>
<ItemGroup>
+1 -3
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@@ -35,11 +35,9 @@
<string>UIInterfaceOrientationLandscapeRight</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
</array>
<key>XSAppIconAssets</key>
<string>Assets.xcassets/AppIcon.appiconset</string>
<key>UIApplicationSupportsIndirectInputEvents</key>
<true/>
<key>CADisableMinimumFrameDurationOnPhone</key>
<true/>
</dict>
</plist>
</plist>
@@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using NUnit.Framework;
using NUnit.Framework.Legacy;
using osu.Framework.IO.Stores;
using osu.Game.Rulesets.Catch.Skinning;
using osu.Game.Rulesets.Catch.Skinning.Legacy;
@@ -21,9 +22,9 @@ namespace osu.Game.Rulesets.Catch.Tests
var skinSource = new SkinProvidingContainer(rawSkin);
var skin = new CatchLegacySkinTransformer(skinSource);
Assert.AreEqual(new Color4(232, 185, 35, 255), skin.GetConfig<CatchSkinColour, Color4>(CatchSkinColour.HyperDash)?.Value);
Assert.AreEqual(new Color4(232, 74, 35, 255), skin.GetConfig<CatchSkinColour, Color4>(CatchSkinColour.HyperDashAfterImage)?.Value);
Assert.AreEqual(new Color4(0, 255, 255, 255), skin.GetConfig<CatchSkinColour, Color4>(CatchSkinColour.HyperDashFruit)?.Value);
ClassicAssert.AreEqual(new Color4(232, 185, 35, 255), skin.GetConfig<CatchSkinColour, Color4>(CatchSkinColour.HyperDash)?.Value);
ClassicAssert.AreEqual(new Color4(232, 74, 35, 255), skin.GetConfig<CatchSkinColour, Color4>(CatchSkinColour.HyperDashAfterImage)?.Value);
ClassicAssert.AreEqual(new Color4(0, 255, 255, 255), skin.GetConfig<CatchSkinColour, Color4>(CatchSkinColour.HyperDashFruit)?.Value);
}
private class TestLegacySkin : LegacySkin
@@ -1,9 +1,9 @@
<Project Sdk="Microsoft.NET.Sdk">
<Import Project="..\osu.TestProject.props" />
<ItemGroup Label="Package References">
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
<PackageReference Include="NUnit" Version="3.14.0" />
<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.3.0" />
<PackageReference Include="NUnit" Version="4.5.1" />
<PackageReference Include="NUnit3TestAdapter" Version="6.1.0" />
</ItemGroup>
<PropertyGroup Label="Project">
<OutputType>WinExe</OutputType>
+7 -2
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@@ -176,15 +176,20 @@ namespace osu.Game.Rulesets.Catch
public override Drawable CreateIcon() => new SpriteIcon { Icon = OsuIcon.RulesetCatch };
protected override IEnumerable<HitResult> GetValidHitResults()
public override IEnumerable<HitResult> GetValidHitResults()
{
return new[]
{
HitResult.Great,
HitResult.Miss,
HitResult.LargeTickHit,
HitResult.LargeTickMiss,
HitResult.SmallTickHit,
HitResult.SmallTickMiss,
HitResult.LargeBonus,
HitResult.IgnoreHit,
HitResult.IgnoreMiss,
};
}
@@ -300,7 +305,7 @@ namespace osu.Game.Rulesets.Catch
Description = "Affects how early fruits fade in on the screen.",
AdditionalMetrics =
[
new RulesetBeatmapAttribute.AdditionalMetric("Fade-in time", LocalisableString.Interpolate($@"{IBeatmapDifficultyInfo.DifficultyRange(effectiveDifficulty.ApproachRate, CatchHitObject.PREEMPT_RANGE):#,0.##} ms"))
new RulesetBeatmapAttribute.AdditionalMetric("Fade-in time", LocalisableString.Interpolate($@"{IBeatmapDifficultyInfo.DifficultyRangeInt(effectiveDifficulty.ApproachRate, CatchHitObject.PREEMPT_RANGE):#,0.##} ms"))
]
};
yield return new RulesetBeatmapAttribute(SongSelectStrings.HPDrain, @"HP", originalDifficulty.DrainRate, effectiveDifficulty.DrainRate, 10)
@@ -15,6 +15,7 @@ using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Utils;
namespace osu.Game.Rulesets.Catch.Difficulty
{
@@ -22,8 +23,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
{
private const double difficulty_multiplier = 4.59;
private float halfCatcherWidth;
public override int Version => 20251020;
public CatchDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
@@ -31,7 +30,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
{
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
{
if (beatmap.HitObjects.Count == 0)
return new CatchDifficultyAttributes { Mods = mods };
@@ -46,12 +45,19 @@ namespace osu.Game.Rulesets.Catch.Difficulty
return attributes;
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods)
{
CatchHitObject? lastObject = null;
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
double clockRate = ModUtils.CalculateRateWithMods(mods);
float halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.Difficulty) * 0.5f;
// For circle sizes above 5.5, reduce the catcher width further to simulate imperfect gameplay.
halfCatcherWidth *= 1 - (Math.Max(0, beatmap.Difficulty.CircleSize - 5.5f) * 0.0625f);
// In 2B beatmaps, it is possible that a normal Fruit is placed in the middle of a JuiceStream.
foreach (var hitObject in CatchBeatmap.GetPalpableObjects(beatmap.HitObjects))
{
@@ -68,16 +74,11 @@ namespace osu.Game.Rulesets.Catch.Difficulty
return objects;
}
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods)
{
halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.Difficulty) * 0.5f;
// For circle sizes above 5.5, reduce the catcher width further to simulate imperfect gameplay.
halfCatcherWidth *= 1 - (Math.Max(0, beatmap.Difficulty.CircleSize - 5.5f) * 0.0625f);
return new Skill[]
{
new Movement(mods, halfCatcherWidth, clockRate),
new Movement(mods),
};
}
@@ -11,12 +11,16 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Evaluators
{
private const double direction_change_bonus = 21.0;
public static double EvaluateDifficultyOf(DifficultyHitObject current, double catcherSpeedMultiplier)
public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
var catchCurrent = (CatchDifficultyHitObject)current;
var catchLast = (CatchDifficultyHitObject)current.Previous(0);
var catchLastLast = (CatchDifficultyHitObject)current.Previous(1);
// In catch, clockrate adjustments do not only affect the timings of hitobjects,
// but also the speed of the player's catcher, which has an impact on difficulty
double catcherSpeedMultiplier = current.ClockRate;
double weightedStrainTime = catchCurrent.StrainTime + 13 + (3 / catcherSpeedMultiplier);
double distanceAddition = (Math.Pow(Math.Abs(catchCurrent.DistanceMoved), 1.3) / 510);
@@ -40,6 +44,30 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Evaluators
/ (CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH * 6) / sqrtStrain;
}
// Linear spacing nerf.
double linearSpacingCount = 0;
for (int i = 0; i < Math.Min(current.Index, 10); i++)
{
var catchPrevObj = (CatchDifficultyHitObject)catchCurrent.Previous(i);
// Only same direction movements matter as they do not take any additional inputs.
if (Math.Sign(catchCurrent.DistanceMoved) != Math.Sign(catchPrevObj.DistanceMoved) || catchCurrent.DistanceMoved == 0 || catchPrevObj.DistanceMoved == 0)
break;
double currentSpacing = Math.Abs(catchCurrent.DistanceMoved / catchCurrent.StrainTime);
double prevSpacing = Math.Abs(catchPrevObj.DistanceMoved / catchPrevObj.StrainTime);
double relativeDifference = Math.Abs(currentSpacing / prevSpacing - 1);
if (relativeDifference > 0.05)
break;
linearSpacingCount++;
}
distanceAddition *= Math.Pow(0.7, linearSpacingCount);
// Bonus for edge dashes.
if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f)
{
@@ -17,28 +17,14 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
protected override int SectionLength => 750;
protected readonly float HalfCatcherWidth;
/// <summary>
/// The speed multiplier applied to the player's catcher.
/// </summary>
private readonly double catcherSpeedMultiplier;
public Movement(Mod[] mods, float halfCatcherWidth, double clockRate)
public Movement(Mod[] mods)
: base(mods)
{
HalfCatcherWidth = halfCatcherWidth;
// In catch, clockrate adjustments do not only affect the timings of hitobjects,
// but also the speed of the player's catcher, which has an impact on difficulty
// TODO: Support variable clockrates caused by mods such as ModTimeRamp
// (perhaps by using IApplicableToRate within the CatchDifficultyHitObject constructor to set a catcher speed for each object before processing)
catcherSpeedMultiplier = clockRate;
}
protected override double StrainValueOf(DifficultyHitObject current)
{
return MovementEvaluator.EvaluateDifficultyOf(current, catcherSpeedMultiplier);
return MovementEvaluator.EvaluateDifficultyOf(current);
}
}
}
@@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints
private double placementStartTime;
private double placementEndTime;
protected override bool IsValidForPlacement => Precision.DefinitelyBigger(HitObject.Duration, 0);
protected override bool IsValidForPlacement => base.IsValidForPlacement && (PlacementActive == PlacementState.Waiting || Precision.DefinitelyBigger(HitObject.Duration, 0));
public BananaShowerPlacementBlueprint()
{
@@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints
private InputManager inputManager = null!;
protected override bool IsValidForPlacement => Precision.DefinitelyBigger(HitObject.Duration, 0);
protected override bool IsValidForPlacement => base.IsValidForPlacement && (PlacementActive == PlacementState.Waiting || Precision.DefinitelyBigger(HitObject.Duration, 0));
public JuiceStreamPlacementBlueprint()
{
@@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Text.RegularExpressions;
using osu.Framework.Allocation;
@@ -224,7 +225,8 @@ namespace osu.Game.Rulesets.Catch.Edit
#region Clipboard handling
public override string ConvertSelectionToString()
=> string.Join(',', EditorBeatmap.SelectedHitObjects.Cast<CatchHitObject>().OrderBy(h => h.StartTime).Select(h => (h.IndexInCurrentCombo + 1).ToString()));
=> string.Join(',', EditorBeatmap.SelectedHitObjects.Cast<CatchHitObject>().OrderBy(h => h.StartTime)
.Select(h => (h.IndexInCurrentCombo + 1).ToString(CultureInfo.InvariantCulture)));
// 1,2,3,4 ...
private static readonly Regex selection_regex = new Regex(@"^\d+(,\d+)*$", RegexOptions.Compiled);
@@ -150,7 +150,7 @@ namespace osu.Game.Rulesets.Catch.Objects
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, PREEMPT_RANGE);
TimePreempt = IBeatmapDifficultyInfo.DifficultyRangeInt(difficulty.ApproachRate, PREEMPT_RANGE);
Scale = LegacyRulesetExtensions.CalculateScaleFromCircleSize(difficulty.CircleSize);
}
@@ -72,6 +72,9 @@ namespace osu.Game.Rulesets.Catch.Skinning.Legacy
leaderboard.Origin = Anchor.CentreLeft;
leaderboard.X = 10;
}
foreach (var d in container.OfType<ISerialisableDrawable>())
d.UsesFixedAnchor = true;
})
{
Children = new Drawable[]
+1 -3
View File
@@ -35,11 +35,9 @@
<string>UIInterfaceOrientationLandscapeRight</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
</array>
<key>XSAppIconAssets</key>
<string>Assets.xcassets/AppIcon.appiconset</string>
<key>UIApplicationSupportsIndirectInputEvents</key>
<true/>
<key>CADisableMinimumFrameDurationOnPhone</key>
<true/>
</dict>
</plist>
</plist>
@@ -0,0 +1,351 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using NUnit.Framework;
using osu.Framework.Testing;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Tests.Visual;
using osuTK;
using osuTK.Input;
using DragArea = osu.Game.Screens.Edit.Compose.Components.Timeline.TimelineHitObjectBlueprint.DragArea;
namespace osu.Game.Rulesets.Mania.Tests.Editor
{
public partial class TestSceneHoldNoteTailDrag : EditorTestScene
{
protected override Ruleset CreateEditorRuleset() => new ManiaRuleset();
[SetUpSteps]
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("Clear objects", () => EditorBeatmap.Clear());
}
[Test]
public void TestSimpleTailDragForward()
{
AddStep("Add hold note", () =>
{
EditorBeatmap.Add(new HoldNote { StartTime = 2170, Duration = 937.5 });
});
AddStep("Drag tail", () =>
{
var blueprintDragArea = this.ChildrenOfType<DragArea>().Single();
dragForward(blueprintDragArea);
});
AddStep("Release tail", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("Duration is higher", () => ((HoldNote)EditorBeatmap.HitObjects.First())!.Duration > 937.5f);
}
[Test]
public void TestSimpleTailDragBackwards()
{
AddStep("Add hold note", () =>
{
EditorBeatmap.Add(new HoldNote { StartTime = 2170, Duration = 937.5 });
});
AddStep("Drag tail", () =>
{
var blueprintDragArea = this.ChildrenOfType<DragArea>().Single();
dragBackward(blueprintDragArea);
});
AddStep("Release tail", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("Duration is lower", () => ((HoldNote)EditorBeatmap.HitObjects[0]).Duration < 937.5f);
}
[Test]
public void TestSamePositionButNotSelectedDragForward()
{
AddStep("Add hold notes", () =>
{
EditorBeatmap.AddRange([
new HoldNote { StartTime = 2170, Duration = 937.5, Column = 0 },
new HoldNote { StartTime = 2170, Duration = 937.5, Column = 1 }
]);
});
AddStep("Drag tail", () =>
{
var blueprintDragArea = this.ChildrenOfType<DragArea>().First();
dragForward(blueprintDragArea);
});
AddStep("Release tail", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("Duration is higher, other is unchanged", () =>
((HoldNote)EditorBeatmap.HitObjects[0]).Duration > 937.5f &&
((HoldNote)EditorBeatmap.HitObjects[^1]).Duration == 937.5f
);
}
[Test]
public void TestSamePositionButNotSelectedDragBackward()
{
AddStep("Add hold notes", () =>
{
EditorBeatmap.AddRange([
new HoldNote { StartTime = 2170, Duration = 937.5, Column = 0 },
new HoldNote { StartTime = 2170, Duration = 937.5, Column = 1 }
]);
});
AddStep("Drag tail", () =>
{
var blueprintDragArea = this.ChildrenOfType<DragArea>().First();
dragBackward(blueprintDragArea);
});
AddStep("Release tail", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("Duration is lower, other is unchanged", () =>
((HoldNote)EditorBeatmap.HitObjects[0]).Duration < 937.5f &&
((HoldNote)EditorBeatmap.HitObjects[^1]).Duration == 937.5f
);
}
[Test]
public void TestSamePositionSelectedDragForward()
{
AddStep("Add hold notes", () =>
{
EditorBeatmap.AddRange([
new HoldNote { StartTime = 2170, Duration = 937.5, Column = 0 },
new HoldNote { StartTime = 2170, Duration = 937.5, Column = 1 }
]);
});
AddStep("Select all", () =>
{
EditorBeatmap.SelectedHitObjects.AddRange(EditorBeatmap.HitObjects);
});
AddStep("Drag tail", () =>
{
var blueprintDragArea = this.ChildrenOfType<DragArea>().First();
dragForward(blueprintDragArea);
});
AddStep("Release tail", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("Both durations are higher", () =>
((HoldNote)EditorBeatmap.HitObjects[0]).Duration > 937.5f &&
((HoldNote)EditorBeatmap.HitObjects[^1]).Duration > 937.5f
);
}
[Test]
public void TestSamePositionSelectedDragBackward()
{
AddStep("Add hold notes", () =>
{
EditorBeatmap.AddRange([
new HoldNote { StartTime = 2170, Duration = 937.5, Column = 0 },
new HoldNote { StartTime = 2170, Duration = 937.5, Column = 1 }
]);
});
AddStep("Select all", () =>
{
EditorBeatmap.SelectedHitObjects.AddRange(EditorBeatmap.HitObjects);
});
AddStep("Drag tail", () =>
{
var blueprintDragArea = this.ChildrenOfType<DragArea>().First();
dragBackward(blueprintDragArea);
});
AddStep("Release tail", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("Both durations are lower", () =>
((HoldNote)EditorBeatmap.HitObjects[0]).Duration < 937.5f &&
((HoldNote)EditorBeatmap.HitObjects[^1]).Duration < 937.5f
);
}
[Test]
public void TestSelectedButDifferentPositions()
{
AddStep("Add hold notes", () =>
{
EditorBeatmap.AddRange([
new HoldNote { StartTime = 2170, Duration = 937.5, Column = 0 },
new HoldNote { StartTime = 2404, Duration = 937.5, Column = 1 }
]);
});
AddStep("Select all", () =>
{
EditorBeatmap.SelectedHitObjects.AddRange(EditorBeatmap.HitObjects);
});
AddStep("Drag tail", () =>
{
var blueprintDragArea = this.ChildrenOfType<DragArea>().First();
dragBackward(blueprintDragArea);
});
AddStep("Release tail", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("Duration is unchanged, other is lower", () =>
((HoldNote)EditorBeatmap.HitObjects[0]).Duration == 937.5f &&
((HoldNote)EditorBeatmap.HitObjects[^1]).Duration < 937.5f
);
}
[Test]
public void TestSelectedSameStartTimeDifferentDurations()
{
AddStep("Add hold notes", () =>
{
EditorBeatmap.AddRange([
new HoldNote { StartTime = 2170, Duration = 937.5, Column = 0 },
new HoldNote { StartTime = 2170, Duration = 1171.8, Column = 1 }
]);
});
AddStep("Select all", () =>
{
EditorBeatmap.SelectedHitObjects.AddRange(EditorBeatmap.HitObjects);
});
AddStep("Drag until both match", () =>
{
var blueprintDragArea = this.ChildrenOfType<DragArea>().First();
InputManager.MoveMouseTo(blueprintDragArea);
InputManager.PressKey(Key.LShift);
InputManager.PressButton(MouseButton.Left);
InputManager.MoveMouseTo(new Vector2(1000, 110));
});
AddStep("Continue the drag", () =>
{
var blueprintDragArea = this.ChildrenOfType<DragArea>().First();
dragBackward(blueprintDragArea);
});
AddStep("Release tail", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("Duration is unchanged, other is lower", () =>
((HoldNote)EditorBeatmap.HitObjects[0]).Duration == 937.5f &&
((HoldNote)EditorBeatmap.HitObjects[^1]).Duration < 937.5f
);
}
[Test]
public void TestSelectedSameDurationDifferentStartTimes()
{
AddStep("Add hold notes", () =>
{
EditorBeatmap.AddRange([
new HoldNote { StartTime = 2170, Duration = 937.5, Column = 0 },
new HoldNote { StartTime = 2638.7, Duration = 937.5, Column = 1 }
]);
});
AddStep("Select all", () =>
{
EditorBeatmap.SelectedHitObjects.AddRange(EditorBeatmap.HitObjects);
});
AddStep("Drag tail", () =>
{
var blueprintDragArea = this.ChildrenOfType<DragArea>().First();
dragBackward(blueprintDragArea);
});
AddStep("Release tail", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("Duration is unchanged, other is lower", () =>
((HoldNote)EditorBeatmap.HitObjects[0]).Duration == 937.5f &&
((HoldNote)EditorBeatmap.HitObjects[^1]).Duration < 937.5f
);
}
[Test]
public void TestDragNoteOutsideOfSelection()
{
AddStep("Add hold notes", () =>
{
EditorBeatmap.AddRange([
new HoldNote { StartTime = 2170, Duration = 937.5, Column = 0 },
new HoldNote { StartTime = 2170, Duration = 937.5, Column = 1 }
]);
});
AddStep("Select the back stack slider", () =>
{
EditorBeatmap.SelectedHitObjects.Add(EditorBeatmap.HitObjects.Last());
});
AddStep("Drag tail", () =>
{
var blueprintDragArea = this.ChildrenOfType<DragArea>().First();
dragBackward(blueprintDragArea);
});
AddStep("Release tail", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("Duration is lower, other is unchanged", () =>
((HoldNote)EditorBeatmap.HitObjects[0]).Duration < 937.5f &&
((HoldNote)EditorBeatmap.HitObjects[^1]).Duration == 937.5f
);
}
[Test]
public void TestDragHoldNoteWithNotes()
{
AddStep("Add notes", () =>
{
EditorBeatmap.AddRange([
new HoldNote { StartTime = 2170, Duration = 937.5, Column = 0 },
new Note { StartTime = 2170, Column = 1 },
new Note { StartTime = 3107.5, Column = 2 },
new HoldNote { StartTime = 2170, Duration = 937.5, Column = 3 }
]);
});
AddStep("Select all", () =>
{
EditorBeatmap.SelectedHitObjects.AddRange(EditorBeatmap.HitObjects);
});
AddStep("Drag tail", () =>
{
var blueprintDragArea = this.ChildrenOfType<DragArea>().First();
dragBackward(blueprintDragArea);
});
AddStep("Release tail", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("Both durations are lower", () =>
{
var holdNotes = EditorBeatmap.HitObjects.OfType<HoldNote>();
return holdNotes.First().Duration < 937.5f && holdNotes.Last().Duration < 937.5f;
}
);
}
private void dragForward(DragArea dragArea)
{
InputManager.MoveMouseTo(dragArea);
InputManager.PressButton(MouseButton.Left);
InputManager.MoveMouseTo(new Vector2(1100, 110));
}
private void dragBackward(DragArea dragArea)
{
InputManager.MoveMouseTo(dragArea);
InputManager.PressButton(MouseButton.Left);
InputManager.MoveMouseTo(new Vector2(700, 110));
}
}
}
@@ -5,6 +5,7 @@
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Testing;
using osu.Game.Rulesets.Edit;
@@ -16,6 +17,7 @@ using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Screens.Edit;
using osu.Game.Tests.Visual;
using osuTK.Input;
@@ -36,21 +38,8 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
[Test]
public void TestPlaceBeforeCurrentTimeDownwards()
{
AddStep("seek to 200", () => HitObjectContainer.Dependencies.Get<EditorClock>().Seek(200));
AddStep("move mouse before current time", () =>
{
var column = this.ChildrenOfType<Column>().Single();
InputManager.MoveMouseTo(column.ScreenSpacePositionAtTime(-100));
});
AddStep("click", () => InputManager.Click(MouseButton.Left));
AddAssert("note start time < 0", () => getNote().StartTime < 0);
}
[Test]
public void TestPlaceAfterCurrentTimeDownwards()
{
AddStep("move mouse after current time", () =>
{
var column = this.ChildrenOfType<Column>().Single();
InputManager.MoveMouseTo(column.ScreenSpacePositionAtTime(100));
@@ -58,7 +47,22 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
AddStep("click", () => InputManager.Click(MouseButton.Left));
AddAssert("note start time > 0", () => getNote().StartTime > 0);
AddAssert("note start time < 200", () => getNote().StartTime < 200);
}
[Test]
public void TestPlaceAfterCurrentTimeDownwards()
{
AddStep("seek to 200", () => HitObjectContainer.Dependencies.Get<EditorClock>().Seek(200));
AddStep("move mouse after current time", () =>
{
var column = this.ChildrenOfType<Column>().Single();
InputManager.MoveMouseTo(column.ScreenSpacePositionAtTime(300));
});
AddStep("click", () => InputManager.Click(MouseButton.Left));
AddAssert("note start time > 200", () => getNote().StartTime > 200);
}
private Note getNote() => this.ChildrenOfType<DrawableNote>().FirstOrDefault()?.HitObject;
@@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
AddStep("change seek setting to true", () => config.SetValue(OsuSetting.EditorAutoSeekOnPlacement, true));
placeObject();
AddUntilStep("wait for seek to complete", () => !EditorClock.IsSeeking);
AddAssert("seeked forward to object", () => EditorClock.CurrentTime, () => Is.GreaterThan(initialTime));
AddAssert("seeked forward to object", () => EditorClock.CurrentTime, () => Is.GreaterThan(initialTime!));
}
[Test]
@@ -18,15 +18,11 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
public void TestNormalSelection()
{
addStepClickLink("00:05:920 (5920|3,6623|3,6857|2,7326|1)");
AddAssert("selected group", () => checkSnapAndSelectColumn(5_920, new List<(int, int)>
{ (5_920, 3), (6_623, 3), (6_857, 2), (7_326, 1) }
));
AddAssert("selected group", () => checkSnapAndSelectColumn(5_920, [(5_920, 3), (6_623, 3), (6_857, 2), (7_326, 1)]));
addReset();
addStepClickLink("00:42:716 (42716|3,43420|2,44123|0,44357|1,45295|1)");
AddAssert("selected ungrouped", () => checkSnapAndSelectColumn(42_716, new List<(int, int)>
{ (42_716, 3), (43_420, 2), (44_123, 0), (44_357, 1), (45_295, 1) }
));
AddAssert("selected ungrouped", () => checkSnapAndSelectColumn(42_716, [(42_716, 3), (43_420, 2), (44_123, 0), (44_357, 1), (45_295, 1)]));
addReset();
AddStep("add notes to row", () =>
@@ -41,15 +37,20 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
EditorBeatmap.AddRange(new[] { second, third, forth });
});
addStepClickLink("00:11:545 (11545|0,11545|1,11545|2,11545|3)");
AddAssert("selected in row", () => checkSnapAndSelectColumn(11_545, new List<(int, int)>
{ (11_545, 0), (11_545, 1), (11_545, 2), (11_545, 3) }
));
AddAssert("selected in row", () => checkSnapAndSelectColumn(11_545, [(11_545, 0), (11_545, 1), (11_545, 2), (11_545, 3)]));
addReset();
addStepClickLink("01:36:623 (96623|1,97560|1,97677|1,97795|1,98966|1)");
AddAssert("selected in column", () => checkSnapAndSelectColumn(96_623, new List<(int, int)>
{ (96_623, 1), (97_560, 1), (97_677, 1), (97_795, 1), (98_966, 1) }
));
AddAssert("selected in column", () => checkSnapAndSelectColumn(96_623, [(96_623, 1), (97_560, 1), (97_677, 1), (97_795, 1), (98_966, 1)]));
}
[Test]
public void TestRoundingToNearestMillisecondApplied()
{
AddStep("resnap note to have fractional coordinates",
() => EditorBeatmap.HitObjects.OfType<ManiaHitObject>().Single(ho => ho.StartTime == 85_373 && ho.Column == 1).StartTime = 85_373.125);
addStepClickLink("01:25:373 (85373|1)");
AddAssert("selected note", () => checkSnapAndSelectColumn(85_373.125, [(85_373.125, 1)]));
}
[Test]
@@ -75,7 +76,7 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
private void addReset() => addStepClickLink("00:00:000", "reset", false);
private bool checkSnapAndSelectColumn(double startTime, IReadOnlyCollection<(int, int)>? columnPairs = null)
private bool checkSnapAndSelectColumn(double startTime, IReadOnlyCollection<(double, int)>? columnPairs = null)
{
bool checkColumns = columnPairs != null
? EditorBeatmap.SelectedHitObjects.All(x => columnPairs.Any(col => isNoteAt(x, col.Item1, col.Item2)))
@@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using NUnit.Framework;
using NUnit.Framework.Legacy;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Screens.Select;
@@ -18,19 +19,19 @@ namespace osu.Game.Rulesets.Mania.Tests
var criteria = new ManiaFilterCriteria();
criteria.TryParseCustomKeywordCriteria("keys", Operator.Equal, "1");
Assert.True(criteria.Matches(
ClassicAssert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 1 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
ClassicAssert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 2 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
ClassicAssert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 3 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
ClassicAssert.True(criteria.Matches(
new BeatmapInfo(new RulesetInfo { OnlineID = 0 }, new BeatmapDifficulty { CircleSize = 4 }),
new FilterCriteria
{
@@ -44,19 +45,19 @@ namespace osu.Game.Rulesets.Mania.Tests
var criteria = new ManiaFilterCriteria();
criteria.TryParseCustomKeywordCriteria("keys", Operator.Equal, "1,3,5,7");
Assert.True(criteria.Matches(
ClassicAssert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 1 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
ClassicAssert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 2 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
ClassicAssert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 3 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
ClassicAssert.True(criteria.Matches(
new BeatmapInfo(new RulesetInfo { OnlineID = 0 }, new BeatmapDifficulty { CircleSize = 4 }),
new FilterCriteria
{
@@ -70,19 +71,19 @@ namespace osu.Game.Rulesets.Mania.Tests
var criteria = new ManiaFilterCriteria();
criteria.TryParseCustomKeywordCriteria("keys", Operator.NotEqual, "1");
Assert.False(criteria.Matches(
ClassicAssert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 1 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
ClassicAssert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 2 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
ClassicAssert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 3 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
ClassicAssert.False(criteria.Matches(
new BeatmapInfo(new RulesetInfo { OnlineID = 0 }, new BeatmapDifficulty { CircleSize = 4 }),
new FilterCriteria
{
@@ -96,19 +97,19 @@ namespace osu.Game.Rulesets.Mania.Tests
var criteria = new ManiaFilterCriteria();
criteria.TryParseCustomKeywordCriteria("keys", Operator.NotEqual, "1,3,5,7");
Assert.False(criteria.Matches(
ClassicAssert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 1 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
ClassicAssert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 2 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
ClassicAssert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 3 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
ClassicAssert.False(criteria.Matches(
new BeatmapInfo(new RulesetInfo { OnlineID = 0 }, new BeatmapDifficulty { CircleSize = 4 }),
new FilterCriteria
{
@@ -122,23 +123,23 @@ namespace osu.Game.Rulesets.Mania.Tests
var criteria = new ManiaFilterCriteria();
criteria.TryParseCustomKeywordCriteria("keys", Operator.GreaterOrEqual, "4");
Assert.False(criteria.Matches(
ClassicAssert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 1 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
ClassicAssert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 2 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
ClassicAssert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 4 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
ClassicAssert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 5 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
ClassicAssert.True(criteria.Matches(
new BeatmapInfo(new RulesetInfo { OnlineID = 0 }, new BeatmapDifficulty { CircleSize = 3 }),
new FilterCriteria
{
@@ -153,23 +154,23 @@ namespace osu.Game.Rulesets.Mania.Tests
criteria.TryParseCustomKeywordCriteria("keys", Operator.Greater, "4");
criteria.TryParseCustomKeywordCriteria("keys", Operator.NotEqual, "7");
Assert.False(criteria.Matches(
ClassicAssert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 3 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
ClassicAssert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 4 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
ClassicAssert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 5 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
ClassicAssert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 7 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
ClassicAssert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 9 }),
new FilterCriteria()));
}
@@ -179,9 +180,9 @@ namespace osu.Game.Rulesets.Mania.Tests
{
var criteria = new ManiaFilterCriteria();
Assert.False(criteria.TryParseCustomKeywordCriteria("keys", Operator.Equal, "some text"));
Assert.False(criteria.TryParseCustomKeywordCriteria("keys", Operator.NotEqual, "4,some text"));
Assert.False(criteria.TryParseCustomKeywordCriteria("keys", Operator.GreaterOrEqual, "4,5,6"));
ClassicAssert.False(criteria.TryParseCustomKeywordCriteria("keys", Operator.Equal, "some text"));
ClassicAssert.False(criteria.TryParseCustomKeywordCriteria("keys", Operator.NotEqual, "4,some text"));
ClassicAssert.False(criteria.TryParseCustomKeywordCriteria("keys", Operator.GreaterOrEqual, "4,5,6"));
}
[TestCase]
@@ -199,7 +200,7 @@ namespace osu.Game.Rulesets.Mania.Tests
TotalObjectCount = 0,
EndTimeObjectCount = 0
};
Assert.True(criteria.Matches(beatmapInfo1, filterCriteria));
ClassicAssert.True(criteria.Matches(beatmapInfo1, filterCriteria));
criteria.TryParseCustomKeywordCriteria("lns", Operator.Equal, "0");
BeatmapInfo beatmapInfo2 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
@@ -207,7 +208,7 @@ namespace osu.Game.Rulesets.Mania.Tests
TotalObjectCount = 100,
EndTimeObjectCount = 0
};
Assert.True(criteria.Matches(beatmapInfo2, filterCriteria));
ClassicAssert.True(criteria.Matches(beatmapInfo2, filterCriteria));
criteria.TryParseCustomKeywordCriteria("lns", Operator.Equal, "100");
BeatmapInfo beatmapInfo3 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
@@ -215,7 +216,7 @@ namespace osu.Game.Rulesets.Mania.Tests
TotalObjectCount = 100,
EndTimeObjectCount = 100
};
Assert.True(criteria.Matches(beatmapInfo3, filterCriteria));
ClassicAssert.True(criteria.Matches(beatmapInfo3, filterCriteria));
criteria.TryParseCustomKeywordCriteria("lns", Operator.Equal, "1");
BeatmapInfo beatmapInfo4 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
@@ -223,7 +224,7 @@ namespace osu.Game.Rulesets.Mania.Tests
TotalObjectCount = 100,
EndTimeObjectCount = 1
};
Assert.True(criteria.Matches(beatmapInfo4, filterCriteria));
ClassicAssert.True(criteria.Matches(beatmapInfo4, filterCriteria));
criteria.TryParseCustomKeywordCriteria("lns", Operator.Equal, "0.1");
BeatmapInfo beatmapInfo5 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
@@ -231,7 +232,7 @@ namespace osu.Game.Rulesets.Mania.Tests
TotalObjectCount = 1000,
EndTimeObjectCount = 1
};
Assert.True(criteria.Matches(beatmapInfo5, filterCriteria));
ClassicAssert.True(criteria.Matches(beatmapInfo5, filterCriteria));
}
[TestCase]
@@ -249,7 +250,7 @@ namespace osu.Game.Rulesets.Mania.Tests
TotalObjectCount = 0,
EndTimeObjectCount = 0
};
Assert.True(criteria.Matches(beatmapInfo1, filterCriteria));
ClassicAssert.True(criteria.Matches(beatmapInfo1, filterCriteria));
criteria.TryParseCustomKeywordCriteria("lns", Operator.GreaterOrEqual, "0");
BeatmapInfo beatmapInfo2 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
@@ -257,7 +258,7 @@ namespace osu.Game.Rulesets.Mania.Tests
TotalObjectCount = 100,
EndTimeObjectCount = 0
};
Assert.True(criteria.Matches(beatmapInfo2, filterCriteria));
ClassicAssert.True(criteria.Matches(beatmapInfo2, filterCriteria));
criteria.TryParseCustomKeywordCriteria("lns", Operator.GreaterOrEqual, "100");
BeatmapInfo beatmapInfo3 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
@@ -265,7 +266,7 @@ namespace osu.Game.Rulesets.Mania.Tests
TotalObjectCount = 100,
EndTimeObjectCount = 100
};
Assert.True(criteria.Matches(beatmapInfo3, filterCriteria));
ClassicAssert.True(criteria.Matches(beatmapInfo3, filterCriteria));
criteria.TryParseCustomKeywordCriteria("lns", Operator.GreaterOrEqual, "1");
BeatmapInfo beatmapInfo4 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
@@ -273,7 +274,7 @@ namespace osu.Game.Rulesets.Mania.Tests
TotalObjectCount = 100,
EndTimeObjectCount = 1
};
Assert.True(criteria.Matches(beatmapInfo4, filterCriteria));
ClassicAssert.True(criteria.Matches(beatmapInfo4, filterCriteria));
criteria.TryParseCustomKeywordCriteria("lns", Operator.GreaterOrEqual, "0.1");
BeatmapInfo beatmapInfo5 = new BeatmapInfo(new ManiaRuleset().RulesetInfo)
@@ -281,7 +282,7 @@ namespace osu.Game.Rulesets.Mania.Tests
TotalObjectCount = 1000,
EndTimeObjectCount = 1
};
Assert.True(criteria.Matches(beatmapInfo5, filterCriteria));
ClassicAssert.True(criteria.Matches(beatmapInfo5, filterCriteria));
}
[TestCase]
@@ -299,7 +300,7 @@ namespace osu.Game.Rulesets.Mania.Tests
TotalObjectCount = 100,
EndTimeObjectCount = 50
};
Assert.False(criteria.Matches(beatmapInfo, filterCriteria));
ClassicAssert.False(criteria.Matches(beatmapInfo, filterCriteria));
}
[TestCase]
@@ -307,8 +308,8 @@ namespace osu.Game.Rulesets.Mania.Tests
{
var criteria = new ManiaFilterCriteria();
Assert.False(criteria.TryParseCustomKeywordCriteria("lns", Operator.Equal, "some text"));
Assert.False(criteria.TryParseCustomKeywordCriteria("lns", Operator.GreaterOrEqual, "1some text"));
ClassicAssert.False(criteria.TryParseCustomKeywordCriteria("lns", Operator.Equal, "some text"));
ClassicAssert.False(criteria.TryParseCustomKeywordCriteria("lns", Operator.GreaterOrEqual, "1some text"));
}
}
}
@@ -4,6 +4,7 @@
using System.Collections.Generic;
using osu.Game.Rulesets.Mania.Beatmaps;
using NUnit.Framework;
using NUnit.Framework.Legacy;
namespace osu.Game.Rulesets.Mania.Tests
{
@@ -35,7 +36,7 @@ namespace osu.Game.Rulesets.Mania.Tests
{
var definition = new StageDefinition(columns);
var results = getResults(definition);
Assert.AreEqual(special, results);
ClassicAssert.AreEqual(special, results);
}
private IEnumerable<bool> getResults(StageDefinition definition)
@@ -3,6 +3,7 @@
using System.Linq;
using NUnit.Framework;
using NUnit.Framework.Legacy;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Tests.Visual;
@@ -20,7 +21,7 @@ namespace osu.Game.Rulesets.Mania.Tests.Mods
public void TestMapHasNoHoldNotes()
{
var testBeatmap = createModdedBeatmap();
Assert.False(testBeatmap.HitObjects.OfType<HoldNote>().Any());
ClassicAssert.False(testBeatmap.HitObjects.OfType<HoldNote>().Any());
}
[Test]
@@ -3,6 +3,7 @@
using System.Linq;
using NUnit.Framework;
using NUnit.Framework.Legacy;
using osu.Framework.Testing;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Objects;
@@ -33,11 +34,11 @@ namespace osu.Game.Rulesets.Mania.Tests
var generated = new ManiaAutoGenerator(beatmap).Generate();
Assert.AreEqual(generated.Frames.Count, frame_offset + 2, "Incorrect number of frames");
Assert.AreEqual(1000, generated.Frames[frame_offset].Time, "Incorrect hit time");
Assert.AreEqual(1000 + ManiaAutoGenerator.RELEASE_DELAY, generated.Frames[frame_offset + 1].Time, "Incorrect release time");
Assert.IsTrue(checkContains(generated.Frames[frame_offset], ManiaAction.Key1), "Key1 has not been pressed");
Assert.IsFalse(checkContains(generated.Frames[frame_offset + 1], ManiaAction.Key1), "Key1 has not been released");
ClassicAssert.AreEqual(generated.Frames.Count, frame_offset + 2, "Incorrect number of frames");
ClassicAssert.AreEqual(1000, generated.Frames[frame_offset].Time, "Incorrect hit time");
ClassicAssert.AreEqual(1000 + ManiaAutoGenerator.RELEASE_DELAY, generated.Frames[frame_offset + 1].Time, "Incorrect release time");
ClassicAssert.True(checkContains(generated.Frames[frame_offset], ManiaAction.Key1), "Key1 has not been pressed");
ClassicAssert.False(checkContains(generated.Frames[frame_offset + 1], ManiaAction.Key1), "Key1 has not been released");
}
[Test]
@@ -54,11 +55,11 @@ namespace osu.Game.Rulesets.Mania.Tests
var generated = new ManiaAutoGenerator(beatmap).Generate();
Assert.AreEqual(generated.Frames.Count, frame_offset + 2, "Incorrect number of frames");
Assert.AreEqual(1000, generated.Frames[frame_offset].Time, "Incorrect hit time");
Assert.AreEqual(3000, generated.Frames[frame_offset + 1].Time, "Incorrect release time");
Assert.IsTrue(checkContains(generated.Frames[frame_offset], ManiaAction.Key1), "Key1 has not been pressed");
Assert.IsFalse(checkContains(generated.Frames[frame_offset + 1], ManiaAction.Key1), "Key1 has not been released");
ClassicAssert.AreEqual(generated.Frames.Count, frame_offset + 2, "Incorrect number of frames");
ClassicAssert.AreEqual(1000, generated.Frames[frame_offset].Time, "Incorrect hit time");
ClassicAssert.AreEqual(3000, generated.Frames[frame_offset + 1].Time, "Incorrect release time");
ClassicAssert.True(checkContains(generated.Frames[frame_offset], ManiaAction.Key1), "Key1 has not been pressed");
ClassicAssert.False(checkContains(generated.Frames[frame_offset + 1], ManiaAction.Key1), "Key1 has not been released");
}
[Test]
@@ -74,11 +75,11 @@ namespace osu.Game.Rulesets.Mania.Tests
var generated = new ManiaAutoGenerator(beatmap).Generate();
Assert.AreEqual(generated.Frames.Count, frame_offset + 2, "Incorrect number of frames");
Assert.AreEqual(1000, generated.Frames[frame_offset].Time, "Incorrect hit time");
Assert.AreEqual(1000 + ManiaAutoGenerator.RELEASE_DELAY, generated.Frames[frame_offset + 1].Time, "Incorrect release time");
Assert.IsTrue(checkContains(generated.Frames[frame_offset], ManiaAction.Key1, ManiaAction.Key2), "Key1 & Key2 have not been pressed");
Assert.IsFalse(checkContains(generated.Frames[frame_offset + 1], ManiaAction.Key1, ManiaAction.Key2), "Key1 & Key2 have not been released");
ClassicAssert.AreEqual(generated.Frames.Count, frame_offset + 2, "Incorrect number of frames");
ClassicAssert.AreEqual(1000, generated.Frames[frame_offset].Time, "Incorrect hit time");
ClassicAssert.AreEqual(1000 + ManiaAutoGenerator.RELEASE_DELAY, generated.Frames[frame_offset + 1].Time, "Incorrect release time");
ClassicAssert.True(checkContains(generated.Frames[frame_offset], ManiaAction.Key1, ManiaAction.Key2), "Key1 & Key2 have not been pressed");
ClassicAssert.False(checkContains(generated.Frames[frame_offset + 1], ManiaAction.Key1, ManiaAction.Key2), "Key1 & Key2 have not been released");
}
[Test]
@@ -96,13 +97,13 @@ namespace osu.Game.Rulesets.Mania.Tests
var generated = new ManiaAutoGenerator(beatmap).Generate();
Assert.AreEqual(generated.Frames.Count, frame_offset + 2, "Incorrect number of frames");
ClassicAssert.AreEqual(generated.Frames.Count, frame_offset + 2, "Incorrect number of frames");
Assert.AreEqual(1000, generated.Frames[frame_offset].Time, "Incorrect hit time");
Assert.AreEqual(3000, generated.Frames[frame_offset + 1].Time, "Incorrect release time");
ClassicAssert.AreEqual(1000, generated.Frames[frame_offset].Time, "Incorrect hit time");
ClassicAssert.AreEqual(3000, generated.Frames[frame_offset + 1].Time, "Incorrect release time");
Assert.IsTrue(checkContains(generated.Frames[frame_offset], ManiaAction.Key1, ManiaAction.Key2), "Key1 & Key2 have not been pressed");
Assert.IsFalse(checkContains(generated.Frames[frame_offset + 1], ManiaAction.Key1, ManiaAction.Key2), "Key1 & Key2 have not been released");
ClassicAssert.True(checkContains(generated.Frames[frame_offset], ManiaAction.Key1, ManiaAction.Key2), "Key1 & Key2 have not been pressed");
ClassicAssert.False(checkContains(generated.Frames[frame_offset + 1], ManiaAction.Key1, ManiaAction.Key2), "Key1 & Key2 have not been released");
}
[Test]
@@ -119,15 +120,15 @@ namespace osu.Game.Rulesets.Mania.Tests
var generated = new ManiaAutoGenerator(beatmap).Generate();
Assert.AreEqual(generated.Frames.Count, frame_offset + 4, "Incorrect number of frames");
Assert.AreEqual(1000, generated.Frames[frame_offset].Time, "Incorrect first note hit time");
Assert.AreEqual(1000 + ManiaAutoGenerator.RELEASE_DELAY, generated.Frames[frame_offset + 1].Time, "Incorrect first note release time");
Assert.AreEqual(2000, generated.Frames[frame_offset + 2].Time, "Incorrect second note hit time");
Assert.AreEqual(2000 + ManiaAutoGenerator.RELEASE_DELAY, generated.Frames[frame_offset + 3].Time, "Incorrect second note release time");
Assert.IsTrue(checkContains(generated.Frames[frame_offset], ManiaAction.Key1), "Key1 has not been pressed");
Assert.IsFalse(checkContains(generated.Frames[frame_offset + 1], ManiaAction.Key1), "Key1 has not been released");
Assert.IsTrue(checkContains(generated.Frames[frame_offset + 2], ManiaAction.Key2), "Key2 has not been pressed");
Assert.IsFalse(checkContains(generated.Frames[frame_offset + 3], ManiaAction.Key2), "Key2 has not been released");
ClassicAssert.AreEqual(generated.Frames.Count, frame_offset + 4, "Incorrect number of frames");
ClassicAssert.AreEqual(1000, generated.Frames[frame_offset].Time, "Incorrect first note hit time");
ClassicAssert.AreEqual(1000 + ManiaAutoGenerator.RELEASE_DELAY, generated.Frames[frame_offset + 1].Time, "Incorrect first note release time");
ClassicAssert.AreEqual(2000, generated.Frames[frame_offset + 2].Time, "Incorrect second note hit time");
ClassicAssert.AreEqual(2000 + ManiaAutoGenerator.RELEASE_DELAY, generated.Frames[frame_offset + 3].Time, "Incorrect second note release time");
ClassicAssert.True(checkContains(generated.Frames[frame_offset], ManiaAction.Key1), "Key1 has not been pressed");
ClassicAssert.False(checkContains(generated.Frames[frame_offset + 1], ManiaAction.Key1), "Key1 has not been released");
ClassicAssert.True(checkContains(generated.Frames[frame_offset + 2], ManiaAction.Key2), "Key2 has not been pressed");
ClassicAssert.False(checkContains(generated.Frames[frame_offset + 3], ManiaAction.Key2), "Key2 has not been released");
}
[Test]
@@ -146,16 +147,16 @@ namespace osu.Game.Rulesets.Mania.Tests
var generated = new ManiaAutoGenerator(beatmap).Generate();
Assert.AreEqual(generated.Frames.Count, frame_offset + 4, "Incorrect number of frames");
Assert.AreEqual(1000, generated.Frames[frame_offset].Time, "Incorrect first note hit time");
Assert.AreEqual(3000, generated.Frames[frame_offset + 2].Time, "Incorrect first note release time");
Assert.AreEqual(2000, generated.Frames[frame_offset + 1].Time, "Incorrect second note hit time");
Assert.AreEqual(4000, generated.Frames[frame_offset + 3].Time, "Incorrect second note release time");
Assert.IsTrue(checkContains(generated.Frames[frame_offset], ManiaAction.Key1), "Key1 has not been pressed");
Assert.IsTrue(checkContains(generated.Frames[frame_offset + 1], ManiaAction.Key1, ManiaAction.Key2), "Key1 & Key2 have not been pressed");
Assert.IsFalse(checkContains(generated.Frames[frame_offset + 2], ManiaAction.Key1), "Key1 has not been released");
Assert.IsTrue(checkContains(generated.Frames[frame_offset + 2], ManiaAction.Key2), "Key2 has been released");
Assert.IsFalse(checkContains(generated.Frames[frame_offset + 3], ManiaAction.Key2), "Key2 has not been released");
ClassicAssert.AreEqual(generated.Frames.Count, frame_offset + 4, "Incorrect number of frames");
ClassicAssert.AreEqual(1000, generated.Frames[frame_offset].Time, "Incorrect first note hit time");
ClassicAssert.AreEqual(3000, generated.Frames[frame_offset + 2].Time, "Incorrect first note release time");
ClassicAssert.AreEqual(2000, generated.Frames[frame_offset + 1].Time, "Incorrect second note hit time");
ClassicAssert.AreEqual(4000, generated.Frames[frame_offset + 3].Time, "Incorrect second note release time");
ClassicAssert.True(checkContains(generated.Frames[frame_offset], ManiaAction.Key1), "Key1 has not been pressed");
ClassicAssert.True(checkContains(generated.Frames[frame_offset + 1], ManiaAction.Key1, ManiaAction.Key2), "Key1 & Key2 have not been pressed");
ClassicAssert.False(checkContains(generated.Frames[frame_offset + 2], ManiaAction.Key1), "Key1 has not been released");
ClassicAssert.True(checkContains(generated.Frames[frame_offset + 2], ManiaAction.Key2), "Key2 has been released");
ClassicAssert.False(checkContains(generated.Frames[frame_offset + 3], ManiaAction.Key2), "Key2 has not been released");
}
[Test]
@@ -173,14 +174,14 @@ namespace osu.Game.Rulesets.Mania.Tests
var generated = new ManiaAutoGenerator(beatmap).Generate();
Assert.AreEqual(generated.Frames.Count, frame_offset + 3, "Incorrect number of frames");
Assert.AreEqual(1000, generated.Frames[frame_offset].Time, "Incorrect first note hit time");
Assert.AreEqual(3000, generated.Frames[frame_offset + 1].Time, "Incorrect second note press time + first note release time");
Assert.AreEqual(3000 + ManiaAutoGenerator.RELEASE_DELAY, generated.Frames[frame_offset + 2].Time, "Incorrect second note release time");
Assert.IsTrue(checkContains(generated.Frames[frame_offset], ManiaAction.Key1), "Key1 has not been pressed");
Assert.IsFalse(checkContains(generated.Frames[frame_offset + 1], ManiaAction.Key1), "Key1 has not been released");
Assert.IsTrue(checkContains(generated.Frames[frame_offset + 1], ManiaAction.Key2), "Key2 has not been pressed");
Assert.IsFalse(checkContains(generated.Frames[frame_offset + 2], ManiaAction.Key2), "Key2 has not been released");
ClassicAssert.AreEqual(generated.Frames.Count, frame_offset + 3, "Incorrect number of frames");
ClassicAssert.AreEqual(1000, generated.Frames[frame_offset].Time, "Incorrect first note hit time");
ClassicAssert.AreEqual(3000, generated.Frames[frame_offset + 1].Time, "Incorrect second note press time + first note release time");
ClassicAssert.AreEqual(3000 + ManiaAutoGenerator.RELEASE_DELAY, generated.Frames[frame_offset + 2].Time, "Incorrect second note release time");
ClassicAssert.True(checkContains(generated.Frames[frame_offset], ManiaAction.Key1), "Key1 has not been pressed");
ClassicAssert.False(checkContains(generated.Frames[frame_offset + 1], ManiaAction.Key1), "Key1 has not been released");
ClassicAssert.True(checkContains(generated.Frames[frame_offset + 1], ManiaAction.Key2), "Key2 has not been pressed");
ClassicAssert.False(checkContains(generated.Frames[frame_offset + 2], ManiaAction.Key2), "Key2 has not been released");
}
private bool checkContains(ReplayFrame frame, params ManiaAction[] actions) => actions.All(action => ((ManiaReplayFrame)frame).Actions.Contains(action));
@@ -1,9 +1,9 @@
<Project Sdk="Microsoft.NET.Sdk">
<Import Project="..\osu.TestProject.props" />
<ItemGroup Label="Package References">
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
<PackageReference Include="NUnit" Version="3.14.0" />
<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.3.0" />
<PackageReference Include="NUnit" Version="4.5.1" />
<PackageReference Include="NUnit3TestAdapter" Version="6.1.0" />
</ItemGroup>
<PropertyGroup Label="Project">
<OutputType>WinExe</OutputType>
@@ -19,6 +19,7 @@ using osu.Game.Rulesets.Mania.Scoring;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Utils;
namespace osu.Game.Rulesets.Mania.Difficulty
{
@@ -36,7 +37,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.MatchesOnlineID(ruleset);
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
{
if (beatmap.HitObjects.Count == 0)
return new ManiaDifficultyAttributes { Mods = mods };
@@ -62,11 +63,13 @@ namespace osu.Game.Rulesets.Mania.Difficulty
return 1;
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods)
{
var sortedObjects = beatmap.HitObjects.ToArray();
int totalColumns = ((ManiaBeatmap)beatmap).TotalColumns;
double clockRate = ModUtils.CalculateRateWithMods(mods);
LegacySortHelper<HitObject>.Sort(sortedObjects, Comparer<HitObject>.Create((a, b) => (int)Math.Round(a.StartTime) - (int)Math.Round(b.StartTime)));
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
@@ -88,7 +91,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
// Sorting is done in CreateDifficultyHitObjects, since the full list of hitobjects is required.
protected override IEnumerable<DifficultyHitObject> SortObjects(IEnumerable<DifficultyHitObject> input) => input;
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[]
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[]
{
new Strain(mods, ((ManiaBeatmap)Beatmap).TotalColumns)
};
@@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
[Resolved]
private IScrollingInfo scrollingInfo { get; set; } = null!;
protected override bool IsValidForPlacement => Precision.DefinitelyBigger(HitObject.Duration, 0);
protected override bool IsValidForPlacement => base.IsValidForPlacement && (PlacementActive == PlacementState.Waiting || Precision.DefinitelyBigger(HitObject.Duration, 0));
public HoldNotePlacementBlueprint()
: base(new HoldNote())
@@ -1,10 +1,12 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using osu.Framework.Allocation;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Tools;
@@ -54,7 +56,8 @@ namespace osu.Game.Rulesets.Mania.Edit
};
public override string ConvertSelectionToString()
=> string.Join(',', EditorBeatmap.SelectedHitObjects.Cast<ManiaHitObject>().OrderBy(h => h.StartTime).Select(h => $"{h.StartTime}|{h.Column}"));
=> string.Join(',', EditorBeatmap.SelectedHitObjects.Cast<ManiaHitObject>().OrderBy(h => h.StartTime)
.Select(h => FormattableString.Invariant($"{Math.Round(h.StartTime)}|{h.Column}")));
// 123|0,456|1,789|2 ...
private static readonly Regex selection_regex = new Regex(@"^\d+\|\d+(,\d+\|\d+)*$", RegexOptions.Compiled);
@@ -73,10 +76,10 @@ namespace osu.Game.Rulesets.Mania.Edit
if (split.Length != 2)
continue;
if (!double.TryParse(split[0], out double time) || !int.TryParse(split[1], out int column))
if (!int.TryParse(split[0], out int time) || !int.TryParse(split[1], out int column))
continue;
ManiaHitObject? current = remainingHitObjects.FirstOrDefault(h => h.StartTime == time && h.Column == column);
ManiaHitObject? current = remainingHitObjects.FirstOrDefault(h => Precision.AlmostEquals(h.StartTime, time, 0.5) && h.Column == column);
if (current == null)
continue;
+5 -3
View File
@@ -383,7 +383,7 @@ namespace osu.Game.Rulesets.Mania
return (PlayfieldType)Enum.GetValues(typeof(PlayfieldType)).Cast<int>().OrderDescending().First(v => variant >= v);
}
protected override IEnumerable<HitResult> GetValidHitResults()
public override IEnumerable<HitResult> GetValidHitResults()
{
return new[]
{
@@ -392,9 +392,11 @@ namespace osu.Game.Rulesets.Mania
HitResult.Good,
HitResult.Ok,
HitResult.Meh,
HitResult.Miss,
// HitResult.SmallBonus is used for awarding perfect bonus score but is not included here as
// it would be a bit redundant to show this to the user.
HitResult.IgnoreHit,
HitResult.ComboBreak,
HitResult.IgnoreMiss,
};
}
@@ -7,7 +7,7 @@ using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Localisation;
using osu.Game.Graphics.UserInterface;
using osu.Game.Graphics.UserInterfaceV2;
using osu.Game.Localisation;
using osu.Game.Overlays.Settings;
using osu.Game.Rulesets.Mania.Configuration;
@@ -31,47 +31,45 @@ namespace osu.Game.Rulesets.Mania
Children = new Drawable[]
{
new SettingsEnumDropdown<ManiaScrollingDirection>
new SettingsItemV2(new FormEnumDropdown<ManiaScrollingDirection>
{
LabelText = RulesetSettingsStrings.ScrollingDirection,
Caption = RulesetSettingsStrings.ScrollingDirection,
Current = config.GetBindable<ManiaScrollingDirection>(ManiaRulesetSetting.ScrollDirection)
},
new SettingsSlider<double, ManiaScrollSlider>
}),
new SettingsItemV2(new FormSliderBar<double>
{
LabelText = RulesetSettingsStrings.ScrollSpeed,
Caption = RulesetSettingsStrings.ScrollSpeed,
Current = config.GetBindable<double>(ManiaRulesetSetting.ScrollSpeed),
KeyboardStep = 1
},
new SettingsCheckbox
KeyboardStep = 1,
LabelFormat = v => RulesetSettingsStrings.ScrollSpeedTooltip((int)DrawableManiaRuleset.ComputeScrollTime(v), v),
}),
new SettingsItemV2(new FormCheckBox
{
Caption = RulesetSettingsStrings.TimingBasedColouring,
Current = config.GetBindable<bool>(ManiaRulesetSetting.TimingBasedNoteColouring),
})
{
Keywords = new[] { "color" },
LabelText = RulesetSettingsStrings.TimingBasedColouring,
Current = config.GetBindable<bool>(ManiaRulesetSetting.TimingBasedNoteColouring),
},
};
Add(new SettingsCheckbox
Add(new SettingsItemV2(new FormCheckBox
{
LabelText = RulesetSettingsStrings.TouchOverlay,
Caption = RulesetSettingsStrings.TouchOverlay,
Current = config.GetBindable<bool>(ManiaRulesetSetting.TouchOverlay)
});
}));
if (RuntimeInfo.IsMobile)
{
Add(new SettingsEnumDropdown<ManiaMobileLayout>
Add(new SettingsItemV2(new FormEnumDropdown<ManiaMobileLayout>
{
LabelText = RulesetSettingsStrings.MobileLayout,
Caption = RulesetSettingsStrings.MobileLayout,
Current = config.GetBindable<ManiaMobileLayout>(ManiaRulesetSetting.MobileLayout),
#pragma warning disable CS0618 // Type or member is obsolete
Items = Enum.GetValues<ManiaMobileLayout>().Where(l => l != ManiaMobileLayout.LandscapeWithOverlay),
#pragma warning restore CS0618 // Type or member is obsolete
});
}));
}
}
private partial class ManiaScrollSlider : RoundedSliderBar<double>
{
public override LocalisableString TooltipText => RulesetSettingsStrings.ScrollSpeedTooltip((int)DrawableManiaRuleset.ComputeScrollTime(Current.Value), Current.Value);
}
}
}
@@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Mania.Mods
typeof(ManiaModFadeIn)
}).ToArray();
public override bool Ranked => false;
public override bool Ranked => true;
public override bool ValidForFreestyleAsRequiredMod => false;
@@ -57,6 +57,9 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
if (spectatorList != null)
spectatorList.Position = new Vector2(36, -66);
foreach (var d in container.OfType<ISerialisableDrawable>())
d.UsesFixedAnchor = true;
})
{
new DrawableGameplayLeaderboard(),
@@ -122,6 +122,9 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
leaderboard.Origin = Anchor.CentreLeft;
leaderboard.X = 10;
}
foreach (var d in container.OfType<ISerialisableDrawable>())
d.UsesFixedAnchor = true;
})
{
new LegacyManiaComboCounter(),
+1 -1
View File
@@ -154,7 +154,7 @@ namespace osu.Game.Rulesets.Mania.UI
var hitWindows = new ManiaHitWindows();
AddInternal(judgementPooler = new JudgementPooler<DrawableManiaJudgement>(Enum.GetValues<HitResult>().Where(r => hitWindows.IsHitResultAllowed(r))));
AddInternal(judgementPooler = new JudgementPooler<DrawableManiaJudgement>(Enum.GetValues<HitResult>().Where(hitWindows.IsHitResultAllowed)));
RegisterPool<BarLine, DrawableBarLine>(50, 200);
}
+1 -3
View File
@@ -35,11 +35,9 @@
<string>UIInterfaceOrientationLandscapeRight</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
</array>
<key>XSAppIconAssets</key>
<string>Assets.xcassets/AppIcon.appiconset</string>
<key>UIApplicationSupportsIndirectInputEvents</key>
<true/>
<key>CADisableMinimumFrameDurationOnPhone</key>
<true/>
</dict>
</plist>
</plist>
@@ -8,6 +8,7 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.UI;
@@ -22,7 +23,12 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
[TestFixture]
public partial class TestSceneSliderDrawing : TestSceneOsuEditor
{
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TestBeatmap(ruleset, false);
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
var beatmap = new TestBeatmap(ruleset, false);
beatmap.ControlPointInfo.Add(0, new TimingControlPoint());
return beatmap;
}
[Test]
public void TestTouchInputPlaceHitCircleDirectly()
@@ -3,10 +3,13 @@
using System.Linq;
using NUnit.Framework;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders;
using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Tests.Beatmaps;
@@ -30,6 +33,16 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
PathType.LINEAR,
new Vector2(100, 0),
new Vector2(100, 100)
),
createPathSegment(
PathType.PERFECT_CURVE,
new Vector2(100.009f, -50.0009f),
new Vector2(200.0089f, -100)
),
createPathSegment(
PathType.PERFECT_CURVE,
new Vector2(25, -50),
new Vector2(100, 75)
)
};
@@ -48,9 +61,13 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
[TestCase(0, 250)]
[TestCase(0, 200)]
[TestCase(1, 120)]
[TestCase(1, 80)]
public void TestSliderReversal(int pathIndex, double length)
[TestCase(1, 120, false, false)]
[TestCase(1, 80, false, false)]
[TestCase(2, 250)]
[TestCase(2, 190)]
[TestCase(3, 250)]
[TestCase(3, 190)]
public void TestSliderReversal(int pathIndex, double length, bool assertEqualDistances = true, bool assertSliderReduction = true)
{
var controlPoints = paths[pathIndex];
@@ -90,6 +107,215 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
InputManager.ReleaseKey(Key.LControl);
});
if (pathIndex == 2)
{
AddRepeatStep("Reverse slider again", () =>
{
InputManager.PressKey(Key.LControl);
InputManager.Key(Key.G);
InputManager.ReleaseKey(Key.LControl);
}, 2);
}
if (assertEqualDistances)
{
AddAssert("Middle control point has the same distance from start to end", () =>
{
var pathControlPoints = selectedSlider.Path.ControlPoints;
float middleToStart = Vector2.Distance(pathControlPoints[^2].Position, pathControlPoints[0].Position);
float middleToEnd = Vector2.Distance(pathControlPoints[^2].Position, pathControlPoints[^1].Position);
return Precision.AlmostEquals(middleToStart, middleToEnd, 1f);
});
}
AddAssert("Middle control point is not at start or end", () =>
Vector2.Distance(selectedSlider.Path.ControlPoints[^2].Position, oldStartPos) > 1 &&
Vector2.Distance(selectedSlider.Path.ControlPoints[^2].Position, oldEndPos) > 1
);
AddAssert("Slider has correct length", () =>
Precision.AlmostEquals(selectedSlider.Path.Distance, oldDistance));
AddAssert("Slider has correct start position", () =>
Vector2.Distance(selectedSlider.Position, oldEndPos) < 1);
AddAssert("Slider has correct end position", () =>
Vector2.Distance(selectedSlider.EndPosition, oldStartPos) < 1);
AddAssert("Control points have correct types", () =>
{
var newControlPointTypes = selectedSlider.Path.ControlPoints.Select(p => p.Type).ToArray();
return oldControlPointTypes.Take(newControlPointTypes.Length).SequenceEqual(newControlPointTypes);
});
if (assertSliderReduction)
{
AddStep("Move to marker", () =>
{
var marker = this.ChildrenOfType<SliderEndDragMarker>().Single();
var markerPos = (marker.ScreenSpaceDrawQuad.TopRight + marker.ScreenSpaceDrawQuad.BottomRight) / 2;
// sometimes the cursor may miss the marker's hitbox so we
// add a little offset here to be sure it lands in a clickable position.
var position = new Vector2(markerPos.X + 2f, markerPos.Y);
InputManager.MoveMouseTo(position);
});
AddStep("Click", () => InputManager.PressButton(MouseButton.Left));
AddStep("Reduce slider", () =>
{
var middleControlPoint = this.ChildrenOfType<PathControlPointPiece<Slider>>().ToArray()[^2];
InputManager.MoveMouseTo(middleControlPoint);
});
AddStep("Release click", () => InputManager.ReleaseButton(MouseButton.Left));
AddStep("Save half slider info", () =>
{
oldStartPos = selectedSlider.Position;
oldEndPos = selectedSlider.EndPosition;
oldDistance = selectedSlider.Path.Distance;
});
AddStep("Reverse slider", () =>
{
InputManager.PressKey(Key.LControl);
InputManager.Key(Key.G);
InputManager.ReleaseKey(Key.LControl);
});
AddAssert("Middle control point has the same distance from start to end", () =>
{
var pathControlPoints = selectedSlider.Path.ControlPoints;
float middleToStart = Vector2.Distance(pathControlPoints[^2].Position, pathControlPoints[0].Position);
float middleToEnd = Vector2.Distance(pathControlPoints[^2].Position, pathControlPoints[^1].Position);
return Precision.AlmostEquals(middleToStart, middleToEnd, 1f);
});
AddAssert("Middle control point is not at start or end", () =>
Vector2.Distance(selectedSlider.Path.ControlPoints[^2].Position, oldStartPos) > 1 &&
Vector2.Distance(selectedSlider.Path.ControlPoints[^2].Position, oldEndPos) > 1
);
AddAssert("Slider has correct length", () =>
Precision.AlmostEquals(selectedSlider.Path.Distance, oldDistance));
AddAssert("Slider has correct start position", () =>
Vector2.Distance(selectedSlider.Position, oldEndPos) < 1);
AddAssert("Slider has correct end position", () =>
Vector2.Distance(selectedSlider.EndPosition, oldStartPos) < 1);
AddAssert("Control points have correct types", () =>
{
var newControlPointTypes = selectedSlider.Path.ControlPoints.Select(p => p.Type).ToArray();
return oldControlPointTypes.Take(newControlPointTypes.Length).SequenceEqual(newControlPointTypes);
});
}
}
[Test]
public void TestSegmentedSliderReversal()
{
PathControlPoint[] segmentedSliderPath =
[
new PathControlPoint
{
Position = new Vector2(0, 0),
Type = PathType.PERFECT_CURVE
},
new PathControlPoint
{
Position = new Vector2(100, 150),
},
new PathControlPoint
{
Position = new Vector2(75, -50),
Type = PathType.PERFECT_CURVE
},
new PathControlPoint
{
Position = new Vector2(225, -75),
},
new PathControlPoint
{
Position = new Vector2(350, 50),
Type = PathType.PERFECT_CURVE
},
new PathControlPoint
{
Position = new Vector2(500, -75),
},
new PathControlPoint
{
Position = new Vector2(350, -120),
},
];
Vector2 oldStartPos = default;
Vector2 oldEndPos = default;
double oldDistance = default;
var oldControlPointTypes = segmentedSliderPath.Select(p => p.Type);
AddStep("Add slider", () =>
{
var slider = new Slider
{
Position = new Vector2(0, 200),
Path = new SliderPath(segmentedSliderPath)
{
ExpectedDistance = { Value = 1314 }
}
};
EditorBeatmap.Add(slider);
oldStartPos = slider.Position;
oldEndPos = slider.EndPosition;
oldDistance = slider.Path.Distance;
});
AddStep("Select slider", () =>
{
var slider = (Slider)EditorBeatmap.HitObjects[0];
EditorBeatmap.SelectedHitObjects.Add(slider);
});
AddRepeatStep("Reverse slider", () =>
{
InputManager.PressKey(Key.LControl);
InputManager.Key(Key.G);
InputManager.ReleaseKey(Key.LControl);
}, 3);
AddAssert("First arc's control is not at the slider's middle", () =>
Vector2.Distance(selectedSlider.Path.ControlPoints[^2].Position, selectedSlider.Path.PositionAt(0.5)) > 1
);
AddAssert("Last arc's control is not at the slider's middle", () =>
Vector2.Distance(selectedSlider.Path.ControlPoints[1].Position, selectedSlider.Path.PositionAt(0.5)) > 1
);
AddAssert("First arc centered middle control point", () =>
{
var pathControlPoints = selectedSlider.Path.ControlPoints;
float middleToStart = Vector2.Distance(pathControlPoints[1].Position, pathControlPoints[0].Position);
float middleToEnd = Vector2.Distance(pathControlPoints[1].Position, pathControlPoints[2].Position);
return Precision.AlmostEquals(middleToStart, middleToEnd, 1f);
});
AddAssert("Last arc centered middle control point", () =>
{
var pathControlPoints = selectedSlider.Path.ControlPoints;
float middleToStart = Vector2.Distance(pathControlPoints[^2].Position, pathControlPoints[^3].Position);
float middleToEnd = Vector2.Distance(pathControlPoints[^2].Position, pathControlPoints[^1].Position);
return Precision.AlmostEquals(middleToStart, middleToEnd, 1f);
});
AddAssert("Slider has correct length", () =>
Precision.AlmostEquals(selectedSlider.Path.Distance, oldDistance));
@@ -6,6 +6,7 @@
using System;
using System.Linq;
using NUnit.Framework;
using NUnit.Framework.Legacy;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Testing;
using osu.Framework.Utils;
@@ -102,7 +103,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
for (int i = 0; i < 100; i++)
{
Assert.True(Precision.AlmostEquals(sliderPathPerfect.PositionAt(i / 100.0f), sliderPathBezier.PositionAt(i / 100.0f)));
ClassicAssert.True(Precision.AlmostEquals(sliderPathPerfect.PositionAt(i / 100.0f), sliderPathBezier.PositionAt(i / 100.0f)));
}
}
@@ -174,7 +175,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
double theta = circularArcProperties.ThetaStart + (circularArcProperties.Direction * progress * circularArcProperties.ThetaRange);
Vector2 vector = new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * circularArcProperties.Radius;
Assert.True(Precision.AlmostEquals(circularArcProperties.Centre + vector, path.PositionAt(progress), 0.01f),
ClassicAssert.True(Precision.AlmostEquals(circularArcProperties.Centre + vector, path.PositionAt(progress), 0.01f),
"A perfect circle with points " + string.Join(", ", path.ControlPoints.Select(x => x.Position)) + " and radius" + circularArcProperties.Radius + "from SliderPath does not almost equal a theoretical perfect circle with " + subpoints + " subpoints"
+ ": " + (circularArcProperties.Centre + vector) + " - " + path.PositionAt(progress)
+ " = " + (circularArcProperties.Centre + vector - path.PositionAt(progress))
@@ -0,0 +1,88 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Tests.Beatmaps;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Osu.Tests.Mods
{
public partial class TestSceneOsuModEasy : OsuModTestScene
{
protected override bool AllowFail => true;
[Test]
public void TestMultipleApplication()
{
bool reapplied = false;
CreateModTest(new ModTestData
{
Mods = [new OsuModEasy { Retries = { Value = 1 } }],
Autoplay = false,
CreateBeatmap = () =>
{
// do stuff to speed up fails
var b = new TestBeatmap(new OsuRuleset().RulesetInfo)
{
Difficulty = { DrainRate = 10 }
};
foreach (var ho in b.HitObjects)
ho.StartTime /= 4;
return b;
},
PassCondition = () =>
{
if (((ModEasyTestPlayer)Player).FailuresSuppressed > 0 && !reapplied)
{
try
{
foreach (var mod in Player.GameplayState.Mods.OfType<IApplicableToDifficulty>())
mod.ApplyToDifficulty(new BeatmapDifficulty());
foreach (var mod in Player.GameplayState.Mods.OfType<IApplicableToPlayer>())
mod.ApplyToPlayer(Player);
}
catch
{
// don't care if this fails. in fact a failure here is probably better than the alternative.
}
finally
{
reapplied = true;
}
}
return Player.GameplayState.HasFailed && ((ModEasyTestPlayer)Player).FailuresSuppressed <= 1;
}
});
}
protected override TestPlayer CreateModPlayer(Ruleset ruleset) => new ModEasyTestPlayer(CurrentTestData, AllowFail);
private partial class ModEasyTestPlayer : ModTestPlayer
{
public int FailuresSuppressed { get; private set; }
public ModEasyTestPlayer(ModTestData data, bool allowFail)
: base(data, allowFail)
{
}
protected override bool CheckModsAllowFailure()
{
bool failureAllowed = GameplayState.Mods.OfType<IApplicableFailOverride>().All(m => m.PerformFail());
if (!failureAllowed)
FailuresSuppressed++;
return failureAllowed;
}
}
}
}
@@ -2,7 +2,10 @@
// See the LICENCE file in the repository root for full licence text.
using NUnit.Framework;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.UI;
namespace osu.Game.Rulesets.Osu.Tests.Mods
{
@@ -18,5 +21,39 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods
Autoplay = false,
});
}
[Test]
public void TestSkipToFirstCircleNotSuppressed()
{
CreateModTest(new ModTestData
{
Mod = new OsuModFreezeFrame(),
CreateBeatmap = () => new OsuBeatmap
{
HitObjects =
{
new HitCircle { StartTime = 5000, Position = OsuPlayfield.BASE_SIZE / 2 }
}
},
PassCondition = () => Player.GameplayClockContainer.GameplayStartTime > 0
});
}
[Test]
public void TestSkipToFirstSpinnerNotSuppressed()
{
CreateModTest(new ModTestData
{
Mod = new OsuModFreezeFrame(),
CreateBeatmap = () => new OsuBeatmap
{
HitObjects =
{
new Spinner { StartTime = 5000, Position = OsuPlayfield.BASE_SIZE / 2 }
}
},
PassCondition = () => Player.GameplayClockContainer.GameplayStartTime > 0
});
}
}
}
@@ -27,6 +27,9 @@ namespace osu.Game.Rulesets.Osu.Tests
[TestCase("multi-segment-slider")]
[TestCase("nan-slider")]
[TestCase("1124896")]
[TestCase("1341554")]
[TestCase("2593923")]
[TestCase("801165")]
public void Test(string name) => base.Test(name);
protected override IEnumerable<ConvertValue> CreateConvertValue(HitObject hitObject)
@@ -34,6 +34,30 @@ namespace osu.Game.Rulesets.Osu.Tests
public void TestClassicMod(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModClassic());
[TestCase(239, "diffcalc-test")]
[TestCase(54, "zero-length-sliders")]
[TestCase(4, "very-fast-slider")]
public void TestOffsetChanges(int expectedMaxCombo, string name)
{
const double offset_iterations = 400;
var beatmap = GetBeatmap(name);
var attributes = CreateDifficultyCalculator(beatmap).Calculate();
double expectedStarRating = attributes.StarRating;
for (int i = 0; i < offset_iterations; i++)
{
foreach (var beatmapHitObject in beatmap.Beatmap.HitObjects)
beatmapHitObject.StartTime++;
attributes = CreateDifficultyCalculator(beatmap).Calculate();
// Platform-dependent math functions (Pow, Cbrt, Exp, etc) may result in minute differences.
Assert.That(attributes.StarRating, Is.EqualTo(expectedStarRating).Within(0.00001));
Assert.That(attributes.MaxCombo, Is.EqualTo(expectedMaxCombo));
}
}
protected override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => new OsuDifficultyCalculator(new OsuRuleset().RulesetInfo, beatmap);
protected override Ruleset CreateRuleset() => new OsuRuleset();
File diff suppressed because one or more lines are too long
@@ -0,0 +1,941 @@
osu file format v14
[General]
AudioLeadIn: 0
PreviewTime: 76429
Countdown: 0
SampleSet: Soft
StackLeniency: 0.2
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1
[Difficulty]
HPDrainRate:5
CircleSize:4.3
OverallDifficulty:8
ApproachRate:9.3
SliderMultiplier:2.99999995231628
SliderTickRate:1
[Events]
//Background and Video events
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
[TimingPoints]
763,444.444444444444,4,2,1,60,1,0
763,-111.111111111111,4,2,1,60,0,0
1929,-100,4,2,1,5,0,0
1985,-100,4,2,1,60,0,0
2040,-100,4,2,1,5,0,0
2096,-153.846153846153,4,2,1,60,0,0
2429,-133.333333333333,4,2,1,5,0,0
2540,-71.4285714285714,4,2,1,70,0,1
2985,-100,4,2,1,70,0,1
4485,-100,4,2,1,5,0,1
4540,-100,4,2,1,70,0,1
4707,-100,4,2,1,5,0,1
4762,-100,4,2,1,70,0,1
4929,-100,4,2,1,5,0,1
4985,-100,4,2,1,70,0,1
5096,-83.3333333333333,4,2,1,70,0,1
5429,-133.333333333333,4,2,1,70,0,1
5596,-133.333333333333,4,2,1,70,0,1
5652,-133.333333333333,4,2,1,70,0,1
5818,-133.333333333333,4,2,1,70,0,1
5874,-133.333333333333,4,2,1,70,0,1
6040,-133.333333333333,4,2,1,70,0,1
6096,-100,4,2,1,70,0,1
6540,-100,4,2,1,70,0,1
8040,-100,4,2,1,5,0,1
8096,-100,4,2,1,70,0,1
8262,-100,4,2,1,5,0,1
8318,-100,4,2,1,70,0,1
8485,-100,4,2,1,5,0,1
8540,-133.333333333333,4,2,1,70,0,1
8874,-100,4,2,1,5,0,1
8985,-100,4,2,1,70,0,1
9651,-100,4,2,1,70,0,1
10096,-100,4,2,1,70,0,1
11596,-100,4,2,1,5,0,1
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11818,-100,4,2,1,5,0,1
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11874,-80,4,2,1,70,0,1
12040,-80,4,2,1,5,0,1
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12207,-133.333333333333,4,2,1,70,0,1
12429,-100,4,2,1,5,0,1
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13651,-83.3333333333333,4,2,1,70,0,1
13874,-100,4,2,1,70,0,1
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15373,-100,4,2,1,5,0,1
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16096,-100,4,2,1,70,0,1
16262,-100,4,2,1,70,0,1
16318,-83.3333333333333,4,2,1,70,0,1
16651,-100,4,2,1,70,0,1
16762,-133.333333333333,4,2,1,60,0,0
17096,-133.333333333333,4,2,1,5,0,0
17207,-200,4,2,1,60,0,0
18096,-66.6666666666667,4,2,1,60,0,0
18262,-66.6666666666667,4,2,1,5,0,0
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22985,-200,4,2,1,60,0,0
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36429,-100,4,2,1,60,0,0
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37874,-100,4,2,1,60,0,0
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39596,-100,4,2,1,5,0,0
39651,-100,4,2,1,60,0,0
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39873,-100,4,2,1,60,0,0
40096,-100,4,2,1,60,0,0
41429,-50,4,2,1,60,0,0
41596,-100,4,2,1,5,0,0
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333,338,108763,1,8,3:0:0:0:
467,307,108874,6,0,L|509:297,2,37.4999994039535,0|0|4,0:0|0:0|0:0,0:0:0:0:
409,380,109096,1,0,0:0:0:0:
300,257,109207,38,0,P|279:218|281:171,1,74.999998807907,0|0,3:0|0:0,0:0:0:0:
401,118,109429,1,4,0:0:0:0:
401,118,109651,6,0,L|315:109,1,74.999998807907,8|4,3:0|0:0,0:0:0:0:
256,15,109985,37,0,0:0:0:0:
175,121,110096,2,0,P|162:60|109:16,1,112.49999821186,0|0,3:0|0:0,0:0:0:0:
128,26,110318,2,0,P|106:86|47:122,1,112.49999821186,0|0,0:0|0:0,0:0:0:0:
69,114,110540,2,0,P|135:105|185:131,1,112.49999821186,8|0,3:0|0:0,0:0:0:0:
160,223,110762,6,0,B|142:230|142:230|120:228|120:228|95:239|95:239|71:235|71:235|49:244|49:244|22:249,1,112.500002503395,4|0,0:0|0:0,0:0:0:0:
193,334,110985,38,0,P|216:310|242:301,1,56.2500012516975,0|0,3:0|0:0,0:0:0:0:
335,325,111207,2,0,P|366:353|378:379,1,56.2500012516975,0|0,0:0|0:0,0:0:0:0:
273,383,111429,2,0,L|304:213,1,168.750003755093,0|0,0:0|0:0,0:0:0:0:
383,255,111874,22,0,B|422:273|422:273|476:273,1,74.999998807907,8|0,3:0|3:0,0:0:0:0:
209,219,112096,2,0,B|169:221|169:221|131:206,1,74.999998807907,0|0,0:0|0:0,0:0:0:0:
403,147,112318,2,0,B|352:114|352:114|337:43|337:43|295:109|295:109|234:115,1,269.999987468719,8|0,3:0|0:0,0:0:0:0:
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+63 -18
View File
@@ -4,8 +4,8 @@
using System;
using System.IO;
using System.Linq;
using System.Text;
using NUnit.Framework;
using NUnit.Framework.Legacy;
using osu.Game.Beatmaps;
using osu.Game.IO;
using osu.Game.Rulesets.Mods;
@@ -19,23 +19,9 @@ namespace osu.Game.Rulesets.Osu.Tests
public class StackingTest
{
[Test]
public void TestStacking()
public void TestStackingEdgeCaseOne()
{
using (var stream = new MemoryStream(Encoding.UTF8.GetBytes(beatmap_data)))
using (var reader = new LineBufferedReader(stream))
{
var beatmap = Decoder.GetDecoder<Beatmap>(reader).Decode(reader);
var converted = new TestWorkingBeatmap(beatmap).GetPlayableBeatmap(new OsuRuleset().RulesetInfo, Array.Empty<Mod>());
var objects = converted.HitObjects.ToList();
// The last hitobject triggers the stacking
for (int i = 0; i < objects.Count - 1; i++)
Assert.AreEqual(0, ((OsuHitObject)objects[i]).StackHeight);
}
}
private const string beatmap_data = @"
using (var stream = new MemoryStream(@"
osu file format v14
[General]
@@ -62,6 +48,65 @@ SliderTickRate:0.5
311,185,218471,2,0,L|325:209,1,25
311,185,218671,2,0,L|304:212,1,25
311,185,240271,5,0,0:0:0:0:
";
"u8.ToArray()))
using (var reader = new LineBufferedReader(stream))
{
var beatmap = Decoder.GetDecoder<Beatmap>(reader).Decode(reader);
var converted = new TestWorkingBeatmap(beatmap).GetPlayableBeatmap(new OsuRuleset().RulesetInfo, Array.Empty<Mod>());
var objects = converted.HitObjects.ToList();
// The last hitobject triggers the stacking
for (int i = 0; i < objects.Count - 1; i++)
ClassicAssert.AreEqual(0, ((OsuHitObject)objects[i]).StackHeight);
}
}
[Test]
public void TestStackingEdgeCaseTwo()
{
using (var stream = new MemoryStream(@"
osu file format v14
// extracted from https://osu.ppy.sh/beatmapsets/365006#osu/801165
[General]
StackLeniency: 0.2
[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8
ApproachRate:9.3
SliderMultiplier:2
SliderTickRate:1
[TimingPoints]
5338,444.444444444444,4,2,0,50,1,0
82893,-76.9230769230769,4,2,8,50,0,0
85115,-76.9230769230769,4,2,0,50,0,0
85337,-100,4,2,8,60,0,0
85893,-100,4,2,7,60,0,0
86226,-100,4,2,8,60,0,0
88893,-58.8235294117647,4,1,8,70,0,1
[HitObjects]
427,124,84226,1,0,3:0:0:0:
427,124,84337,1,0,3:0:0:0:
427,124,84449,1,8,0:0:0:0:
"u8.ToArray()))
using (var reader = new LineBufferedReader(stream))
{
var beatmap = Decoder.GetDecoder<Beatmap>(reader).Decode(reader);
var converted = new TestWorkingBeatmap(beatmap).GetPlayableBeatmap(new OsuRuleset().RulesetInfo, Array.Empty<Mod>());
var objects = converted.HitObjects.ToList();
Assert.That(objects, Has.Count.EqualTo(3));
// The last hitobject triggers the stacking
for (int i = 0; i < objects.Count - 1; i++)
ClassicAssert.AreEqual(0, ((OsuHitObject)objects[i]).StackHeight);
}
}
}
}
@@ -0,0 +1,63 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using NUnit.Framework;
using osu.Framework.Testing;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Rulesets.Replays;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Osu.Tests
{
[TestFixture]
[HeadlessTest]
public partial class TestSceneAutoGeneration : OsuTestScene
{
[TestCase(-1, true)]
[TestCase(0, false)]
[TestCase(1, false)]
public void TestAlternating(double offset, bool shouldAlternate)
{
const double first_object_time = 1000;
double secondObjectTime = first_object_time + AutoGenerator.KEY_UP_DELAY + OsuAutoGenerator.MIN_FRAME_SEPARATION_FOR_ALTERNATING + offset;
var beatmap = new OsuBeatmap();
beatmap.HitObjects.Add(new HitCircle { StartTime = first_object_time });
beatmap.HitObjects.Add(new HitCircle { StartTime = secondObjectTime });
var generated = new OsuAutoGenerator(beatmap, []).Generate();
var frames = generated.Frames.OfType<OsuReplayFrame>().ToList();
Assert.That(frames.Exists(f => f.Time == first_object_time && f.Actions.SingleOrDefault() == OsuAction.LeftButton));
Assert.That(frames.Exists(f => f.Time == first_object_time + AutoGenerator.KEY_UP_DELAY && !f.Actions.Any()));
Assert.That(frames.Exists(f => f.Time == secondObjectTime && f.Actions.SingleOrDefault() == (shouldAlternate ? OsuAction.RightButton : OsuAction.LeftButton)));
Assert.That(frames.Exists(f => f.Time == secondObjectTime + AutoGenerator.KEY_UP_DELAY && !f.Actions.Any()));
}
[TestCase(300)]
[TestCase(600)]
[TestCase(1200)]
public void TestAlternatingSpecificBPM(double bpm)
{
const double first_object_time = 1000;
double secondObjectTime = first_object_time + 60000 / bpm;
var beatmap = new OsuBeatmap();
beatmap.HitObjects.Add(new HitCircle { StartTime = first_object_time });
beatmap.HitObjects.Add(new HitCircle { StartTime = secondObjectTime });
var generated = new OsuAutoGenerator(beatmap, []).Generate();
var frames = generated.Frames.OfType<OsuReplayFrame>().ToList();
Assert.That(frames.Exists(f => f.Time == first_object_time && f.Actions.SingleOrDefault() == OsuAction.LeftButton));
Assert.That(frames.Exists(f => f.Time == first_object_time + AutoGenerator.KEY_UP_DELAY && !f.Actions.Any()));
Assert.That(frames.Exists(f => f.Time == secondObjectTime && f.Actions.SingleOrDefault() == OsuAction.RightButton));
Assert.That(frames.Exists(f => f.Time == secondObjectTime + AutoGenerator.KEY_UP_DELAY && !f.Actions.Any()));
}
}
}
@@ -0,0 +1,52 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Testing;
using osu.Game.Configuration;
using osu.Game.Skinning;
using osu.Game.Tests.Visual;
using osuTK.Input;
namespace osu.Game.Rulesets.Osu.Tests
{
public partial class TestSceneGameplayCursorSizeChange : PlayerTestScene
{
private const float initial_cursor_size = 1f;
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
[Resolved]
private SkinManager? skins { get; set; }
[BackgroundDependencyLoader]
private void load()
{
if (skins != null) skins.CurrentSkinInfo.Value = skins.DefaultClassicSkin.SkinInfo;
}
[SetUpSteps]
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("Set gameplay cursor size: 1", () => LocalConfig.SetValue(OsuSetting.GameplayCursorSize, initial_cursor_size));
AddStep("resume player", () => Player.GameplayClockContainer.Start());
AddUntilStep("clock running", () => Player.GameplayClockContainer.IsRunning);
}
[Test]
public void TestPausedChangeCursorSize()
{
AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre));
AddStep("move cursor to top left", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft));
AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre));
AddStep("move cursor to top right", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopRight));
AddStep("press escape", () => InputManager.Key(Key.Escape));
AddSliderStep("cursor size", 0.1f, 2f, 1f, v => LocalConfig.SetValue(OsuSetting.GameplayCursorSize, v));
}
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(true, false);
}
}
@@ -33,7 +33,7 @@ namespace osu.Game.Rulesets.Osu.Tests
Debug.Assert(drawableHitObject.HitObject.HitWindows != null);
double delay = drawableHitObject.HitObject.StartTime - (drawableHitObject.HitObject.HitWindows.WindowFor(HitResult.Miss) + RNG.Next(0, 300)) - Time.Current;
scheduledTasks.Add(Scheduler.AddDelayed(() => drawableHitObject.TriggerJudgement(), delay));
scheduledTasks.Add(Scheduler.AddDelayed(drawableHitObject.TriggerJudgement, delay));
return drawableHitObject;
}
@@ -1,10 +1,10 @@
<Project Sdk="Microsoft.NET.Sdk">
<Import Project="..\osu.TestProject.props" />
<ItemGroup Label="Package References">
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
<PackageReference Include="Moq" Version="4.18.4" />
<PackageReference Include="NUnit" Version="3.14.0" />
<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.3.0" />
<PackageReference Include="Moq" Version="4.20.72" />
<PackageReference Include="NUnit" Version="4.5.1" />
<PackageReference Include="NUnit3TestAdapter" Version="6.1.0" />
</ItemGroup>
<PropertyGroup Label="Project">
<OutputType>WinExe</OutputType>
@@ -91,7 +91,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
continue;
double endTime = stackBaseObject.GetEndTime();
double stackThreshold = objectN.TimePreempt * beatmap.StackLeniency;
float stackThreshold = calculateStackThreshold(beatmap, objectN);
if (objectN.StartTime - endTime > stackThreshold)
// We are no longer within stacking range of the next object.
@@ -136,7 +136,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
OsuHitObject objectI = hitObjects[i];
if (objectI.StackHeight != 0 || objectI is Spinner) continue;
double stackThreshold = objectI.TimePreempt * beatmap.StackLeniency;
float stackThreshold = calculateStackThreshold(beatmap, objectI);
/* If this object is a hitcircle, then we enter this "special" case.
* It either ends with a stack of hitcircles only, or a stack of hitcircles that are underneath a slider.
@@ -151,7 +151,10 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
double endTime = objectN.GetEndTime();
if (objectI.StartTime - endTime > stackThreshold)
// truncation to integer is required to match stable
// compare https://github.com/peppy/osu-stable-reference/blob/08e3dafd525934cf48880b08e91c24ce4ad8b761/osu!/GameplayElements/HitObjectManager.cs#L1725
// - both quantities being subtracted there are integers
if ((int)objectI.StartTime - (int)endTime > stackThreshold)
// We are no longer within stacking range of the previous object.
break;
@@ -232,7 +235,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
for (int j = i + 1; j < hitObjects.Count; j++)
{
double stackThreshold = hitObjects[i].TimePreempt * beatmap.StackLeniency;
float stackThreshold = calculateStackThreshold(beatmap, hitObjects[i]);
if (hitObjects[j].StartTime - stackThreshold > startTime)
break;
@@ -264,5 +267,17 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
}
}
}
/// <remarks>
/// Truncation of <see cref="OsuHitObject.TimePreempt"/> to <see cref="int"/>, as well as keeping the result as <see cref="float"/>, are both done
/// <a href="https://github.com/peppy/osu-stable-reference/blob/08e3dafd525934cf48880b08e91c24ce4ad8b761/osu!/GameplayElements/HitObjectManager.cs#L1652">
/// for the purposes of stable compatibility
/// </a>.
/// Note that for top-level objects <see cref="OsuHitObject.TimePreempt"/> is supposed to be integral anyway;
/// see <see cref="OsuHitObject.ApplyDefaultsToSelf"/> using <see cref="IBeatmapDifficultyInfo.DifficultyRangeInt"/> when calculating it.
/// Slider ticks and end circles are the exception to that, but they do not matter for stacking.
/// </remarks>
private static float calculateStackThreshold(IBeatmap beatmap, OsuHitObject hitObject)
=> (int)hitObject.TimePreempt * beatmap.StackLeniency;
}
}
@@ -0,0 +1,42 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Aim
{
public static class AgilityEvaluator
{
private const double distance_cap = OsuDifficultyHitObject.NORMALISED_DIAMETER * 1.2; // 1.2 circles distance between centers
/// <summary>
/// Evaluates the difficulty of fast aiming
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
if (current.BaseObject is Spinner)
return 0;
var osuCurrObj = (OsuDifficultyHitObject)current;
var osuPrevObj = current.Index > 0 ? (OsuDifficultyHitObject)current.Previous(0) : null;
double travelDistance = osuPrevObj?.LazyTravelDistance ?? 0;
double distance = travelDistance + osuCurrObj.LazyJumpDistance;
double distanceScaled = Math.Min(distance, distance_cap) / distance_cap;
double agilityDifficulty = distanceScaled * 1000 / osuCurrObj.AdjustedDeltaTime;
agilityDifficulty *= Math.Pow(osuCurrObj.SmallCircleBonus, 1.5);
agilityDifficulty *= highBpmBonus(osuCurrObj.AdjustedDeltaTime);
return agilityDifficulty;
}
private static double highBpmBonus(double ms) => 1 / (1 - Math.Pow(0.2, ms / 1000));
}
}
@@ -0,0 +1,126 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
using osuTK;
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Aim
{
public static class FlowAimEvaluator
{
private const double velocity_change_multiplier = 0.52;
/// <summary>
/// Evaluates difficulty of "flow aim" - aiming pattern where player doesn't stop their cursor on every object and instead "flows" through them.
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliderTravelDistance)
{
if (current.BaseObject is Spinner || current.Index <= 1 || current.Previous(0).BaseObject is Spinner)
return 0;
var osuCurrObj = (OsuDifficultyHitObject)current;
var osuLastObj = (OsuDifficultyHitObject)current.Previous(0);
var osuLastLastObj = (OsuDifficultyHitObject)current.Previous(1);
double currDistance = withSliderTravelDistance ? osuCurrObj.LazyJumpDistance : osuCurrObj.JumpDistance;
double prevDistance = withSliderTravelDistance ? osuLastObj.LazyJumpDistance : osuLastObj.JumpDistance;
double currVelocity = currDistance / osuCurrObj.AdjustedDeltaTime;
if (osuLastObj.BaseObject is Slider && withSliderTravelDistance)
{
// If the last object is a slider, then we extend the travel velocity through the slider into the current object.
double sliderDistance = osuLastObj.LazyTravelDistance + osuCurrObj.LazyJumpDistance;
currVelocity = Math.Max(currVelocity, sliderDistance / osuCurrObj.AdjustedDeltaTime);
}
double prevVelocity = prevDistance / osuLastObj.AdjustedDeltaTime;
double flowDifficulty = currVelocity;
// Apply high circle size bonus to the base velocity.
// We use reduced CS bonus here because the bonus was made for an evaluator with a different d/t scaling
flowDifficulty *= Math.Sqrt(osuCurrObj.SmallCircleBonus);
// Rhythm changes are harder to flow
flowDifficulty *= 1 + Math.Min(0.25,
Math.Pow((Math.Max(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime) - Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime)) / 50, 4));
if (osuCurrObj.Angle != null && osuLastObj.Angle != null)
{
double angleDifference = Math.Abs(osuCurrObj.Angle.Value - osuLastObj.Angle.Value);
double angleDifferenceAdjusted = Math.Sin(angleDifference / 2) * 180.0;
double angularVelocity = angleDifferenceAdjusted / (osuCurrObj.AdjustedDeltaTime * 0.1);
// Low angular velocity flow (angles are consistent) is easier to follow than erratic flow
flowDifficulty *= 0.8 + Math.Sqrt(angularVelocity / 270.0);
}
// If all three notes are overlapping - don't reward bonuses as you don't have to do additional movement
double overlappedNotesWeight = 1;
if (current.Index > 2)
{
double o1 = calculateOverlapFactor(osuCurrObj, osuLastObj);
double o2 = calculateOverlapFactor(osuCurrObj, osuLastLastObj);
double o3 = calculateOverlapFactor(osuLastObj, osuLastLastObj);
overlappedNotesWeight = 1 - o1 * o2 * o3;
}
if (osuCurrObj.Angle != null)
{
// Acute angles are also hard to flow
flowDifficulty += currVelocity *
SnapAimEvaluator.CalcAngleAcuteness(osuCurrObj.Angle.Value) *
overlappedNotesWeight;
}
if (Math.Max(prevVelocity, currVelocity) != 0)
{
if (withSliderTravelDistance)
{
currVelocity = currDistance / osuCurrObj.AdjustedDeltaTime;
}
// Scale with ratio of difference compared to 0.5 * max dist.
double distRatio = DifficultyCalculationUtils.Smoothstep(Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity), 0, 1);
// Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing.
double overlapVelocityBuff = Math.Min(OsuDifficultyHitObject.NORMALISED_DIAMETER * 1.25 / Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime),
Math.Abs(prevVelocity - currVelocity));
flowDifficulty += overlapVelocityBuff *
distRatio *
overlappedNotesWeight *
velocity_change_multiplier;
}
if (osuCurrObj.BaseObject is Slider && withSliderTravelDistance)
{
// Include slider velocity to make velocity more consistent with snap
flowDifficulty += osuCurrObj.TravelDistance / osuCurrObj.TravelTime;
}
// Final velocity is being raised to a power because flow difficulty scales harder with both high distance and time, and we want to account for that
flowDifficulty = Math.Pow(flowDifficulty, 1.45);
// Reduce difficulty for low spacing since spacing below radius is always to be flowed
return flowDifficulty * DifficultyCalculationUtils.Smootherstep(currDistance, 0, OsuDifficultyHitObject.NORMALISED_RADIUS);
}
private static double calculateOverlapFactor(OsuDifficultyHitObject first, OsuDifficultyHitObject second)
{
var firstBase = (OsuHitObject)first.BaseObject;
var secondBase = (OsuHitObject)second.BaseObject;
double objectRadius = firstBase.Radius;
double distance = Vector2.Distance(firstBase.StackedPosition, secondBase.StackedPosition);
return Math.Clamp(1 - Math.Pow(Math.Max(distance - objectRadius, 0) / objectRadius, 2), 0, 1);
}
}
}
@@ -0,0 +1,220 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Aim
{
public static class SnapAimEvaluator
{
private const double wide_angle_multiplier = 9.67;
private const double acute_angle_multiplier = 2.41;
private const double slider_multiplier = 1.5;
private const double velocity_change_multiplier = 0.9;
private const double wiggle_multiplier = 1.02; // WARNING: Increasing this multiplier beyond 1.02 reduces difficulty as distance increases. Refer to the desmos link above the wiggle bonus calculation
private const double maximum_repetition_nerf = 0.15;
private const double maximum_vector_influence = 0.5;
/// <summary>
/// Evaluates the difficulty of aiming the current object, based on:
/// <list type="bullet">
/// <item><description>cursor velocity to the current object,</description></item>
/// <item><description>angle difficulty,</description></item>
/// <item><description>sharp velocity increases,</description></item>
/// <item><description>and slider difficulty.</description></item>
/// </list>
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliderTravelDistance)
{
if (current.BaseObject is Spinner || current.Index <= 1 || current.Previous(0).BaseObject is Spinner)
return 0;
var osuCurrObj = (OsuDifficultyHitObject)current;
var osuLastObj = (OsuDifficultyHitObject)current.Previous(0);
var osuLast2Obj = (OsuDifficultyHitObject)current.Previous(2);
const int radius = OsuDifficultyHitObject.NORMALISED_RADIUS;
const int diameter = OsuDifficultyHitObject.NORMALISED_DIAMETER;
// Calculate the velocity to the current hitobject, which starts with a base distance / time assuming the last object is a hitcircle.
double currDistance = withSliderTravelDistance ? osuCurrObj.LazyJumpDistance : osuCurrObj.JumpDistance;
double currVelocity = currDistance / osuCurrObj.AdjustedDeltaTime;
// But if the last object is a slider, then we extend the travel velocity through the slider into the current object.
if (osuLastObj.BaseObject is Slider && withSliderTravelDistance)
{
double sliderDistance = osuLastObj.LazyTravelDistance + osuCurrObj.LazyJumpDistance;
currVelocity = Math.Max(currVelocity, sliderDistance / osuCurrObj.AdjustedDeltaTime);
}
double prevDistance = withSliderTravelDistance ? osuLastObj.LazyJumpDistance : osuLastObj.JumpDistance;
double prevVelocity = prevDistance / osuLastObj.AdjustedDeltaTime;
double snapDifficulty = currVelocity; // Start difficulty with regular velocity.
// Penalize angle repetition.
snapDifficulty *= vectorAngleRepetition(osuCurrObj, osuLastObj);
if (osuCurrObj.Angle != null && osuLastObj.Angle != null)
{
double currAngle = osuCurrObj.Angle.Value;
double lastAngle = osuLastObj.Angle.Value;
// Rewarding angles, take the smaller velocity as base.
double velocityInfluence = Math.Min(currVelocity, prevVelocity);
double acuteAngleBonus = 0;
if (Math.Max(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime) < 1.25 * Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime)) // If rhythms are the same.
{
acuteAngleBonus = CalcAngleAcuteness(currAngle);
// Penalize angle repetition. It is important to do it _before_ multiplying by anything because we compare raw acuteness here
acuteAngleBonus *= 0.08 + 0.92 * (1 - Math.Min(acuteAngleBonus, Math.Pow(CalcAngleAcuteness(lastAngle), 3)));
// Apply acute angle bonus for BPM above 300 1/2 and distance more than one diameter
acuteAngleBonus *= velocityInfluence * DifficultyCalculationUtils.Smootherstep(DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.AdjustedDeltaTime, 2), 300, 400) *
DifficultyCalculationUtils.Smootherstep(currDistance, 0, diameter * 2);
}
double wideAngleBonus = calcAngleWideness(currAngle);
// Penalize angle repetition. It is important to do it _before_ multiplying by velocity because we compare raw wideness here
wideAngleBonus *= 0.25 + 0.75 * (1 - Math.Min(wideAngleBonus, Math.Pow(calcAngleWideness(lastAngle), 3)));
// Rescaling velocity for the wide angle bonus
const double wide_angle_time_scale = 1.45;
double wideAngleCurrVelocity = currDistance / Math.Pow(osuCurrObj.AdjustedDeltaTime, wide_angle_time_scale);
double wideAnglePrevVelocity = prevDistance / Math.Pow(osuLastObj.AdjustedDeltaTime, wide_angle_time_scale);
if (osuLastObj.BaseObject is Slider && withSliderTravelDistance)
{
double sliderDistance = osuLastObj.LazyTravelDistance + osuCurrObj.LazyJumpDistance;
wideAngleCurrVelocity = Math.Max(wideAngleCurrVelocity, sliderDistance / Math.Pow(osuCurrObj.AdjustedDeltaTime, wide_angle_time_scale));
}
wideAngleBonus *= Math.Min(wideAngleCurrVelocity, wideAnglePrevVelocity);
if (osuLast2Obj != null)
{
// If objects just go back and forth through a middle point - don't give as much wide bonus
// Use Previous(2) and Previous(0) because angles calculation is done prevprev-prev-curr, so any object's angle's center point is always the previous object
var lastBaseObject = (OsuHitObject)osuLastObj.BaseObject;
var last2BaseObject = (OsuHitObject)osuLast2Obj.BaseObject;
float distance = (last2BaseObject.StackedPosition - lastBaseObject.StackedPosition).Length;
if (distance < 1)
{
wideAngleBonus *= 1 - 0.55 * (1 - distance);
}
}
// Add in acute angle bonus or wide angle bonus, whichever is larger.
snapDifficulty += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier);
// Apply wiggle bonus for jumps that are [radius, 3*diameter] in distance, with < 110 angle
// https://www.desmos.com/calculator/dp0v0nvowc
double wiggleBonus = velocityInfluence
* DifficultyCalculationUtils.Smootherstep(currDistance, radius, diameter)
* Math.Pow(DifficultyCalculationUtils.ReverseLerp(currDistance, diameter * 3, diameter), 1.8)
* DifficultyCalculationUtils.Smootherstep(currAngle, double.DegreesToRadians(110), double.DegreesToRadians(60))
* DifficultyCalculationUtils.Smootherstep(prevDistance, radius, diameter)
* Math.Pow(DifficultyCalculationUtils.ReverseLerp(prevDistance, diameter * 3, diameter), 1.8)
* DifficultyCalculationUtils.Smootherstep(lastAngle, double.DegreesToRadians(110), double.DegreesToRadians(60));
snapDifficulty += wiggleBonus * wiggle_multiplier;
}
if (Math.Max(prevVelocity, currVelocity) != 0)
{
if (withSliderTravelDistance)
{
// We want to use just the object jump without slider velocity when awarding differences
currVelocity = currDistance / osuCurrObj.AdjustedDeltaTime;
}
// Scale with ratio of difference compared to 0.5 * max dist.
double distRatio = DifficultyCalculationUtils.Smoothstep(Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity), 0, 1);
// Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing.
double overlapVelocityBuff = Math.Min(diameter * 1.25 / Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime), Math.Abs(prevVelocity - currVelocity));
double velocityChangeBonus = overlapVelocityBuff * distRatio;
// Penalize for rhythm changes.
velocityChangeBonus *= Math.Pow(Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime) / Math.Max(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime), 2);
snapDifficulty += velocityChangeBonus * velocity_change_multiplier;
}
// Reward sliders based on velocity.
if (osuCurrObj.BaseObject is Slider && withSliderTravelDistance)
{
double sliderBonus = osuCurrObj.TravelDistance / osuCurrObj.TravelTime;
snapDifficulty += (sliderBonus < 1 ? sliderBonus : Math.Pow(sliderBonus, 0.75)) * slider_multiplier;
}
// Apply high circle size bonus
snapDifficulty *= osuCurrObj.SmallCircleBonus;
snapDifficulty *= highBpmBonus(osuCurrObj.AdjustedDeltaTime);
return snapDifficulty;
}
private static double highBpmBonus(double ms) => 1 / (1 - Math.Pow(0.03, Math.Pow(ms / 1000, 0.65)));
private static double vectorAngleRepetition(OsuDifficultyHitObject current, OsuDifficultyHitObject previous)
{
if (current.Angle == null || previous.Angle == null)
return 1;
const double note_limit = 6;
double constantAngleCount = 0;
for (int index = 0; index < note_limit; index++)
{
var loopObj = (OsuDifficultyHitObject)current.Previous(index);
if (loopObj.IsNull())
break;
// Only consider vectors in the same jump section, stopping to change rhythm ruins momentum
if (Math.Max(current.AdjustedDeltaTime, loopObj.AdjustedDeltaTime) > 1.1 * Math.Min(current.AdjustedDeltaTime, loopObj.AdjustedDeltaTime))
break;
if (loopObj.NormalisedVectorAngle.IsNotNull() && current.NormalisedVectorAngle.IsNotNull())
{
double angleDifference = Math.Abs(current.NormalisedVectorAngle.Value - loopObj.NormalisedVectorAngle.Value);
// Refer to this desmos for tuning, constants need to be precise so that values stay within the range of 0 and 1.
// https://www.desmos.com/calculator/a8jesv5sv2
constantAngleCount += Math.Cos(8 * Math.Min(double.DegreesToRadians(11.25), angleDifference));
}
}
double vectorRepetition = Math.Pow(Math.Min(0.5 / constantAngleCount, 1), 2);
double stackFactor = DifficultyCalculationUtils.Smootherstep(current.LazyJumpDistance, 0, OsuDifficultyHitObject.NORMALISED_DIAMETER);
double currAngle = current.Angle.Value;
double lastAngle = previous.Angle.Value;
double angleDifferenceAdjusted = Math.Cos(2 * Math.Min(double.DegreesToRadians(45), Math.Abs(currAngle - lastAngle) * stackFactor));
double baseNerf = 1 - maximum_repetition_nerf * CalcAngleAcuteness(lastAngle) * angleDifferenceAdjusted;
return Math.Pow(baseNerf + (1 - baseNerf) * vectorRepetition * maximum_vector_influence * stackFactor, 2);
}
private static double calcAngleWideness(double angle) => DifficultyCalculationUtils.Smoothstep(angle, double.DegreesToRadians(40), double.DegreesToRadians(140));
public static double CalcAngleAcuteness(double angle) => DifficultyCalculationUtils.Smoothstep(angle, double.DegreesToRadians(140), double.DegreesToRadians(40));
}
}
@@ -1,172 +0,0 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
public static class AimEvaluator
{
private const double wide_angle_multiplier = 1.5;
private const double acute_angle_multiplier = 2.55;
private const double slider_multiplier = 1.35;
private const double velocity_change_multiplier = 0.75;
private const double wiggle_multiplier = 1.02;
/// <summary>
/// Evaluates the difficulty of aiming the current object, based on:
/// <list type="bullet">
/// <item><description>cursor velocity to the current object,</description></item>
/// <item><description>angle difficulty,</description></item>
/// <item><description>sharp velocity increases,</description></item>
/// <item><description>and slider difficulty.</description></item>
/// </list>
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliderTravelDistance)
{
if (current.BaseObject is Spinner || current.Index <= 1 || current.Previous(0).BaseObject is Spinner)
return 0;
var osuCurrObj = (OsuDifficultyHitObject)current;
var osuLastObj = (OsuDifficultyHitObject)current.Previous(0);
var osuLastLastObj = (OsuDifficultyHitObject)current.Previous(1);
var osuLast2Obj = (OsuDifficultyHitObject)current.Previous(2);
const int radius = OsuDifficultyHitObject.NORMALISED_RADIUS;
const int diameter = OsuDifficultyHitObject.NORMALISED_DIAMETER;
// Calculate the velocity to the current hitobject, which starts with a base distance / time assuming the last object is a hitcircle.
double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.AdjustedDeltaTime;
// But if the last object is a slider, then we extend the travel velocity through the slider into the current object.
if (osuLastObj.BaseObject is Slider && withSliderTravelDistance)
{
double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime; // calculate the slider velocity from slider head to slider end.
double movementVelocity = osuCurrObj.MinimumJumpDistance / osuCurrObj.MinimumJumpTime; // calculate the movement velocity from slider end to current object
currVelocity = Math.Max(currVelocity, movementVelocity + travelVelocity); // take the larger total combined velocity.
}
// As above, do the same for the previous hitobject.
double prevVelocity = osuLastObj.LazyJumpDistance / osuLastObj.AdjustedDeltaTime;
if (osuLastLastObj.BaseObject is Slider && withSliderTravelDistance)
{
double travelVelocity = osuLastLastObj.TravelDistance / osuLastLastObj.TravelTime;
double movementVelocity = osuLastObj.MinimumJumpDistance / osuLastObj.MinimumJumpTime;
prevVelocity = Math.Max(prevVelocity, movementVelocity + travelVelocity);
}
double wideAngleBonus = 0;
double acuteAngleBonus = 0;
double sliderBonus = 0;
double velocityChangeBonus = 0;
double wiggleBonus = 0;
double aimStrain = currVelocity; // Start strain with regular velocity.
if (osuCurrObj.Angle != null && osuLastObj.Angle != null)
{
double currAngle = osuCurrObj.Angle.Value;
double lastAngle = osuLastObj.Angle.Value;
// Rewarding angles, take the smaller velocity as base.
double angleBonus = Math.Min(currVelocity, prevVelocity);
if (Math.Max(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime) < 1.25 * Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime)) // If rhythms are the same.
{
acuteAngleBonus = calcAcuteAngleBonus(currAngle);
// Penalize angle repetition.
acuteAngleBonus *= 0.08 + 0.92 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastAngle), 3)));
// Apply acute angle bonus for BPM above 300 1/2 and distance more than one diameter
acuteAngleBonus *= angleBonus *
DifficultyCalculationUtils.Smootherstep(DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.AdjustedDeltaTime, 2), 300, 400) *
DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, diameter, diameter * 2);
}
wideAngleBonus = calcWideAngleBonus(currAngle);
// Penalize angle repetition.
wideAngleBonus *= 1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3));
// Apply full wide angle bonus for distance more than one diameter
wideAngleBonus *= angleBonus * DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, 0, diameter);
// Apply wiggle bonus for jumps that are [radius, 3*diameter] in distance, with < 110 angle
// https://www.desmos.com/calculator/dp0v0nvowc
wiggleBonus = angleBonus
* DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, radius, diameter)
* Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuCurrObj.LazyJumpDistance, diameter * 3, diameter), 1.8)
* DifficultyCalculationUtils.Smootherstep(currAngle, double.DegreesToRadians(110), double.DegreesToRadians(60))
* DifficultyCalculationUtils.Smootherstep(osuLastObj.LazyJumpDistance, radius, diameter)
* Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuLastObj.LazyJumpDistance, diameter * 3, diameter), 1.8)
* DifficultyCalculationUtils.Smootherstep(lastAngle, double.DegreesToRadians(110), double.DegreesToRadians(60));
if (osuLast2Obj != null)
{
// If objects just go back and forth through a middle point - don't give as much wide bonus
// Use Previous(2) and Previous(0) because angles calculation is done prevprev-prev-curr, so any object's angle's center point is always the previous object
var lastBaseObject = (OsuHitObject)osuLastObj.BaseObject;
var last2BaseObject = (OsuHitObject)osuLast2Obj.BaseObject;
float distance = (last2BaseObject.StackedPosition - lastBaseObject.StackedPosition).Length;
if (distance < 1)
{
wideAngleBonus *= 1 - 0.35 * (1 - distance);
}
}
}
if (Math.Max(prevVelocity, currVelocity) != 0)
{
// We want to use the average velocity over the whole object when awarding differences, not the individual jump and slider path velocities.
prevVelocity = (osuLastObj.LazyJumpDistance + osuLastLastObj.TravelDistance) / osuLastObj.AdjustedDeltaTime;
currVelocity = (osuCurrObj.LazyJumpDistance + osuLastObj.TravelDistance) / osuCurrObj.AdjustedDeltaTime;
// Scale with ratio of difference compared to 0.5 * max dist.
double distRatio = DifficultyCalculationUtils.Smoothstep(Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity), 0, 1);
// Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing.
double overlapVelocityBuff = Math.Min(diameter * 1.25 / Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime), Math.Abs(prevVelocity - currVelocity));
velocityChangeBonus = overlapVelocityBuff * distRatio;
// Penalize for rhythm changes.
velocityChangeBonus *= Math.Pow(Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime) / Math.Max(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime), 2);
}
if (osuLastObj.BaseObject is Slider)
{
// Reward sliders based on velocity.
sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
}
aimStrain += wiggleBonus * wiggle_multiplier;
aimStrain += velocityChangeBonus * velocity_change_multiplier;
// Add in acute angle bonus or wide angle bonus, whichever is larger.
aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier);
// Apply high circle size bonus
aimStrain *= osuCurrObj.SmallCircleBonus;
// Add in additional slider velocity bonus.
if (withSliderTravelDistance)
aimStrain += sliderBonus * slider_multiplier;
return aimStrain;
}
private static double calcWideAngleBonus(double angle) => DifficultyCalculationUtils.Smoothstep(angle, double.DegreesToRadians(40), double.DegreesToRadians(140));
private static double calcAcuteAngleBonus(double angle) => DifficultyCalculationUtils.Smoothstep(angle, double.DegreesToRadians(140), double.DegreesToRadians(40));
}
}
@@ -2,8 +2,12 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
@@ -28,7 +32,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
/// <item><description>and whether the hidden mod is enabled.</description></item>
/// </list>
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden)
public static double EvaluateDifficultyOf(DifficultyHitObject current, IReadOnlyList<Mod> mods)
{
if (current.BaseObject is Spinner)
return 0;
@@ -40,7 +44,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
double smallDistNerf = 1.0;
double cumulativeStrainTime = 0.0;
double result = 0.0;
double flashlightDifficulty = 0.0;
OsuDifficultyHitObject lastObj = osuCurrent;
@@ -66,9 +70,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
double stackNerf = Math.Min(1.0, (currentObj.LazyJumpDistance / scalingFactor) / 25.0);
// Bonus based on how visible the object is.
double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, hidden));
double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, mods.OfType<OsuModHidden>().Any(m => !m.OnlyFadeApproachCircles.Value)));
result += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
flashlightDifficulty += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
if (currentObj.Angle != null && osuCurrent.Angle != null)
{
@@ -81,14 +85,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
lastObj = currentObj;
}
result = Math.Pow(smallDistNerf * result, 2.0);
flashlightDifficulty = Math.Pow(smallDistNerf * flashlightDifficulty, 2.0);
// Additional bonus for Hidden due to there being no approach circles.
if (hidden)
result *= 1.0 + hidden_bonus;
if (mods.OfType<OsuModHidden>().Any())
flashlightDifficulty *= 1.0 + hidden_bonus;
// Nerf patterns with repeated angles.
result *= min_angle_multiplier + (1.0 - min_angle_multiplier) / (angleRepeatCount + 1.0);
flashlightDifficulty *= min_angle_multiplier + (1.0 - min_angle_multiplier) / (angleRepeatCount + 1.0);
double sliderBonus = 0.0;
@@ -108,9 +112,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
sliderBonus /= (osuSlider.RepeatCount + 1);
}
result += sliderBonus * slider_multiplier;
flashlightDifficulty += sliderBonus * slider_multiplier;
return result;
return flashlightDifficulty;
}
}
}
@@ -0,0 +1,272 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
public static class ReadingEvaluator
{
private const double reading_window_size = 3000; // 3 seconds
private const double distance_influence_threshold = OsuDifficultyHitObject.NORMALISED_DIAMETER * 1.5; // 1.5 circles distance between centers
private const double hidden_multiplier = 0.28;
private const double density_multiplier = 2.4;
private const double density_difficulty_base = 2.5;
private const double preempt_balancing_factor = 140000;
private const double preempt_starting_point = 500; // AR 9.66 in milliseconds
private const double minimum_angle_relevancy_time = 2000; // 2 seconds
private const double maximum_angle_relevancy_time = 200;
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden)
{
if (current.BaseObject is Spinner || current.Index == 0)
return 0;
var currObj = (OsuDifficultyHitObject)current;
var nextObj = (OsuDifficultyHitObject)current.Next(0);
double velocity = Math.Max(1, currObj.LazyJumpDistance / currObj.AdjustedDeltaTime); // Only allow velocity to buff
double currentVisibleObjectDensity = retrieveCurrentVisibleObjectDensity(currObj);
double pastObjectDifficultyInfluence = getPastObjectDifficultyInfluence(currObj);
double constantAngleNerfFactor = getConstantAngleNerfFactor(currObj);
double noteDensityDifficulty = calculateDensityDifficulty(nextObj, velocity, constantAngleNerfFactor, pastObjectDifficultyInfluence, currentVisibleObjectDensity);
double hiddenDifficulty = hidden
? calculateHiddenDifficulty(currObj, pastObjectDifficultyInfluence, currentVisibleObjectDensity, velocity, constantAngleNerfFactor)
: 0;
double preemptDifficulty = calculatePreemptDifficulty(velocity, constantAngleNerfFactor, currObj.Preempt);
double readingDifficulty = DifficultyCalculationUtils.Norm(1.5, preemptDifficulty, hiddenDifficulty, noteDensityDifficulty);
// Having less time to process information is harder
readingDifficulty *= highBpmBonus(currObj.AdjustedDeltaTime);
return readingDifficulty;
}
/// <summary>
/// Calculates the density difficulty of the current object and how hard it is to aim it because of it based on:
/// <list type="bullet">
/// <item><description>cursor velocity to the current object,</description></item>
/// <item><description>how many times the current object's angle was repeated,</description></item>
/// <item><description>density of objects visible when the current object appears,</description></item>
/// <item><description>density of objects visible when the current object needs to be clicked,</description></item>
/// /// </list>
/// </summary>
private static double calculateDensityDifficulty(OsuDifficultyHitObject? nextObj, double velocity, double constantAngleNerfFactor,
double pastObjectDifficultyInfluence, double currentVisibleObjectDensity)
{
// Consider future densities too because it can make the path the cursor takes less clear
double futureObjectDifficultyInfluence = Math.Sqrt(currentVisibleObjectDensity);
if (nextObj != null)
{
// Reduce difficulty if movement to next object is small
futureObjectDifficultyInfluence *= DifficultyCalculationUtils.Smootherstep(nextObj.LazyJumpDistance, 15, distance_influence_threshold);
}
// Value higher note densities exponentially
double noteDensityDifficulty = Math.Pow(pastObjectDifficultyInfluence + futureObjectDifficultyInfluence, 1.7) * 0.4 * constantAngleNerfFactor * velocity;
// Award only denser than average maps.
noteDensityDifficulty = Math.Max(0, noteDensityDifficulty - density_difficulty_base);
// Apply a soft cap to general density reading to account for partial memorization
noteDensityDifficulty = Math.Pow(noteDensityDifficulty, 0.45) * density_multiplier;
return noteDensityDifficulty;
}
/// <summary>
/// Calculates the difficulty of aiming the current object when the approach rate is very high based on:
/// <list type="bullet">
/// <item><description>cursor velocity to the current object,</description></item>
/// <item><description>how many times the current object's angle was repeated,</description></item>
/// <item><description>how many milliseconds elapse between the approach circle appearing and touching the inner circle</description></item>
/// </list>
/// </summary>
private static double calculatePreemptDifficulty(double velocity, double constantAngleNerfFactor, double preempt)
{
// Arbitrary curve for the base value preempt difficulty should have as approach rate increases.
// https://www.desmos.com/calculator/c175335a71
double preemptDifficulty = Math.Pow((preempt_starting_point - preempt + Math.Abs(preempt - preempt_starting_point)) / 2, 2.5) / preempt_balancing_factor;
preemptDifficulty *= constantAngleNerfFactor * velocity;
return preemptDifficulty;
}
/// <summary>
/// Calculates the difficulty of aiming the current object when the hidden mod is active based on:
/// <list type="bullet">
/// <item><description>cursor velocity to the current object,</description></item>
/// <item><description>time the current object spends invisible,</description></item>
/// <item><description>density of objects visible when the current object appears,</description></item>
/// <item><description>density of objects visible when the current object needs to be clicked,</description></item>
/// <item><description>how many times the current object's angle was repeated,</description></item>
/// <item><description>if the current object is perfectly stacked to the previous one</description></item>
/// </list>
/// </summary>
private static double calculateHiddenDifficulty(OsuDifficultyHitObject currObj, double pastObjectDifficultyInfluence, double currentVisibleObjectDensity, double velocity,
double constantAngleNerfFactor)
{
// Higher preempt means that time spent invisible is higher too, we want to reward that
double preemptFactor = Math.Pow(currObj.Preempt, 2.2) * 0.01;
// Account for both past and current densities
double densityFactor = Math.Pow(currentVisibleObjectDensity + pastObjectDifficultyInfluence, 3.3) * 3;
double hiddenDifficulty = (preemptFactor + densityFactor) * constantAngleNerfFactor * velocity * 0.01;
// Apply a soft cap to general HD reading to account for partial memorization
hiddenDifficulty = Math.Pow(hiddenDifficulty, 0.4) * hidden_multiplier;
var previousObj = (OsuDifficultyHitObject)currObj.Previous(0);
// Buff perfect stacks only if current note is completely invisible at the time you click the previous note.
if (currObj.LazyJumpDistance == 0 && currObj.OpacityAt(previousObj.BaseObject.StartTime, true) == 0 && previousObj.StartTime > currObj.StartTime - currObj.Preempt)
hiddenDifficulty += hidden_multiplier * 2500 / Math.Pow(currObj.AdjustedDeltaTime, 1.5); // Perfect stacks are harder the less time between notes
return hiddenDifficulty;
}
private static double getPastObjectDifficultyInfluence(OsuDifficultyHitObject currObj)
{
double pastObjectDifficultyInfluence = 0;
foreach (var loopObj in retrievePastVisibleObjects(currObj))
{
double loopDifficulty = currObj.OpacityAt(loopObj.BaseObject.StartTime, false);
// When aiming an object small distances mean previous objects may be cheesed, so it doesn't matter whether they were arranged confusingly.
loopDifficulty *= DifficultyCalculationUtils.Smootherstep(loopObj.LazyJumpDistance, 15, distance_influence_threshold);
// Account less for objects close to the max reading window
double timeBetweenCurrAndLoopObj = currObj.StartTime - loopObj.StartTime;
double timeNerfFactor = getTimeNerfFactor(timeBetweenCurrAndLoopObj);
loopDifficulty *= timeNerfFactor;
pastObjectDifficultyInfluence += loopDifficulty;
}
return pastObjectDifficultyInfluence;
}
// Returns a list of objects that are visible on screen at the point in time the current object becomes visible.
private static IEnumerable<OsuDifficultyHitObject> retrievePastVisibleObjects(OsuDifficultyHitObject current)
{
for (int i = 0; i < current.Index; i++)
{
OsuDifficultyHitObject hitObject = (OsuDifficultyHitObject)current.Previous(i);
if (hitObject.IsNull() ||
current.StartTime - hitObject.StartTime > reading_window_size ||
hitObject.StartTime < current.StartTime - current.Preempt) // Current object not visible at the time object needs to be clicked
break;
yield return hitObject;
}
}
// Returns the density of objects visible at the point in time the current object needs to be clicked capped by the reading window.
private static double retrieveCurrentVisibleObjectDensity(OsuDifficultyHitObject current)
{
double visibleObjectCount = 0;
OsuDifficultyHitObject? hitObject = (OsuDifficultyHitObject)current.Next(0);
while (hitObject != null)
{
if (hitObject.StartTime - current.StartTime > reading_window_size ||
current.StartTime < hitObject.StartTime - hitObject.Preempt) // Object not visible at the time current object needs to be clicked.
break;
double timeBetweenCurrAndLoopObj = hitObject.StartTime - current.StartTime;
double timeNerfFactor = getTimeNerfFactor(timeBetweenCurrAndLoopObj);
visibleObjectCount += hitObject.OpacityAt(current.BaseObject.StartTime, false) * timeNerfFactor;
hitObject = (OsuDifficultyHitObject?)hitObject.Next(0);
}
return visibleObjectCount;
}
// Returns a factor of how often the current object's angle has been repeated in a certain time frame.
// It does this by checking the difference in angle between current and past objects and sums them based on a range of similarity.
// https://www.desmos.com/calculator/eb057a4822
private static double getConstantAngleNerfFactor(OsuDifficultyHitObject current)
{
double constantAngleCount = 0;
int index = 0;
double currentTimeGap = 0;
OsuDifficultyHitObject loopObjPrev0 = current;
OsuDifficultyHitObject? loopObjPrev1 = null;
OsuDifficultyHitObject? loopObjPrev2 = null;
while (currentTimeGap < minimum_angle_relevancy_time)
{
var loopObj = (OsuDifficultyHitObject)current.Previous(index);
if (loopObj.IsNull())
break;
// Account less for objects that are close to the time limit.
double longIntervalFactor = 1 - DifficultyCalculationUtils.ReverseLerp(loopObj.AdjustedDeltaTime, maximum_angle_relevancy_time, minimum_angle_relevancy_time);
if (loopObj.Angle.IsNotNull() && current.Angle.IsNotNull())
{
double angleDifference = Math.Abs(current.Angle.Value - loopObj.Angle.Value);
double angleDifferenceAlternating = Math.PI;
if (loopObjPrev0.Angle != null && loopObjPrev1?.Angle != null && loopObjPrev2?.Angle != null)
{
angleDifferenceAlternating = Math.Abs(loopObjPrev1.Angle.Value - loopObj.Angle.Value);
angleDifferenceAlternating += Math.Abs(loopObjPrev2.Angle.Value - loopObjPrev0.Angle.Value);
double weight = 1.0;
// Be sure that one of the angles is very sharp, when other is wide
weight *= DifficultyCalculationUtils.ReverseLerp(Math.Min(loopObj.Angle.Value, loopObjPrev0.Angle.Value) * 180 / Math.PI, 20, 5);
weight *= DifficultyCalculationUtils.ReverseLerp(Math.Max(loopObj.Angle.Value, loopObjPrev0.Angle.Value) * 180 / Math.PI, 60, 120);
// Lerp between max angle difference and rescaled alternating difference, with more harsh scaling compared to normal difference
angleDifferenceAlternating = double.Lerp(Math.PI, 0.1 * angleDifferenceAlternating, weight);
}
double stackFactor = DifficultyCalculationUtils.Smootherstep(loopObj.LazyJumpDistance, 0, OsuDifficultyHitObject.NORMALISED_RADIUS);
constantAngleCount += Math.Cos(3 * Math.Min(double.DegreesToRadians(30), Math.Min(angleDifference, angleDifferenceAlternating) * stackFactor)) * longIntervalFactor;
}
currentTimeGap = current.StartTime - loopObj.StartTime;
index++;
loopObjPrev2 = loopObjPrev1;
loopObjPrev1 = loopObjPrev0;
loopObjPrev0 = loopObj;
}
return Math.Clamp(2 / constantAngleCount, 0.2, 1);
}
// Returns a nerfing factor for when objects are very distant in time, affecting reading less.
private static double getTimeNerfFactor(double deltaTime)
{
return Math.Clamp(2 - deltaTime / (reading_window_size / 2), 0, 1);
}
private static double highBpmBonus(double ms) => 1 / (1 - Math.Pow(0.8, ms / 1000));
}
}
@@ -8,15 +8,16 @@ using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Speed
{
public static class RhythmEvaluator
{
private const int history_time_max = 5 * 1000; // 5 seconds
private const int history_objects_max = 32;
private const double rhythm_overall_multiplier = 1.0;
private const double rhythm_ratio_multiplier = 15.0;
private const double rhythm_overall_multiplier = 0.95;
private const double rhythm_ratio_multiplier = 26.0;
/// <summary>
/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
@@ -26,11 +27,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
if (current.BaseObject is Spinner)
return 0;
var currentOsuObject = (OsuDifficultyHitObject)current;
double rhythmComplexitySum = 0;
double deltaDifferenceEpsilon = ((OsuDifficultyHitObject)current).HitWindowGreat * 0.3;
double deltaDifferenceEpsilon = ((OsuDifficultyHitObject)current).HitWindow(HitResult.Great) * 0.3;
var island = new Island(deltaDifferenceEpsilon);
var previousIsland = new Island(deltaDifferenceEpsilon);
@@ -57,6 +56,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
for (int i = rhythmStart; i > 0; i--)
{
OsuDifficultyHitObject currObj = (OsuDifficultyHitObject)current.Previous(i - 1);
if (currObj.BaseObject is Spinner)
continue;
// scales note 0 to 1 from history to now
double timeDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max;
@@ -64,44 +65,56 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
double currHistoricalDecay = Math.Min(noteDecay, timeDecay); // either we're limited by time or limited by object count.
// Use custom cap value to ensure that that at this point delta time is actually zero
// Use custom cap value to ensure that at this point delta time is actually zero
double currDelta = Math.Max(currObj.DeltaTime, 1e-7);
double prevDelta = Math.Max(prevObj.DeltaTime, 1e-7);
double lastDelta = Math.Max(lastObj.DeltaTime, 1e-7);
// Make sure to always have the current island initialised - if we don't do it here it will only initialise on the next rhythm change
if (island.Delta == int.MaxValue)
island = new Island((int)currDelta, deltaDifferenceEpsilon);
// 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 deltaDifference = Math.Max(prevDelta, currDelta) / Math.Min(prevDelta, currDelta);
// Take only the fractional part of the value since we're only interested in punishing multiples
double deltaDifferenceFraction = deltaDifference - Math.Truncate(deltaDifference);
double currRatio = 1.0 + rhythm_ratio_multiplier * Math.Min(0.5, DifficultyCalculationUtils.SmoothstepBellCurve(deltaDifferenceFraction));
// reduce ratio bonus if delta difference is too big
double differenceMultiplier = Math.Clamp(2.0 - deltaDifference / 8.0, 0.0, 1.0);
double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - deltaDifferenceEpsilon) / deltaDifferenceEpsilon);
double effectiveRatio = windowPenalty * currRatio * differenceMultiplier;
double effectiveRatio = getEffectiveRatio(deltaDifference) * windowPenalty * differenceMultiplier;
// if previous object is a slider it might be easier to tap since you don't have to do a whole tapping motion
// while a full deltatime might end up some weird ratio the "unpress->tap" motion might be simple
// for example a slider-circle-circle pattern should be evaluated as a regular triple and not as a single->double
if (prevObj.BaseObject is Slider)
{
double sliderLazyEndDelta = currObj.MinimumJumpTime;
double sliderLazyDeltaDifference = Math.Max(sliderLazyEndDelta, currDelta) / Math.Min(sliderLazyEndDelta, currDelta);
double sliderRealEndDelta = currObj.LastObjectEndDeltaTime;
double sliderRealDeltaDifference = Math.Max(sliderRealEndDelta, currDelta) / Math.Min(sliderRealEndDelta, currDelta);
double sliderEffectiveRatio = Math.Min(getEffectiveRatio(sliderLazyDeltaDifference), getEffectiveRatio(sliderRealDeltaDifference));
effectiveRatio = Math.Min(sliderEffectiveRatio, effectiveRatio);
}
bool isSpeedingUp = prevDelta > currDelta + deltaDifferenceEpsilon;
if (Math.Abs(prevDelta - currDelta) < deltaDifferenceEpsilon)
{
// island is still progressing
island.AddDelta((int)currDelta);
}
if (firstDeltaSwitch)
{
if (Math.Abs(prevDelta - currDelta) < deltaDifferenceEpsilon)
{
// island is still progressing
island.AddDelta((int)currDelta);
}
else
if (Math.Abs(prevDelta - currDelta) > deltaDifferenceEpsilon)
{
// bpm change is into slider, this is easy acc window
if (currObj.BaseObject is Slider)
effectiveRatio *= 0.125;
// bpm change was from a slider, this is easier typically than circle -> circle
// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
if (prevObj.BaseObject is Slider)
effectiveRatio *= 0.3;
effectiveRatio *= 0.5;
// repeated island polarity (2 -> 4, 3 -> 5)
if (island.IsSimilarPolarity(previousIsland))
@@ -116,6 +129,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
if (previousIsland.DeltaCount == island.DeltaCount)
effectiveRatio *= 0.5;
if (isSpeedingUp)
effectiveRatio *= 0.65;
var islandCount = islandCounts.FirstOrDefault(x => x.Island.Equals(island));
if (islandCount != default)
@@ -134,7 +150,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
}
else
{
islandCounts.Add((island, 1));
if (island.DeltaCount > 0)
{
islandCounts.Add((island, 1));
}
}
// scale down the difficulty if the object is doubletappable
@@ -176,10 +195,18 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
prevObj = currObj;
}
double rhythmDifficulty = Math.Sqrt(4 + rhythmComplexitySum * rhythm_overall_multiplier) / 2.0; // produces multiplier that can be applied to strain. range [1, infinity) (not really though)
rhythmDifficulty *= 1 - currentOsuObject.GetDoubletapness((OsuDifficultyHitObject)current.Next(0));
// If the current island is long we don't want the sum to have as big of an effect
rhythmComplexitySum *= DifficultyCalculationUtils.ReverseLerp(island.DeltaCount, 22, 3);
return rhythmDifficulty;
return Math.Sqrt(4 + rhythmComplexitySum * rhythm_overall_multiplier) / 2.0; // produces multiplier that can be applied to strain. range [1, infinity) (not really though);
}
private static double getEffectiveRatio(double deltaDifference)
{
// Take only the fractional part of the value since we're only interested in punishing multiples
double deltaDifferenceFraction = deltaDifference - Math.Truncate(deltaDifference);
return 1.0 + rhythm_ratio_multiplier * Math.Min(0.5, DifficultyCalculationUtils.SmoothstepBellCurve(deltaDifferenceFraction));
}
private class Island : IEquatable<Island>
@@ -211,9 +238,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
public bool IsSimilarPolarity(Island other)
{
// TODO: 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)
// naively adding delta check here breaks _a lot_ of maps because of the flawed ratio calculation
return DeltaCount % 2 == other.DeltaCount % 2;
// single delta islands shouldn't be compared
if (DeltaCount <= 1 || other.DeltaCount <= 1)
return false;
return Math.Abs(Delta - other.Delta) < deltaDifferenceEpsilon &&
DeltaCount % 2 == other.DeltaCount % 2;
}
public bool Equals(Island? other)
@@ -2,47 +2,39 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Speed
{
public static class SpeedEvaluator
{
private const double single_spacing_threshold = OsuDifficultyHitObject.NORMALISED_DIAMETER * 1.25; // 1.25 circles distance between centers
private const double min_speed_bonus = 200; // 200 BPM 1/4th
private const double speed_balancing_factor = 40;
private const double distance_multiplier = 0.8;
/// <summary>
/// Evaluates the difficulty of tapping the current object, based on:
/// <list type="bullet">
/// <item><description>time between pressing the previous and current object,</description></item>
/// <item><description>distance between those objects,</description></item>
/// <item><description>and how easily they can be cheesed.</description></item>
/// </list>
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current, IReadOnlyList<Mod> mods)
public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
if (current.BaseObject is Spinner)
return 0;
// derive strainTime for calculation
var osuCurrObj = (OsuDifficultyHitObject)current;
var osuPrevObj = current.Index > 0 ? (OsuDifficultyHitObject)current.Previous(0) : null;
double strainTime = osuCurrObj.AdjustedDeltaTime;
double doubletapness = 1.0 - osuCurrObj.GetDoubletapness((OsuDifficultyHitObject?)osuCurrObj.Next(0));
// Cap deltatime to the OD 300 hitwindow.
// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.
strainTime /= Math.Clamp((strainTime / osuCurrObj.HitWindowGreat) / 0.93, 0.92, 1);
strainTime /= Math.Clamp((strainTime / osuCurrObj.HitWindow(HitResult.Great)) / 0.93, 0.92, 1);
// speedBonus will be 0.0 for BPM < 200
double speedBonus = 0.0;
@@ -51,26 +43,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
if (DifficultyCalculationUtils.MillisecondsToBPM(strainTime) > min_speed_bonus)
speedBonus = 0.75 * Math.Pow((DifficultyCalculationUtils.BPMToMilliseconds(min_speed_bonus) - strainTime) / speed_balancing_factor, 2);
double travelDistance = osuPrevObj?.TravelDistance ?? 0;
double distance = travelDistance + osuCurrObj.MinimumJumpDistance;
// Cap distance at single_spacing_threshold
distance = Math.Min(distance, single_spacing_threshold);
// Max distance bonus is 1 * `distance_multiplier` at single_spacing_threshold
double distanceBonus = Math.Pow(distance / single_spacing_threshold, 3.95) * distance_multiplier;
// Apply reduced small circle bonus because flow aim difficulty on small circles doesn't scale as hard as jumps
distanceBonus *= Math.Sqrt(osuCurrObj.SmallCircleBonus);
if (mods.OfType<OsuModAutopilot>().Any())
distanceBonus = 0;
// Base difficulty with all bonuses
double difficulty = (1 + speedBonus + distanceBonus) * 1000 / strainTime;
double speedDifficulty = (1 + speedBonus) * 1000 / strainTime;
speedDifficulty *= highBpmBonus(osuCurrObj.AdjustedDeltaTime);
// Apply penalty if there's doubletappable doubles
return difficulty * doubletapness;
return speedDifficulty * doubletapness;
}
private static double highBpmBonus(double ms) => 1 / (1 - Math.Pow(0.3, ms / 1000));
}
}
@@ -45,6 +45,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
[JsonProperty("flashlight_difficulty")]
public double FlashlightDifficulty { get; set; }
/// <summary>
/// The difficulty corresponding to the reading skill.
/// </summary>
[JsonProperty("reading_difficulty")]
public double ReadingDifficulty { get; set; }
/// <summary>
/// Describes how much of <see cref="AimDifficulty"/> is contributed to by hitcircles or sliders.
/// A value closer to 1.0 indicates most of <see cref="AimDifficulty"/> is contributed by hitcircles.
@@ -75,6 +81,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
[JsonProperty("speed_difficult_strain_count")]
public double SpeedDifficultStrainCount { get; set; }
[JsonProperty("reading_difficult_note_count")]
public double ReadingDifficultNoteCount { get; set; }
[JsonProperty("nested_score_per_object")]
public double NestedScorePerObject { get; set; }
@@ -84,11 +93,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
[JsonProperty("maximum_legacy_combo_score")]
public double MaximumLegacyComboScore { get; set; }
/// <summary>
/// The beatmap's drain rate. This doesn't scale with rate-adjusting mods.
/// </summary>
public double DrainRate { get; set; }
/// <summary>
/// The number of hitcircles in the beatmap.
/// </summary>
@@ -111,6 +115,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
yield return (ATTRIB_ID_AIM, AimDifficulty);
yield return (ATTRIB_ID_SPEED, SpeedDifficulty);
yield return (ATTRIB_ID_READING, ReadingDifficulty);
yield return (ATTRIB_ID_DIFFICULTY, StarRating);
if (ShouldSerializeFlashlightDifficulty())
@@ -127,6 +132,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
yield return (ATTRIB_ID_NESTED_SCORE_PER_OBJECT, NestedScorePerObject);
yield return (ATTRIB_ID_LEGACY_SCORE_BASE_MULTIPLIER, LegacyScoreBaseMultiplier);
yield return (ATTRIB_ID_MAXIMUM_LEGACY_COMBO_SCORE, MaximumLegacyComboScore);
yield return (ATTRIB_ID_READING_DIFFICULT_NOTE_COUNT, ReadingDifficultNoteCount);
}
public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
@@ -135,6 +141,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
AimDifficulty = values[ATTRIB_ID_AIM];
SpeedDifficulty = values[ATTRIB_ID_SPEED];
ReadingDifficulty = values[ATTRIB_ID_READING];
StarRating = values[ATTRIB_ID_DIFFICULTY];
FlashlightDifficulty = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT);
SliderFactor = values[ATTRIB_ID_SLIDER_FACTOR];
@@ -147,7 +154,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
NestedScorePerObject = values[ATTRIB_ID_NESTED_SCORE_PER_OBJECT];
LegacyScoreBaseMultiplier = values[ATTRIB_ID_LEGACY_SCORE_BASE_MULTIPLIER];
MaximumLegacyComboScore = values[ATTRIB_ID_MAXIMUM_LEGACY_COMBO_SCORE];
DrainRate = onlineInfo.DrainRate;
ReadingDifficultNoteCount = values[ATTRIB_ID_READING_DIFFICULT_NOTE_COUNT];
HitCircleCount = onlineInfo.CircleCount;
SliderCount = onlineInfo.SliderCount;
SpinnerCount = onlineInfo.SpinnerCount;
@@ -8,6 +8,7 @@ using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Skills;
@@ -16,13 +17,12 @@ using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
using osu.Game.Utils;
namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuDifficultyCalculator : DifficultyCalculator
{
private const double star_rating_multiplier = 0.0265;
public override int Version => 20251020;
public OsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
@@ -46,7 +46,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return (79.5 - hitWindowGreat) / 6;
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
{
if (beatmap.HitObjects.Count == 0)
return new OsuDifficultyAttributes { Mods = mods };
@@ -55,24 +55,30 @@ namespace osu.Game.Rulesets.Osu.Difficulty
var aimWithoutSliders = skills.OfType<Aim>().Single(a => !a.IncludeSliders);
var speed = skills.OfType<Speed>().Single();
var flashlight = skills.OfType<Flashlight>().SingleOrDefault();
var reading = skills.OfType<Reading>().Single();
double aimDifficultyValue = aim.DifficultyValue();
double aimNoSlidersDifficultyValue = aimWithoutSliders.DifficultyValue();
double speedDifficultyValue = speed.DifficultyValue();
double readingDifficultyValue = reading.DifficultyValue();
double aimDifficultStrainCount = aim.CountTopWeightedStrains(aimDifficultyValue);
double speedDifficultStrainCount = speed.CountTopWeightedObjectDifficulties(speedDifficultyValue);
double readingDifficultNoteCount = reading.CountTopWeightedObjectDifficulties(readingDifficultyValue);
double speedNotes = speed.RelevantNoteCount();
double aimDifficultStrainCount = aim.CountTopWeightedStrains();
double speedDifficultStrainCount = speed.CountTopWeightedStrains();
double aimNoSlidersTopWeightedSliderCount = aimWithoutSliders.CountTopWeightedSliders();
double aimNoSlidersDifficultStrainCount = aimWithoutSliders.CountTopWeightedStrains();
double aimNoSlidersTopWeightedSliderCount = aimWithoutSliders.CountTopWeightedSliders(aimNoSlidersDifficultyValue);
double aimNoSlidersDifficultStrainCount = aimWithoutSliders.CountTopWeightedStrains(aimNoSlidersDifficultyValue);
double aimTopWeightedSliderFactor = aimNoSlidersTopWeightedSliderCount / Math.Max(1, aimNoSlidersDifficultStrainCount - aimNoSlidersTopWeightedSliderCount);
double speedTopWeightedSliderCount = speed.CountTopWeightedSliders();
double speedTopWeightedSliderCount = speed.CountTopWeightedSliders(speedDifficultyValue);
double speedTopWeightedSliderFactor = speedTopWeightedSliderCount / Math.Max(1, speedDifficultStrainCount - speedTopWeightedSliderCount);
double difficultSliders = aim.GetDifficultSliders();
double approachRate = CalculateRateAdjustedApproachRate(beatmap.Difficulty.ApproachRate, clockRate);
double overallDifficulty = CalculateRateAdjustedOverallDifficulty(beatmap.Difficulty.OverallDifficulty, clockRate);
double overallDifficulty = CalculateRateAdjustedOverallDifficulty(beatmap.Difficulty.OverallDifficulty, ModUtils.CalculateRateWithMods(mods));
int hitCircleCount = beatmap.HitObjects.Count(h => h is HitCircle);
int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
@@ -80,19 +86,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty
int totalHits = beatmap.HitObjects.Count;
double drainRate = beatmap.Difficulty.DrainRate;
double sliderFactor = aimDifficultyValue > 0
? OsuRatingCalculator.CalculateDifficultyRating(aimNoSlidersDifficultyValue) / OsuRatingCalculator.CalculateDifficultyRating(aimDifficultyValue)
: 1;
double aimDifficultyValue = aim.DifficultyValue();
double aimNoSlidersDifficultyValue = aimWithoutSliders.DifficultyValue();
double speedDifficultyValue = speed.DifficultyValue();
double mechanicalDifficultyRating = calculateMechanicalDifficultyRating(aimDifficultyValue, speedDifficultyValue);
double sliderFactor = aimDifficultyValue > 0 ? OsuRatingCalculator.CalculateDifficultyRating(aimNoSlidersDifficultyValue) / OsuRatingCalculator.CalculateDifficultyRating(aimDifficultyValue) : 1;
var osuRatingCalculator = new OsuRatingCalculator(mods, totalHits, approachRate, overallDifficulty, mechanicalDifficultyRating, sliderFactor);
var osuRatingCalculator = new OsuRatingCalculator(totalHits, overallDifficulty);
double aimRating = osuRatingCalculator.ComputeAimRating(aimDifficultyValue);
double speedRating = osuRatingCalculator.ComputeSpeedRating(speedDifficultyValue);
double readingRating = osuRatingCalculator.ComputeReadingRating(readingDifficultyValue);
double flashlightRating = 0.0;
@@ -100,21 +102,18 @@ namespace osu.Game.Rulesets.Osu.Difficulty
flashlightRating = osuRatingCalculator.ComputeFlashlightRating(flashlight.DifficultyValue());
double sliderNestedScorePerObject = LegacyScoreUtils.CalculateNestedScorePerObject(beatmap, totalHits);
double legacyScoreBaseMultiplier = LegacyScoreUtils.CalculateDifficultyPeppyStars(beatmap);
double legacyScoreBaseMultiplier = LegacyScoreUtils.CalculateDifficultyPeppyStars(WorkingBeatmap.Beatmap);
var simulator = new OsuLegacyScoreSimulator();
var scoreAttributes = simulator.Simulate(WorkingBeatmap, beatmap);
double baseAimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating);
double baseSpeedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating);
double baseAimPerformance = OsuPerformanceCalculator.DifficultyToPerformance(aimRating);
double baseSpeedPerformance = HarmonicSkill.DifficultyToPerformance(speedRating);
double baseReadingPerformance = HarmonicSkill.DifficultyToPerformance(readingRating);
double baseFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
double baseCognitionPerformance = SumCognitionDifficulty(baseReadingPerformance, baseFlashlightPerformance);
double basePerformance =
Math.Pow(
Math.Pow(baseAimPerformance, 1.1) +
Math.Pow(baseSpeedPerformance, 1.1) +
Math.Pow(baseFlashlightPerformance, 1.1), 1.0 / 1.1
);
double basePerformance = DifficultyCalculationUtils.Norm(OsuPerformanceCalculator.PERFORMANCE_NORM_EXPONENT, baseAimPerformance, baseSpeedPerformance, baseCognitionPerformance);
double starRating = calculateStarRating(basePerformance);
@@ -127,12 +126,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
SpeedDifficulty = speedRating,
SpeedNoteCount = speedNotes,
FlashlightDifficulty = flashlightRating,
ReadingDifficulty = readingRating,
SliderFactor = sliderFactor,
AimDifficultStrainCount = aimDifficultStrainCount,
SpeedDifficultStrainCount = speedDifficultStrainCount,
ReadingDifficultNoteCount = readingDifficultNoteCount,
AimTopWeightedSliderFactor = aimTopWeightedSliderFactor,
SpeedTopWeightedSliderFactor = speedTopWeightedSliderFactor,
DrainRate = drainRate,
MaxCombo = beatmap.GetMaxCombo(),
HitCircleCount = hitCircleCount,
SliderCount = sliderCount,
@@ -145,28 +145,29 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return attributes;
}
private double calculateMechanicalDifficultyRating(double aimDifficultyValue, double speedDifficultyValue)
public static double SumCognitionDifficulty(double reading, double flashlight)
{
double aimValue = OsuStrainSkill.DifficultyToPerformance(OsuRatingCalculator.CalculateDifficultyRating(aimDifficultyValue));
double speedValue = OsuStrainSkill.DifficultyToPerformance(OsuRatingCalculator.CalculateDifficultyRating(speedDifficultyValue));
if (reading <= 0)
return flashlight;
double totalValue = Math.Pow(Math.Pow(aimValue, 1.1) + Math.Pow(speedValue, 1.1), 1 / 1.1);
if (flashlight <= 0)
return reading;
return calculateStarRating(totalValue);
// Nerf flashlight value in cognition sum when reading is greater than flashlight
return DifficultyCalculationUtils.Norm(OsuPerformanceCalculator.PERFORMANCE_NORM_EXPONENT, reading, flashlight * Math.Clamp(flashlight / reading, 0.25, 1.0));
}
private double calculateStarRating(double basePerformance)
{
if (basePerformance <= 0.00001)
return 0;
return Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * star_rating_multiplier * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4);
return Math.Cbrt(basePerformance * OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER);
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods)
{
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
double clockRate = ModUtils.CalculateRateWithMods(mods);
// The first jump is formed by the first two hitobjects of the map.
// If the map has less than two OsuHitObjects, the enumerator will not return anything.
for (int i = 1; i < beatmap.HitObjects.Count; i++)
@@ -177,13 +178,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return objects;
}
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods)
{
var skills = new List<Skill>
{
new Aim(mods, true),
new Aim(mods, false),
new Speed(mods)
new Speed(mods),
new Reading(mods)
};
if (mods.Any(h => h is OsuModFlashlight))
@@ -115,9 +115,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double missCount = 0;
// If sliders in the map are hard - it's likely for player to drop sliderends
// If map has easy sliders - it's more likely for player to sliderbreak
double likelyMissedSliderendPortion = 0.04 + 0.06 * Math.Pow(Math.Min(attributes.AimTopWeightedSliderFactor, 1), 2);
// Consider that full combo is maximum combo minus dropped slider tails since they don't contribute to combo but also don't break it
// In classic scores we can't know the amount of dropped sliders so we estimate to 10% of all sliders on the map
double fullComboThreshold = attributes.MaxCombo - 0.1 * attributes.SliderCount;
// In classic scores we can't know the amount of dropped sliders so we estimate it
double fullComboThreshold = attributes.MaxCombo - Math.Min(4 + likelyMissedSliderendPortion * attributes.SliderCount, attributes.SliderCount);
if (score.MaxCombo < fullComboThreshold)
missCount = Math.Pow(fullComboThreshold / Math.Max(1.0, score.MaxCombo), 2.5);
@@ -21,6 +21,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
[JsonProperty("flashlight")]
public double Flashlight { get; set; }
[JsonProperty("reading")]
public double Reading { get; set; }
[JsonProperty("effective_miss_count")]
public double EffectiveMissCount { get; set; }
@@ -48,6 +51,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
yield return new PerformanceDisplayAttribute(nameof(Speed), "Speed", Speed);
yield return new PerformanceDisplayAttribute(nameof(Accuracy), "Accuracy", Accuracy);
yield return new PerformanceDisplayAttribute(nameof(Flashlight), "Flashlight Bonus", Flashlight);
yield return new PerformanceDisplayAttribute(nameof(Reading), "Reading", Reading);
}
}
}
@@ -9,6 +9,7 @@ using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Osu.Difficulty.Skills;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Scoring;
@@ -19,7 +20,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuPerformanceCalculator : PerformanceCalculator
{
public const double PERFORMANCE_BASE_MULTIPLIER = 1.14; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
public const double PERFORMANCE_BASE_MULTIPLIER = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
public const double PERFORMANCE_NORM_EXPONENT = 1.1;
private bool usingClassicSliderAccuracy;
private bool usingScoreV2;
@@ -50,14 +52,18 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private double greatHitWindow;
private double okHitWindow;
private double mehHitWindow;
private double overallDifficulty;
private double approachRate;
private double drainRate;
private double? speedDeviation;
private double aimEstimatedSliderBreaks;
private double speedEstimatedSliderBreaks;
public static double DifficultyToPerformance(double difficulty) => 4.0 * Math.Pow(difficulty, 3.0);
public OsuPerformanceCalculator()
: base(new OsuRuleset())
{
@@ -95,11 +101,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
approachRate = OsuDifficultyCalculator.CalculateRateAdjustedApproachRate(difficulty.ApproachRate, clockRate);
overallDifficulty = OsuDifficultyCalculator.CalculateRateAdjustedOverallDifficulty(difficulty.OverallDifficulty, clockRate);
drainRate = difficulty.DrainRate;
double comboBasedEstimatedMissCount = calculateComboBasedEstimatedMissCount(osuAttributes);
double? scoreBasedEstimatedMissCount = null;
if (usingClassicSliderAccuracy && score.LegacyTotalScore != null)
if (usingClassicSliderAccuracy && !usingScoreV2 && score.LegacyTotalScore != null)
{
var legacyScoreMissCalculator = new OsuLegacyScoreMissCalculator(score, osuAttributes);
scoreBasedEstimatedMissCount = legacyScoreMissCalculator.Calculate();
@@ -115,6 +122,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
effectiveMissCount = Math.Max(countMiss, effectiveMissCount);
effectiveMissCount = Math.Min(totalHits, effectiveMissCount);
if (effectiveMissCount > 0)
{
aimEstimatedSliderBreaks = calculateEstimatedSliderBreaks(osuAttributes.AimTopWeightedSliderFactor, osuAttributes);
speedEstimatedSliderBreaks = calculateEstimatedSliderBreaks(osuAttributes.SpeedTopWeightedSliderFactor, osuAttributes);
}
double multiplier = PERFORMANCE_BASE_MULTIPLIER;
if (score.Mods.Any(m => m is OsuModNoFail))
@@ -140,15 +153,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double aimValue = computeAimValue(score, osuAttributes);
double speedValue = computeSpeedValue(score, osuAttributes);
double accuracyValue = computeAccuracyValue(score, osuAttributes);
double flashlightValue = computeFlashlightValue(score, osuAttributes);
double totalValue =
Math.Pow(
Math.Pow(aimValue, 1.1) +
Math.Pow(speedValue, 1.1) +
Math.Pow(accuracyValue, 1.1) +
Math.Pow(flashlightValue, 1.1), 1.0 / 1.1
) * multiplier;
double readingValue = computeReadingValue(osuAttributes);
double flashlightValue = computeFlashlightValue(score, osuAttributes);
double cognitionValue = OsuDifficultyCalculator.SumCognitionDifficulty(readingValue, flashlightValue);
double totalValue = DifficultyCalculationUtils.Norm(PERFORMANCE_NORM_EXPONENT, aimValue, speedValue, accuracyValue, cognitionValue) * multiplier;
return new OsuPerformanceAttributes
{
@@ -156,6 +166,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
Speed = speedValue,
Accuracy = accuracyValue,
Flashlight = flashlightValue,
Reading = readingValue,
EffectiveMissCount = effectiveMissCount,
ComboBasedEstimatedMissCount = comboBasedEstimatedMissCount,
ScoreBasedEstimatedMissCount = scoreBasedEstimatedMissCount,
@@ -194,16 +205,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty
aimDifficulty *= sliderNerfFactor;
}
double aimValue = OsuStrainSkill.DifficultyToPerformance(aimDifficulty);
double aimValue = DifficultyToPerformance(aimDifficulty);
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
double lengthBonus = 0.95 + 0.35 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
aimValue *= lengthBonus;
if (effectiveMissCount > 0)
{
aimEstimatedSliderBreaks = calculateEstimatedSliderBreaks(attributes.AimTopWeightedSliderFactor, attributes);
double relevantMissCount = Math.Min(effectiveMissCount + aimEstimatedSliderBreaks, totalImperfectHits + countSliderTickMiss);
aimValue *= calculateMissPenalty(relevantMissCount, attributes.AimDifficultStrainCount);
@@ -211,10 +220,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// TC bonuses are excluded when blinds is present as the increased visual difficulty is unimportant when notes cannot be seen.
if (score.Mods.Any(m => m is OsuModBlinds))
aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * attributes.DrainRate * attributes.DrainRate);
aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * drainRate * drainRate);
else if (score.Mods.Any(m => m is OsuModTraceable))
{
aimValue *= 1.0 + OsuRatingCalculator.CalculateVisibilityBonus(score.Mods, approachRate, sliderFactor: attributes.SliderFactor);
aimValue *= 1.0 + calculateTraceableBonus(attributes.SliderFactor);
}
aimValue *= accuracy;
@@ -227,44 +236,33 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (score.Mods.Any(h => h is OsuModRelax) || speedDeviation == null)
return 0.0;
double speedValue = OsuStrainSkill.DifficultyToPerformance(attributes.SpeedDifficulty);
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
speedValue *= lengthBonus;
double speedValue = HarmonicSkill.DifficultyToPerformance(attributes.SpeedDifficulty);
if (effectiveMissCount > 0)
{
speedEstimatedSliderBreaks = calculateEstimatedSliderBreaks(attributes.SpeedTopWeightedSliderFactor, attributes);
double relevantMissCount = Math.Min(effectiveMissCount + speedEstimatedSliderBreaks, totalImperfectHits + countSliderTickMiss);
speedValue *= calculateMissPenalty(relevantMissCount, attributes.SpeedDifficultStrainCount);
}
// TC bonuses are excluded when blinds is present as the increased visual difficulty is unimportant when notes cannot be seen.
if (score.Mods.Any(m => m is OsuModBlinds))
{
// Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given.
speedValue *= 1.12;
}
else if (score.Mods.Any(m => m is OsuModTraceable))
{
speedValue *= 1.0 + OsuRatingCalculator.CalculateVisibilityBonus(score.Mods, approachRate);
}
double speedHighDeviationMultiplier = calculateSpeedHighDeviationNerf(attributes);
speedValue *= speedHighDeviationMultiplier;
// Calculate accuracy assuming the worst case scenario
double relevantTotalDiff = Math.Max(0, totalHits - attributes.SpeedNoteCount);
double relevantCountGreat = Math.Max(0, countGreat - relevantTotalDiff);
double relevantCountOk = Math.Max(0, countOk - Math.Max(0, relevantTotalDiff - countGreat));
double relevantCountMeh = Math.Max(0, countMeh - Math.Max(0, relevantTotalDiff - countGreat - countOk));
double relevantAccuracy = attributes.SpeedNoteCount == 0 ? 0 : (relevantCountGreat * 6.0 + relevantCountOk * 2.0 + relevantCountMeh) / (attributes.SpeedNoteCount * 6.0);
// An effective hit window is created based on the speed SR. The higher the speed difficulty, the shorter the hit window.
// For example, a speed SR of 4.0 leads to an effective hit window of 20ms, which is OD 10.
double effectiveHitWindow = 20 * Math.Pow(4 / attributes.SpeedDifficulty, 0.35);
// Scale the speed value with accuracy and OD.
speedValue *= Math.Pow((accuracy + relevantAccuracy) / 2.0, (14.5 - overallDifficulty) / 2);
// Find the proportion of 300s on speed notes assuming the hit window was the effective hit window.
double effectiveAccuracy = DifficultyCalculationUtils.Erf(effectiveHitWindow / (double)speedDeviation);
// Scale speed value by normalized accuracy.
speedValue *= Math.Pow(effectiveAccuracy, 2);
return speedValue;
}
@@ -294,20 +292,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double accuracyValue = Math.Pow(1.52163, overallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;
// Bonus for many hitcircles - it's harder to keep good accuracy up for longer.
accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));
accuracyValue *= amountHitObjectsWithAccuracy < 1000
? Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3)
: Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.1);
// Increasing the accuracy value by object count for Blinds isn't ideal, so the minimum buff is given.
if (score.Mods.Any(m => m is OsuModBlinds))
accuracyValue *= 1.14;
else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
else if (score.Mods.Any(m => m is OsuModTraceable))
{
// Decrease bonus for AR > 10
accuracyValue *= 1 + 0.08 * DifficultyCalculationUtils.ReverseLerp(approachRate, 11.5, 10);
}
if (score.Mods.Any(m => m is OsuModFlashlight))
accuracyValue *= 1.02;
return accuracyValue;
}
@@ -330,6 +327,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return flashlightValue;
}
private double computeReadingValue(OsuDifficultyAttributes attributes)
{
double readingValue = HarmonicSkill.DifficultyToPerformance(attributes.ReadingDifficulty);
if (effectiveMissCount > 0)
readingValue *= calculateMissPenalty(effectiveMissCount + aimEstimatedSliderBreaks, attributes.ReadingDifficultNoteCount);
// Scale the reading value with accuracy _harshly_.
readingValue *= Math.Pow(accuracy, 3);
return readingValue;
}
private double calculateComboBasedEstimatedMissCount(OsuDifficultyAttributes attributes)
{
if (attributes.SliderCount <= 0)
@@ -339,9 +349,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (usingClassicSliderAccuracy)
{
// If sliders in the map are hard - it's likely for player to drop sliderends
// If map has easy sliders - it's more likely for player to sliderbreak
double likelyMissedSliderendPortion = 0.04 + 0.06 * Math.Pow(Math.Min(attributes.AimTopWeightedSliderFactor, 1), 2);
// Consider that full combo is maximum combo minus dropped slider tails since they don't contribute to combo but also don't break it
// In classic scores we can't know the amount of dropped sliders so we estimate to 10% of all sliders on the map
double fullComboThreshold = attributes.MaxCombo - 0.1 * attributes.SliderCount;
// In classic scores we can't know the amount of dropped sliders so we estimate it
double fullComboThreshold = attributes.MaxCombo - Math.Min(4 + likelyMissedSliderendPortion * attributes.SliderCount, attributes.SliderCount);
if (scoreMaxCombo < fullComboThreshold)
missCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
@@ -376,19 +390,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private double calculateEstimatedSliderBreaks(double topWeightedSliderFactor, OsuDifficultyAttributes attributes)
{
if (!usingClassicSliderAccuracy || countOk == 0)
int nonMissMistakes = countOk + countMeh;
if (!usingClassicSliderAccuracy || nonMissMistakes == 0)
return 0;
double missedComboPercent = 1.0 - (double)scoreMaxCombo / attributes.MaxCombo;
double estimatedSliderBreaks = Math.Min(countOk, effectiveMissCount * topWeightedSliderFactor);
double estimatedSliderBreaks = Math.Min(nonMissMistakes, effectiveMissCount * topWeightedSliderFactor);
// Scores with more Oks are more likely to have slider breaks.
double okAdjustment = ((countOk - estimatedSliderBreaks) + 0.5) / countOk;
// Scores with more Oks and Mehs are more likely to have slider breaks.
// We add an arbitrary value to both sides of the division to make it more stable on extreme ends.
double nonMissMistakeAdjustment = (nonMissMistakes - estimatedSliderBreaks + 4.5) / (nonMissMistakes + 4);
// There is a low probability of extra slider breaks on effective miss counts close to 1, as score based calculations are good at indicating if only a single break occurred.
estimatedSliderBreaks *= DifficultyCalculationUtils.Smoothstep(effectiveMissCount, 1, 2);
return estimatedSliderBreaks * okAdjustment * DifficultyCalculationUtils.Logistic(missedComboPercent, 0.33, 15);
return estimatedSliderBreaks * nonMissMistakeAdjustment * DifficultyCalculationUtils.Logistic(missedComboPercent, 0.33, 15);
}
/// <summary>
@@ -470,7 +487,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (speedDeviation == null)
return 0;
double speedValue = OsuStrainSkill.DifficultyToPerformance(attributes.SpeedDifficulty);
double speedValue = HarmonicSkill.DifficultyToPerformance(attributes.SpeedDifficulty);
// Decides a point where the PP value achieved compared to the speed deviation is assumed to be tapped improperly. Any PP above this point is considered "excess" speed difficulty.
// This is used to cause PP above the cutoff to scale logarithmically towards the original speed value thus nerfing the value.
@@ -489,10 +506,34 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return adjustedSpeedValue / speedValue;
}
/// <summary>
/// Calculates a visibility bonus that is applicable to Traceable.
/// </summary>
private double calculateTraceableBonus(double sliderFactor = 1)
{
// We want to reward slider aim less, more so at lower AR
double highApproachRateSliderVisibilityFactor = 0.5 + (Math.Pow(sliderFactor, 6) / 2);
double lowApproachRateSliderVisibilityFactor = Math.Pow(sliderFactor, 6);
// Start from normal curve, rewarding lower AR up to AR7
double traceableBonus = 0.0275;
traceableBonus += 0.025 * (12.0 - Math.Max(approachRate, 7)) * highApproachRateSliderVisibilityFactor;
// For AR up to 0 - reduce reward for very low ARs when object is visible
if (approachRate < 7)
traceableBonus += 0.025 * (7.0 - Math.Max(approachRate, 0)) * lowApproachRateSliderVisibilityFactor;
// Starting from AR0 - cap values so they won't grow to infinity
if (approachRate < 0)
traceableBonus += 0.025 * (1 - Math.Pow(1.5, approachRate)) * lowApproachRateSliderVisibilityFactor;
return traceableBonus;
}
// Miss penalty assumes that a player will miss on the hardest parts of a map,
// so we use the amount of relatively difficult sections to adjust miss penalty
// to make it more punishing on maps with lower amount of hard sections.
private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.96 / ((missCount / (4 * Math.Pow(Math.Log(difficultStrainCount), 0.94))) + 1);
private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.93 / (missCount / (4 * Math.Log(difficultStrainCount)) + 1);
private double getComboScalingFactor(OsuDifficultyAttributes attributes) => attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(attributes.MaxCombo, 0.8), 1.0);
private int totalHits => countGreat + countOk + countMeh + countMiss;
@@ -2,10 +2,6 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods;
namespace osu.Game.Rulesets.Osu.Difficulty
{
@@ -13,64 +9,21 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
private const double difficulty_multiplier = 0.0675;
private readonly Mod[] mods;
private readonly int totalHits;
private readonly double approachRate;
private readonly double overallDifficulty;
private readonly double mechanicalDifficultyRating;
private readonly double sliderFactor;
public OsuRatingCalculator(Mod[] mods, int totalHits, double approachRate, double overallDifficulty, double mechanicalDifficultyRating, double sliderFactor)
public OsuRatingCalculator(int totalHits, double overallDifficulty)
{
this.mods = mods;
this.totalHits = totalHits;
this.approachRate = approachRate;
this.overallDifficulty = overallDifficulty;
this.mechanicalDifficultyRating = mechanicalDifficultyRating;
this.sliderFactor = sliderFactor;
}
public double ComputeAimRating(double aimDifficultyValue)
{
if (mods.Any(m => m is OsuModAutopilot))
return 0;
double aimRating = CalculateDifficultyRating(aimDifficultyValue);
if (mods.Any(m => m is OsuModTouchDevice))
aimRating = Math.Pow(aimRating, 0.8);
if (mods.Any(m => m is OsuModRelax))
aimRating *= 0.9;
if (mods.Any(m => m is OsuModMagnetised))
{
float magnetisedStrength = mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
aimRating *= 1.0 - magnetisedStrength;
}
double aimRating = Math.Pow(aimDifficultyValue, 0.63) * 0.02275;
double ratingMultiplier = 1.0;
double approachRateLengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
double approachRateFactor = 0.0;
if (approachRate > 10.33)
approachRateFactor = 0.3 * (approachRate - 10.33);
else if (approachRate < 8.0)
approachRateFactor = 0.05 * (8.0 - approachRate);
if (mods.Any(h => h is OsuModRelax))
approachRateFactor = 0.0;
ratingMultiplier += approachRateFactor * approachRateLengthBonus; // Buff for longer maps with high AR.
if (mods.Any(m => m is OsuModHidden))
{
double visibilityFactor = calculateAimVisibilityFactor(approachRate);
ratingMultiplier += CalculateVisibilityBonus(mods, approachRate, visibilityFactor, sliderFactor);
}
// It is important to consider accuracy difficulty when scaling with accuracy.
ratingMultiplier *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
@@ -79,73 +32,24 @@ namespace osu.Game.Rulesets.Osu.Difficulty
public double ComputeSpeedRating(double speedDifficultyValue)
{
if (mods.Any(m => m is OsuModRelax))
return 0;
return CalculateDifficultyRating(speedDifficultyValue);
}
double speedRating = CalculateDifficultyRating(speedDifficultyValue);
if (mods.Any(m => m is OsuModAutopilot))
speedRating *= 0.5;
if (mods.Any(m => m is OsuModMagnetised))
{
// reduce speed rating because of the speed distance scaling, with maximum reduction being 0.7x
float magnetisedStrength = mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
speedRating *= 1.0 - magnetisedStrength * 0.3;
}
public double ComputeReadingRating(double readingDifficultyValue)
{
double readingRating = CalculateDifficultyRating(readingDifficultyValue);
double ratingMultiplier = 1.0;
double approachRateLengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
ratingMultiplier *= 0.75 + Math.Pow(Math.Max(0, overallDifficulty), 2.2) / 800;
double approachRateFactor = 0.0;
if (approachRate > 10.33)
approachRateFactor = 0.3 * (approachRate - 10.33);
if (mods.Any(m => m is OsuModAutopilot))
approachRateFactor = 0.0;
ratingMultiplier += approachRateFactor * approachRateLengthBonus; // Buff for longer maps with high AR.
if (mods.Any(m => m is OsuModHidden))
{
double visibilityFactor = calculateSpeedVisibilityFactor(approachRate);
ratingMultiplier += CalculateVisibilityBonus(mods, approachRate, visibilityFactor);
}
ratingMultiplier *= 0.95 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 750;
return speedRating * Math.Cbrt(ratingMultiplier);
return readingRating * Math.Cbrt(ratingMultiplier);
}
public double ComputeFlashlightRating(double flashlightDifficultyValue)
{
if (!mods.Any(m => m is OsuModFlashlight))
return 0;
double flashlightRating = CalculateDifficultyRating(flashlightDifficultyValue);
if (mods.Any(m => m is OsuModTouchDevice))
flashlightRating = Math.Pow(flashlightRating, 0.8);
if (mods.Any(m => m is OsuModRelax))
flashlightRating *= 0.7;
else if (mods.Any(m => m is OsuModAutopilot))
flashlightRating *= 0.4;
if (mods.Any(m => m is OsuModMagnetised))
{
float magnetisedStrength = mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
flashlightRating *= 1.0 - magnetisedStrength;
}
if (mods.Any(m => m is OsuModDeflate))
{
float deflateInitialScale = mods.OfType<OsuModDeflate>().First().StartScale.Value;
flashlightRating *= Math.Clamp(DifficultyCalculationUtils.ReverseLerp(deflateInitialScale, 11, 1), 0.1, 1);
}
double ratingMultiplier = 1.0;
// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
@@ -158,56 +62,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return flashlightRating * Math.Sqrt(ratingMultiplier);
}
private double calculateAimVisibilityFactor(double approachRate)
{
const double ar_factor_end_point = 11.5;
double mechanicalDifficultyFactor = DifficultyCalculationUtils.ReverseLerp(mechanicalDifficultyRating, 5, 10);
double arFactorStartingPoint = double.Lerp(9, 10.33, mechanicalDifficultyFactor);
return DifficultyCalculationUtils.ReverseLerp(approachRate, ar_factor_end_point, arFactorStartingPoint);
}
private double calculateSpeedVisibilityFactor(double approachRate)
{
const double ar_factor_end_point = 11.5;
double mechanicalDifficultyFactor = DifficultyCalculationUtils.ReverseLerp(mechanicalDifficultyRating, 5, 10);
double arFactorStartingPoint = double.Lerp(10, 10.33, mechanicalDifficultyFactor);
return DifficultyCalculationUtils.ReverseLerp(approachRate, ar_factor_end_point, arFactorStartingPoint);
}
/// <summary>
/// Calculates a visibility bonus that is applicable to Hidden and Traceable.
/// </summary>
public static double CalculateVisibilityBonus(Mod[] mods, double approachRate, double visibilityFactor = 1, double sliderFactor = 1)
{
// NOTE: TC's effect is only noticeable in performance calculations until lazer mods are accounted for server-side.
bool isAlwaysPartiallyVisible = mods.OfType<OsuModHidden>().Any(m => m.OnlyFadeApproachCircles.Value) || mods.OfType<OsuModTraceable>().Any();
// Start from normal curve, rewarding lower AR up to AR7
// TC forcefully requires a lower reading bonus for now as it's post-applied in PP which makes it multiplicative with the regular AR bonuses
// This means it has an advantage over HD, so we decrease the multiplier to compensate
// This should be removed once we're able to apply TC bonuses in SR (depends on real-time difficulty calculations being possible)
double readingBonus = (isAlwaysPartiallyVisible ? 0.025 : 0.04) * (12.0 - Math.Max(approachRate, 7));
readingBonus *= visibilityFactor;
// We want to reward slideraim on low AR less
double sliderVisibilityFactor = Math.Pow(sliderFactor, 3);
// For AR up to 0 - reduce reward for very low ARs when object is visible
if (approachRate < 7)
readingBonus += (isAlwaysPartiallyVisible ? 0.02 : 0.045) * (7.0 - Math.Max(approachRate, 0)) * sliderVisibilityFactor;
// Starting from AR0 - cap values so they won't grow to infinity
if (approachRate < 0)
readingBonus += (isAlwaysPartiallyVisible ? 0.01 : 0.1) * (1 - Math.Pow(1.5, approachRate)) * sliderVisibilityFactor;
return readingBonus;
}
public static double CalculateDifficultyRating(double difficultyValue) => Math.Sqrt(difficultyValue) * difficulty_multiplier;
}
}
@@ -5,6 +5,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
@@ -35,6 +36,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
/// </summary>
public readonly double AdjustedDeltaTime;
/// <summary>
/// Amount of time elapsed between lastDifficultyObject's <see cref="DifficultyHitObject.EndTime"/> and <see cref="DifficultyHitObject.StartTime"/> capped to a minimum of <see cref="MIN_DELTA_TIME"/>ms.
/// </summary>
public double LastObjectEndDeltaTime { get; private set; }
/// <summary>
/// Time (in ms) between the object first appearing and the time it needs to be clicked.
/// <see cref="OsuHitObject.TimePreempt"/> adjusted by clock rate.
/// </summary>
public readonly double Preempt;
/// <summary>
/// Normalised distance from the start position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
/// </summary>
public double JumpDistance { get; private set; }
/// <summary>
/// Normalised distance from the "lazy" end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
/// <para>
@@ -101,9 +118,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
public double? Angle { get; private set; }
/// <summary>
/// Retrieves the full hit window for a Great <see cref="HitResult"/>.
/// Angle of the vector created between current and current-1
/// normalised to consider symmetrical vectors in any axis to be the same angle.
/// </summary>
public double HitWindowGreat { get; private set; }
public double? NormalisedVectorAngle { get; private set; }
/// <summary>
/// Selective bonus for maps with higher circle size.
@@ -121,17 +139,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
AdjustedDeltaTime = Math.Max(DeltaTime, MIN_DELTA_TIME);
LastObjectEndDeltaTime = lastDifficultyObject != null ? Math.Max(StartTime - lastDifficultyObject.EndTime, MIN_DELTA_TIME) : AdjustedDeltaTime;
SmallCircleBonus = Math.Max(1.0, 1.0 + (30 - BaseObject.Radius) / 40);
SmallCircleBonus = Math.Max(1.0, 1.0 + (30 - BaseObject.Radius) / 70);
if (BaseObject is Slider sliderObject)
{
HitWindowGreat = 2 * sliderObject.HeadCircle.HitWindows.WindowFor(HitResult.Great) / clockRate;
}
else
{
HitWindowGreat = 2 * BaseObject.HitWindows.WindowFor(HitResult.Great) / clockRate;
}
Preempt = BaseObject.TimePreempt / clockRate;
computeSliderCursorPosition();
setDistances(clockRate);
@@ -148,7 +160,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
}
double fadeInStartTime = BaseObject.StartTime - BaseObject.TimePreempt;
double fadeInDuration = BaseObject.TimeFadeIn;
// Equal to `OsuHitObject.TimeFadeIn` minus any adjustments from the HD mod.
double fadeInDuration = 400 * Math.Min(1, BaseObject.TimePreempt / OsuHitObject.PREEMPT_MIN);
if (hidden)
{
@@ -175,10 +189,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
{
double currDeltaTime = Math.Max(1, DeltaTime);
double nextDeltaTime = Math.Max(1, osuNextObj.DeltaTime);
double deltaDifference = Math.Abs(nextDeltaTime - currDeltaTime);
double speedRatio = currDeltaTime / Math.Max(currDeltaTime, deltaDifference);
double windowRatio = Math.Pow(Math.Min(1, currDeltaTime / HitWindowGreat), 2);
return 1.0 - Math.Pow(speedRatio, 1 - windowRatio);
double windowRatio = Math.Pow(Math.Min(1, currDeltaTime / HitWindow(HitResult.Great)), 5);
// Can't doubletap if circles don't intersect
double distanceFactor = Math.Pow(DifficultyCalculationUtils.ReverseLerp(LazyJumpDistance, NORMALISED_DIAMETER, NORMALISED_RADIUS), 2);
return 1.0 - Math.Pow(speedRatio, distanceFactor * (1 - windowRatio));
}
return 0;
@@ -189,10 +209,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
if (BaseObject is Slider currentSlider)
{
// Bonus for repeat sliders until a better per nested object strain system can be achieved.
TravelDistance = LazyTravelDistance * Math.Pow(1 + currentSlider.RepeatCount / 2.5, 1.0 / 2.5);
TravelDistance = LazyTravelDistance * Math.Max(1, Math.Pow(currentSlider.RepeatCount, 0.3));
TravelTime = Math.Max(LazyTravelTime / clockRate, MIN_DELTA_TIME);
}
MinimumJumpTime = AdjustedDeltaTime;
// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner
if (BaseObject is Spinner || LastObject is Spinner)
return;
@@ -202,8 +224,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
Vector2 lastCursorPosition = lastDifficultyObject != null ? getEndCursorPosition(lastDifficultyObject) : LastObject.StackedPosition;
LazyJumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
MinimumJumpTime = AdjustedDeltaTime;
JumpDistance = (LastObject.StackedPosition - BaseObject.StackedPosition).Length * scalingFactor;
LazyJumpDistance = (BaseObject.StackedPosition - lastCursorPosition).Length * scalingFactor;
MinimumJumpDistance = LazyJumpDistance;
if (LastObject is Slider lastSlider && lastDifficultyObject != null)
@@ -239,15 +261,18 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
if (lastLastDifficultyObject != null && lastLastDifficultyObject.BaseObject is not Spinner)
{
if (lastDifficultyObject!.BaseObject is Slider prevSlider && lastDifficultyObject.TravelDistance > 0)
lastCursorPosition = prevSlider.HeadCircle.StackedPosition;
Vector2 lastLastCursorPosition = getEndCursorPosition(lastLastDifficultyObject);
Vector2 v1 = lastLastCursorPosition - LastObject.StackedPosition;
Vector2 v2 = BaseObject.StackedPosition - lastCursorPosition;
double angle = calculateAngle(BaseObject.StackedPosition, lastCursorPosition, lastLastCursorPosition);
double sliderAngle = calculateSliderAngle(lastDifficultyObject!, lastLastCursorPosition);
float dot = Vector2.Dot(v1, v2);
float det = v1.X * v2.Y - v1.Y * v2.X;
Vector2 v = BaseObject.StackedPosition - lastCursorPosition;
NormalisedVectorAngle = Math.Atan2(Math.Abs(v.Y), Math.Abs(v.X));
Angle = Math.Abs(Math.Atan2(det, dot));
Angle = Math.Min(angle, sliderAngle);
}
}
@@ -359,6 +384,30 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
}
}
private double calculateSliderAngle(OsuDifficultyHitObject lastDifficultyObject, Vector2 lastLastCursorPosition)
{
Vector2 lastCursorPosition = getEndCursorPosition(lastDifficultyObject);
if (lastDifficultyObject.BaseObject is Slider prevSlider && lastDifficultyObject.TravelDistance > 0)
{
OsuHitObject secondLastNestedObject = (OsuHitObject)prevSlider.NestedHitObjects[^2];
lastLastCursorPosition = secondLastNestedObject.StackedPosition;
}
return calculateAngle(BaseObject.StackedPosition, lastCursorPosition, lastLastCursorPosition);
}
private double calculateAngle(Vector2 currentPosition, Vector2 lastPosition, Vector2 lastLastPosition)
{
Vector2 v1 = lastLastPosition - lastPosition;
Vector2 v2 = currentPosition - lastPosition;
float dot = Vector2.Dot(v1, v2);
float det = v1.X * v2.Y - v1.Y * v2.X;
return Math.Abs(Math.Atan2(det, dot));
}
private Vector2 getEndCursorPosition(OsuDifficultyHitObject difficultyHitObject)
{
return difficultyHitObject.LazyEndPosition ?? difficultyHitObject.BaseObject.StackedPosition;
+192 -10
View File
@@ -4,10 +4,14 @@
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Utils;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
using osu.Game.Rulesets.Osu.Difficulty.Utils;
using osu.Game.Rulesets.Osu.Difficulty.Evaluators.Aim;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
@@ -15,7 +19,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
/// <summary>
/// Represents the skill required to correctly aim at every object in the map with a uniform CircleSize and normalized distances.
/// </summary>
public class Aim : OsuStrainSkill
public class Aim : VariableLengthStrainSkill
{
public readonly bool IncludeSliders;
@@ -27,19 +31,39 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private double currentStrain;
private double skillMultiplier => 26;
private double strainDecayBase => 0.15;
private double skillMultiplierSnap => 70.9;
private double skillMultiplierAgility => 2.35;
private double skillMultiplierFlow => 242.0;
private double skillMultiplierTotal => 1.12;
private double combinedSnapNormExponent => 1.2;
/// <summary>
/// The number of sections with the highest strains, which the peak strain reductions will apply to.
/// This is done in order to decrease their impact on the overall difficulty of the map for this skill.
/// </summary>
private int reducedSectionTime => 4000;
/// <summary>
/// The baseline multiplier applied to the section with the biggest strain.
/// </summary>
private double reducedStrainBaseline => 0.727;
private readonly List<double> sliderStrains = new List<double>();
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
private double strainDecay(double ms) => Math.Pow(0.2, ms / 1000);
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * strainDecay(time - current.Previous(0).StartTime);
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) =>
currentStrain * strainDecay(time - current.Previous(0).StartTime);
protected override double StrainValueAt(DifficultyHitObject current)
{
currentStrain *= strainDecay(current.DeltaTime);
currentStrain += AimEvaluator.EvaluateDifficultyOf(current, IncludeSliders) * skillMultiplier;
if (Mods.Any(m => m is OsuModAutopilot))
return 0;
double decay = strainDecay(((OsuDifficultyHitObject)current).AdjustedDeltaTime);
currentStrain *= decay;
currentStrain += calculateModAdjustedDifficulty(current) * (1 - decay);
if (current.BaseObject is Slider)
sliderStrains.Add(currentStrain);
@@ -47,6 +71,73 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
return currentStrain;
}
private double calculateModAdjustedDifficulty(DifficultyHitObject current)
{
double snapDifficulty = SnapAimEvaluator.EvaluateDifficultyOf(current, IncludeSliders) * skillMultiplierSnap;
double agilityDifficulty = AgilityEvaluator.EvaluateDifficultyOf(current) * skillMultiplierAgility;
double flowDifficulty = FlowAimEvaluator.EvaluateDifficultyOf(current, IncludeSliders) * skillMultiplierFlow;
double totalDifficulty = calculateTotalValue(snapDifficulty, agilityDifficulty, flowDifficulty);
if (Mods.Any(m => m is OsuModMagnetised))
{
float magnetisedStrength = Mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
totalDifficulty *= 1.0 - magnetisedStrength;
}
return totalDifficulty;
}
private double calculateTotalValue(double snapDifficulty, double agilityDifficulty, double flowDifficulty)
{
// We compare flow to combined snap and agility because snap by itself doesn't have enough difficulty to be above flow on streams
// Agility on the other hand is supposed to measure the rate of cursor velocity changes while snapping
// So snapping every circle on a stream requires an enormous amount of agility at which point it's easier to flow
double combinedSnapDifficulty = DifficultyCalculationUtils.Norm(combinedSnapNormExponent, snapDifficulty, agilityDifficulty);
double pSnap = calculateSnapFlowProbability(flowDifficulty / combinedSnapDifficulty);
double pFlow = 1 - pSnap;
if (Mods.Any(m => m is OsuModTouchDevice))
{
// we don't adjust agility here since agility represents TD difficulty in a decent enough way
snapDifficulty = Math.Pow(snapDifficulty, 0.89);
combinedSnapDifficulty = DifficultyCalculationUtils.Norm(combinedSnapNormExponent, snapDifficulty, agilityDifficulty);
}
if (Mods.Any(m => m is OsuModRelax))
{
combinedSnapDifficulty *= 0.75;
flowDifficulty *= 0.6;
}
double totalDifficulty = combinedSnapDifficulty * pSnap + flowDifficulty * pFlow;
double totalStrain = totalDifficulty * skillMultiplierTotal;
return totalStrain;
}
// A function that turns the ratio of snap : flow into the probability of snapping/flowing
// It has the constraints:
// P(snap) + P(flow) = 1 (the object is always either snapped or flowed)
// P(snap) = f(snap/flow), P(flow) = f(flow/snap) (ie snap and flow are symmetric and reversible)
// Therefore: f(x) + f(1/x) = 1
// 0 <= f(x) <= 1 (cannot have negative or greater than 100% probability of snapping or flowing)
// This logistic function is a solution, which fits nicely with the general idea of interpolation and provides a tuneable constant
private static double calculateSnapFlowProbability(double ratio)
{
const double k = 7.27;
if (ratio == 0)
return 0;
if (double.IsNaN(ratio))
return 1;
return DifficultyCalculationUtils.Logistic(-k * Math.Log(ratio));
}
public double GetDifficultSliders()
{
if (sliderStrains.Count == 0)
@@ -60,6 +151,97 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
return sliderStrains.Sum(strain => 1.0 / (1.0 + Math.Exp(-(strain / maxSliderStrain * 12.0 - 6.0))));
}
public double CountTopWeightedSliders() => OsuStrainUtils.CountTopWeightedSliders(sliderStrains, DifficultyValue());
public double CountTopWeightedSliders(double difficultyValue)
{
if (sliderStrains.Count == 0)
return 0;
double consistentTopStrain = difficultyValue * (1 - DecayWeight); // What would the top strain be if all strain values were identical
if (consistentTopStrain == 0)
return 0;
// Use a weighted sum of all strains. Constants are arbitrary and give nice values
return sliderStrains.Sum(s => DifficultyCalculationUtils.Logistic(s / consistentTopStrain, 0.88, 10, 1.1));
}
public override double DifficultyValue()
{
double difficulty = 0;
double time = 0;
var strains = getReducedStrainPeaks();
// Difficulty is a continuous weighted sum of the sorted strains
foreach (StrainPeak strain in strains)
{
/* Weighting function can be thought of as:
b
DecayWeight^x dx
a
where a = startTime and b = endTime
Technically, the function below has been slightly modified from the equation above.
The real function would be
double weight = Math.Pow(DecayWeight, startTime) - Math.Pow(DecayWeight, endTime);
...
return difficulty / Math.Log(1 / DecayWeight);
E.g. for a DecayWeight of 0.9, we're multiplying by 10 instead of 9.49122...
This change makes it so that a map composed solely of MaxSectionLength chunks will have the exact same value when summed in this class and StrainSkill.
Doing this ensures the relationship between strain values and difficulty values remains the same between the two classes.
*/
double startTime = time;
double endTime = time + strain.SectionLength / MaxSectionLength;
double weight = Math.Pow(DecayWeight, startTime) - Math.Pow(DecayWeight, endTime);
difficulty += strain.Value * weight;
time = endTime;
}
return difficulty / (1 - DecayWeight);
}
/// <summary>
/// Returns a sorted enumerable of strain peaks with the highest values reduced.
/// </summary>
/// <returns></returns>
private IEnumerable<StrainPeak> getReducedStrainPeaks()
{
// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
// These sections will not contribute to the difficulty.
var peaks = GetCurrentStrainPeaks().Where(p => p.Value > 0);
List<StrainPeak> strains = peaks.OrderByDescending(p => p.Value).ToList();
const int chunk_size = 20;
double time = 0;
int strainsToRemove = 0; // All strains are removed at the end for optimization purposes
// We are reducing the highest strains first to account for extreme difficulty spikes
// Strains are split into 20ms chunks to try to mitigate inconsistencies caused by reducing strains
while (strains.Count > strainsToRemove && time < reducedSectionTime)
{
StrainPeak strain = strains[strainsToRemove];
for (double addedTime = 0; addedTime < strain.SectionLength; addedTime += chunk_size)
{
double scale = Math.Log10(Interpolation.Lerp(1, 10, Math.Clamp((time + addedTime) / reducedSectionTime, 0, 1)));
strains.Add(new StrainPeak(
strain.Value * Interpolation.Lerp(reducedStrainBaseline, 1.0, scale),
Math.Min(chunk_size, strain.SectionLength - addedTime)
));
}
time += strain.SectionLength;
strainsToRemove++;
}
strains.RemoveRange(0, strainsToRemove);
return strains.OrderByDescending(p => p.Value);
}
}
}
@@ -5,6 +5,7 @@ using System;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
using osu.Game.Rulesets.Osu.Mods;
@@ -16,15 +17,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
/// </summary>
public class Flashlight : StrainSkill
{
private readonly bool hasHiddenMod;
public Flashlight(Mod[] mods)
: base(mods)
{
hasHiddenMod = mods.Any(m => m is OsuModHidden);
}
private double skillMultiplier => 0.05512;
private double skillMultiplier => 0.058;
private double strainDecayBase => 0.15;
private double currentStrain;
@@ -35,12 +33,43 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
protected override double StrainValueAt(DifficultyHitObject current)
{
if (!Mods.Any(m => m is OsuModFlashlight))
return 0;
currentStrain *= strainDecay(current.DeltaTime);
currentStrain += FlashlightEvaluator.EvaluateDifficultyOf(current, hasHiddenMod) * skillMultiplier;
currentStrain += calculateModAdjustedDifficulty(current) * skillMultiplier;
return currentStrain;
}
private double calculateModAdjustedDifficulty(DifficultyHitObject current)
{
double difficulty = FlashlightEvaluator.EvaluateDifficultyOf(current, Mods);
if (Mods.Any(m => m is OsuModTouchDevice))
difficulty = Math.Pow(difficulty, 0.9);
if (Mods.Any(m => m is OsuModMagnetised))
{
float magnetisedStrength = Mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
difficulty *= 1.0 - magnetisedStrength;
}
if (Mods.Any(m => m is OsuModDeflate))
{
float deflateInitialScale = Mods.OfType<OsuModDeflate>().First().StartScale.Value;
difficulty *= Math.Clamp(DifficultyCalculationUtils.ReverseLerp(deflateInitialScale, 11, 1), 0.1, 1);
}
if (Mods.Any(m => m is OsuModRelax))
difficulty *= 0.7;
if (Mods.Any(m => m is OsuModAutopilot))
difficulty *= 0.4;
return difficulty;
}
public override double DifficultyValue() => GetCurrentStrainPeaks().Sum();
public static double DifficultyToPerformance(double difficulty) => 25 * Math.Pow(difficulty, 2);
@@ -1,62 +0,0 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using System.Linq;
using osu.Framework.Utils;
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
public abstract class OsuStrainSkill : StrainSkill
{
/// <summary>
/// The number of sections with the highest strains, which the peak strain reductions will apply to.
/// This is done in order to decrease their impact on the overall difficulty of the map for this skill.
/// </summary>
protected virtual int ReducedSectionCount => 10;
/// <summary>
/// The baseline multiplier applied to the section with the biggest strain.
/// </summary>
protected virtual double ReducedStrainBaseline => 0.75;
protected OsuStrainSkill(Mod[] mods)
: base(mods)
{
}
public override double DifficultyValue()
{
double difficulty = 0;
double weight = 1;
// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
// These sections will not contribute to the difficulty.
var peaks = GetCurrentStrainPeaks().Where(p => p > 0);
List<double> strains = peaks.OrderDescending().ToList();
// We are reducing the highest strains first to account for extreme difficulty spikes
for (int i = 0; i < Math.Min(strains.Count, ReducedSectionCount); i++)
{
double scale = Math.Log10(Interpolation.Lerp(1, 10, Math.Clamp((float)i / ReducedSectionCount, 0, 1)));
strains[i] *= Interpolation.Lerp(ReducedStrainBaseline, 1.0, scale);
}
// Difficulty is the weighted sum of the highest strains from every section.
// We're sorting from highest to lowest strain.
foreach (double strain in strains.OrderDescending())
{
difficulty += strain * weight;
weight *= DecayWeight;
}
return difficulty;
}
public static double DifficultyToPerformance(double difficulty) => Math.Pow(5.0 * Math.Max(1.0, difficulty / 0.0675) - 4.0, 3.0) / 100000.0;
}
}
@@ -0,0 +1,121 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Utils;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
using osu.Game.Rulesets.Osu.Mods;
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
public class Reading : HarmonicSkill
{
private readonly List<DifficultyHitObject> objectList = new List<DifficultyHitObject>();
private readonly bool hasHiddenMod;
public Reading(Mod[] mods)
: base(mods)
{
hasHiddenMod = mods.OfType<OsuModHidden>().Any(m => !m.OnlyFadeApproachCircles.Value);
}
private double currentStrain;
private double skillMultiplier => 2.5;
private double strainDecayBase => 0.8;
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
protected override double ObjectDifficultyOf(DifficultyHitObject current)
{
objectList.Add(current);
double decay = strainDecay(current.DeltaTime);
currentStrain *= decay;
currentStrain += calculateModAdjustedDifficulty(current) * (1 - decay) * skillMultiplier;
return currentStrain;
}
private double calculateModAdjustedDifficulty(DifficultyHitObject current)
{
double difficulty = ReadingEvaluator.EvaluateDifficultyOf(current, hasHiddenMod);
if (Mods.Any(m => m is OsuModTouchDevice))
difficulty = Math.Pow(difficulty, 0.89);
if (Mods.Any(m => m is OsuModMagnetised))
{
float magnetisedStrength = Mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
difficulty *= 1.0 - magnetisedStrength;
}
if (Mods.Any(m => m is OsuModRelax))
difficulty *= 0.4;
if (Mods.Any(m => m is OsuModAutopilot))
difficulty *= 0.1;
return difficulty;
}
protected override void ApplyDifficultyTransformation(double[] difficulties)
{
const double reduced_difficulty_base_line = 0.0; // Assume the first seconds are completely memorised
int reducedNoteCount = calculateReducedNoteCount();
for (int i = 0; i < Math.Min(difficulties.Length, reducedNoteCount); i++)
{
double scale = Math.Log10(Interpolation.Lerp(1, 10, Math.Clamp((double)i / reducedNoteCount, 0, 1)));
difficulties[i] *= Interpolation.Lerp(reduced_difficulty_base_line, 1.0, scale);
}
}
private int calculateReducedNoteCount()
{
const double reduced_difficulty_duration = 60 * 1000;
if (objectList.Count == 0)
return 0;
double reducedDuration = objectList.First().StartTime + reduced_difficulty_duration;
int reducedNoteCount = 0;
foreach (var hitObject in objectList)
{
if (hitObject.StartTime > reducedDuration)
break;
reducedNoteCount++;
}
return reducedNoteCount;
}
public override double CountTopWeightedObjectDifficulties(double difficultyValue)
{
if (ObjectDifficulties.Count == 0)
return 0.0;
if (NoteWeightSum == 0)
return 0.0;
double consistentTopNote = difficultyValue / NoteWeightSum; // What would the top difficulty be if all object difficulties were identical
if (consistentTopNote == 0)
return 0;
return ObjectDifficulties.Sum(d => DifficultyCalculationUtils.Logistic(d / consistentTopNote, 1.15, 5, 1.1));
}
}
}
@@ -3,30 +3,33 @@
using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
using System.Linq;
using osu.Game.Rulesets.Osu.Difficulty.Utils;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Evaluators.Speed;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
/// <summary>
/// Represents the skill required to press keys with regards to keeping up with the speed at which objects need to be hit.
/// </summary>
public class Speed : OsuStrainSkill
public class Speed : HarmonicSkill
{
private double skillMultiplier => 1.47;
private double strainDecayBase => 0.3;
private double currentStrain;
private double currentRhythm;
private double skillMultiplier => 1.16;
private readonly List<double> sliderStrains = new List<double>();
protected override int ReducedSectionCount => 5;
private double currentStrain;
private double strainDecayBase => 0.3;
protected override double HarmonicScale => 20;
protected override double DecayExponent => 0.9;
public Speed(Mod[] mods)
: base(mods)
@@ -35,14 +38,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => (currentStrain * currentRhythm) * strainDecay(time - current.Previous(0).StartTime);
protected override double StrainValueAt(DifficultyHitObject current)
protected override double ObjectDifficultyOf(DifficultyHitObject current)
{
currentStrain *= strainDecay(((OsuDifficultyHitObject)current).AdjustedDeltaTime);
currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current, Mods) * skillMultiplier;
if (Mods.Any(m => m is OsuModRelax))
return 0;
currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current);
double decay = strainDecay(((OsuDifficultyHitObject)current).AdjustedDeltaTime);
currentStrain *= decay;
currentStrain += calculateModAdjustedDifficulty(current) * (1 - decay) * skillMultiplier;
double currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current);
double totalStrain = currentStrain * currentRhythm;
@@ -52,18 +58,44 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
return totalStrain;
}
private double calculateModAdjustedDifficulty(DifficultyHitObject current)
{
double difficulty = SpeedEvaluator.EvaluateDifficultyOf(current);
if (Mods.Any(m => m is OsuModAutopilot))
difficulty *= 0.5;
return difficulty;
}
public double RelevantNoteCount()
{
if (ObjectStrains.Count == 0)
if (ObjectDifficulties.Count == 0)
return 0;
double maxStrain = ObjectStrains.Max();
double maxStrain = ObjectDifficulties.Max();
if (maxStrain == 0)
return 0;
return ObjectStrains.Sum(strain => 1.0 / (1.0 + Math.Exp(-(strain / maxStrain * 12.0 - 6.0))));
return ObjectDifficulties.Sum(strain => 1.0 / (1.0 + Math.Exp(-(strain / maxStrain * 12.0 - 6.0))));
}
public double CountTopWeightedSliders() => OsuStrainUtils.CountTopWeightedSliders(sliderStrains, DifficultyValue());
public double CountTopWeightedSliders(double difficultyValue)
{
if (sliderStrains.Count == 0)
return 0;
if (NoteWeightSum == 0)
return 0.0;
double consistentTopNote = difficultyValue / NoteWeightSum; // What would the top note be if all note values were identical
if (consistentTopNote == 0)
return 0;
// Use a weighted sum of all notes. Constants are arbitrary and give nice values
return sliderStrains.Sum(s => DifficultyCalculationUtils.Logistic(s / consistentTopNote, 0.88, 10, 1.1));
}
}
}
@@ -1,26 +0,0 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Utils;
namespace osu.Game.Rulesets.Osu.Difficulty.Utils
{
public static class OsuStrainUtils
{
public static double CountTopWeightedSliders(IReadOnlyCollection<double> sliderStrains, double difficultyValue)
{
if (sliderStrains.Count == 0)
return 0;
double consistentTopStrain = difficultyValue / 10; // What would the top strain be if all strain values were identical
if (consistentTopStrain == 0)
return 0;
// Use a weighted sum of all strains. Constants are arbitrary and give nice values
return sliderStrains.Sum(s => DifficultyCalculationUtils.Logistic(s / consistentTopStrain, 0.88, 10, 1.1));
}
}
}
@@ -58,7 +58,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
private readonly IncrementalBSplineBuilder bSplineBuilder = new IncrementalBSplineBuilder { Degree = 4 };
protected override bool IsValidForPlacement => HitObject.Path.HasValidLengthForPlacement;
protected override bool IsValidForPlacement => base.IsValidForPlacement && (PlacementActive == PlacementState.Waiting || HitObject.Path.HasValidLengthForPlacement);
public SliderPlacementBlueprint()
: base(new Slider())
@@ -5,6 +5,7 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Text.RegularExpressions;
using JetBrains.Annotations;
@@ -171,7 +172,8 @@ namespace osu.Game.Rulesets.Osu.Edit
=> new OsuBlueprintContainer(this);
public override string ConvertSelectionToString()
=> string.Join(',', selectedHitObjects.Cast<OsuHitObject>().OrderBy(h => h.StartTime).Select(h => (h.IndexInCurrentCombo + 1).ToString()));
=> string.Join(',', selectedHitObjects.Cast<OsuHitObject>().OrderBy(h => h.StartTime)
.Select(h => (h.IndexInCurrentCombo + 1).ToString(CultureInfo.InvariantCulture)));
// 1,2,3,4 ...
private static readonly Regex selection_regex = new Regex(@"^\d+(,\d+)*$", RegexOptions.Compiled);
@@ -7,6 +7,7 @@ using System.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Utils;
@@ -37,13 +38,16 @@ namespace osu.Game.Rulesets.Osu.Edit
[Resolved]
private IEditorChangeHandler? changeHandler { get; set; }
[Resolved]
private EditorBeatmap editorBeatmap { get; set; } = null!;
[Resolved(CanBeNull = true)]
private IDistanceSnapProvider? snapProvider { get; set; }
private BindableList<HitObject> selectedItems { get; } = new BindableList<HitObject>();
[BackgroundDependencyLoader]
private void load(EditorBeatmap editorBeatmap)
private void load()
{
selectedItems.BindTo(editorBeatmap.SelectedHitObjects);
}
@@ -53,15 +57,22 @@ namespace osu.Game.Rulesets.Osu.Edit
base.LoadComplete();
selectedItems.CollectionChanged += (_, __) => updateState();
editorBeatmap.HitObjectUpdated += hitObjectUpdated;
updateState();
}
private void hitObjectUpdated(HitObject hitObject)
{
if (selectedMovableObjects.Contains(hitObject))
updateState();
}
private void updateState()
{
var quad = GeometryUtils.GetSurroundingQuad(selectedMovableObjects);
CanScaleX.Value = quad.Width > 0;
CanScaleY.Value = quad.Height > 0;
CanScaleX.Value = Precision.DefinitelyBigger(quad.Width, 0);
CanScaleY.Value = Precision.DefinitelyBigger(quad.Height, 0);
CanScaleDiagonally.Value = CanScaleX.Value && CanScaleY.Value;
CanScaleFromPlayfieldOrigin.Value = selectedMovableObjects.Any();
IsScalingSlider.Value = selectedMovableObjects.Count() == 1 && selectedMovableObjects.First() is Slider;
@@ -339,5 +350,13 @@ namespace osu.Game.Rulesets.Osu.Edit
PathControlPointTypes = (hitObject as IHasPath)?.Path.ControlPoints.Select(p => p.Type).ToArray();
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (editorBeatmap.IsNotNull())
editorBeatmap.HitObjectUpdated -= hitObjectUpdated;
}
}
}
@@ -25,10 +25,10 @@ namespace osu.Game.Rulesets.Osu.Edit
{
public partial class PolygonGenerationPopover : OsuPopover
{
private SliderWithTextBoxInput<double> distanceSnapInput = null!;
private SliderWithTextBoxInput<int> offsetAngleInput = null!;
private SliderWithTextBoxInput<int> repeatCountInput = null!;
private SliderWithTextBoxInput<int> pointInput = null!;
private FormSliderBar<double> distanceSnapInput { get; set; } = null!;
private FormSliderBar<int> offsetAngleInput { get; set; } = null!;
private FormSliderBar<int> repeatCountInput { get; set; } = null!;
private FormSliderBar<int> pointInput { get; set; } = null!;
private RoundedButton commitButton = null!;
private readonly List<HitCircle> insertedCircles = new List<HitCircle>();
@@ -64,11 +64,12 @@ namespace osu.Game.Rulesets.Osu.Edit
{
Width = 220,
AutoSizeAxes = Axes.Y,
Spacing = new Vector2(20),
Spacing = new Vector2(5),
Children = new Drawable[]
{
distanceSnapInput = new SliderWithTextBoxInput<double>("Distance snap:")
distanceSnapInput = new FormSliderBar<double>
{
Caption = "Distance snap",
Current = new BindableNumber<double>(1)
{
MinValue = 0.1,
@@ -76,37 +77,40 @@ namespace osu.Game.Rulesets.Osu.Edit
Precision = 0.1,
Value = ((OsuHitObjectComposer)composer).DistanceSnapProvider.DistanceSpacingMultiplier.Value,
},
Instantaneous = true
TabbableContentContainer = this
},
offsetAngleInput = new SliderWithTextBoxInput<int>("Offset angle:")
offsetAngleInput = new FormSliderBar<int>
{
Caption = "Offset angle",
Current = new BindableNumber<int>
{
MinValue = 0,
MaxValue = 180,
Precision = 1
},
Instantaneous = true
TabbableContentContainer = this
},
repeatCountInput = new SliderWithTextBoxInput<int>("Repeats:")
repeatCountInput = new FormSliderBar<int>
{
Caption = "Repeats",
Current = new BindableNumber<int>(1)
{
MinValue = 1,
MaxValue = 10,
Precision = 1
},
Instantaneous = true
TabbableContentContainer = this
},
pointInput = new SliderWithTextBoxInput<int>("Vertices:")
pointInput = new FormSliderBar<int>
{
Caption = "Vertices",
Current = new BindableNumber<int>(3)
{
MinValue = 3,
MaxValue = 32,
Precision = 1,
},
Instantaneous = true
TabbableContentContainer = this
},
commitButton = new RoundedButton
{
@@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Osu.Edit
private BindableNumber<float> xBindable = null!;
private BindableNumber<float> yBindable = null!;
private SliderWithTextBoxInput<float> xInput = null!;
private FormSliderBar<float> xInput { get; set; } = null!;
private OsuCheckbox relativeCheckbox = null!;
public PreciseMovementPopover()
@@ -52,31 +52,31 @@ namespace osu.Game.Rulesets.Osu.Edit
{
Width = 220,
AutoSizeAxes = Axes.Y,
Spacing = new Vector2(20),
Spacing = new Vector2(5),
Children = new Drawable[]
{
xInput = new SliderWithTextBoxInput<float>("X:")
xInput = new FormSliderBar<float>
{
Caption = "X",
Current = xBindable = new BindableNumber<float>
{
Precision = 1,
},
Instantaneous = true,
TabbableContentContainer = this,
TabbableContentContainer = this
},
new SliderWithTextBoxInput<float>("Y:")
new FormSliderBar<float>
{
Caption = "Y",
Current = yBindable = new BindableNumber<float>
{
Precision = 1,
},
Instantaneous = true,
TabbableContentContainer = this,
TabbableContentContainer = this
},
relativeCheckbox = new OsuCheckbox(false)
{
RelativeSizeAxes = Axes.X,
LabelText = "Relative movement",
LabelText = "Relative movement"
}
}
};
@@ -28,7 +28,7 @@ namespace osu.Game.Rulesets.Osu.Edit
private readonly Bindable<PreciseRotationInfo> rotationInfo = new Bindable<PreciseRotationInfo>(new PreciseRotationInfo(0, EditorOrigin.GridCentre));
private SliderWithTextBoxInput<float> angleInput = null!;
private FormSliderBar<float> angleInput { get; set; } = null!;
private EditorRadioButtonCollection rotationOrigin = null!;
private RadioButton gridCentreButton = null!;
@@ -54,11 +54,12 @@ namespace osu.Game.Rulesets.Osu.Edit
{
Width = 220,
AutoSizeAxes = Axes.Y,
Spacing = new Vector2(20),
Spacing = new Vector2(5),
Children = new Drawable[]
{
angleInput = new SliderWithTextBoxInput<float>("Angle (degrees):")
angleInput = new FormSliderBar<float>
{
Caption = "Angle (degrees)",
Current = new BindableNumber<float>
{
MinValue = -360,
@@ -66,7 +67,7 @@ namespace osu.Game.Rulesets.Osu.Edit
Precision = 1
},
KeyboardStep = 1f,
Instantaneous = true
TabbableContentContainer = this
},
rotationOrigin = new EditorRadioButtonCollection
{
@@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Osu.Edit
private readonly Bindable<PreciseScaleInfo> scaleInfo = new Bindable<PreciseScaleInfo>(new PreciseScaleInfo(1, EditorOrigin.GridCentre, true, true));
private SliderWithTextBoxInput<float> scaleInput = null!;
private FormSliderBar<float> scaleInput { get; set; } = null!;
private BindableNumber<float> scaleInputBindable = null!;
private EditorRadioButtonCollection scaleOrigin = null!;
@@ -66,11 +66,12 @@ namespace osu.Game.Rulesets.Osu.Edit
{
Width = 220,
AutoSizeAxes = Axes.Y,
Spacing = new Vector2(20),
Spacing = new Vector2(5),
Children = new Drawable[]
{
scaleInput = new SliderWithTextBoxInput<float>("Scale:")
scaleInput = new FormSliderBar<float>
{
Caption = "Scale",
Current = scaleInputBindable = new BindableNumber<float>
{
MinValue = 0.05f,
@@ -80,7 +81,7 @@ namespace osu.Game.Rulesets.Osu.Edit
Default = 1,
},
KeyboardStep = 0.01f,
Instantaneous = true
TabbableContentContainer = this
},
scaleOrigin = new EditorRadioButtonCollection
{
+9 -1
View File
@@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Osu.Mods
[SettingSource(
"Max size at combo",
"The combo count at which the cursor reaches its maximum size",
SettingControlType = typeof(SettingsSlider<int, RoundedSliderBar<int>>)
SettingControlType = typeof(SettingsSlider<int, MaxSizeComboSlider>)
)]
public BindableInt MaxSizeComboCount { get; } = new BindableInt(50)
{
@@ -85,4 +85,12 @@ namespace osu.Game.Rulesets.Osu.Mods
cursor.ModScaleAdjust.Value = (float)Interpolation.Lerp(cursor.ModScaleAdjust.Value, currentSize, Math.Clamp(cursor.Time.Elapsed / TRANSITION_DURATION, 0, 1));
}
}
public partial class MaxSizeComboSlider : RoundedSliderBar<int>
{
public MaxSizeComboSlider()
{
KeyboardStep = 1;
}
}
}
@@ -1,7 +1,9 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
@@ -71,6 +73,8 @@ namespace osu.Game.Rulesets.Osu.Mods
}
}
public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModTargetPractice)).ToArray();
protected override void ApplySettings(BeatmapDifficulty difficulty)
{
base.ApplySettings(difficulty);

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