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623 changed files with 17105 additions and 8141 deletions
+13 -3
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@@ -82,8 +82,18 @@ jobs:
run: dotnet build -c Debug -warnaserror osu.Desktop.slnf
- name: Test
run: dotnet test $pwd/**/*.Tests/bin/Debug/*/*.Tests.dll --logger "trx;LogFileName=TestResults-${{matrix.os.prettyname}}-${{matrix.threadingMode}}.trx" -- NUnit.ConsoleOut=0
shell: pwsh
run: >
dotnet test
osu.Game.Tests/bin/Debug/**/osu.Game.Tests.dll
osu.Game.Rulesets.Osu.Tests/bin/Debug/**/osu.Game.Rulesets.Osu.Tests.dll
osu.Game.Rulesets.Taiko.Tests/bin/Debug/**/osu.Game.Rulesets.Taiko.Tests.dll
osu.Game.Rulesets.Catch.Tests/bin/Debug/**/osu.Game.Rulesets.Catch.Tests.dll
osu.Game.Rulesets.Mania.Tests/bin/Debug/**/osu.Game.Rulesets.Mania.Tests.dll
osu.Game.Tournament.Tests/bin/Debug/**/osu.Game.Tournament.Tests.dll
Templates/**/*.Tests/bin/Debug/**/*.Tests.dll
--logger "trx;LogFileName=TestResults-${{matrix.os.prettyname}}-${{matrix.threadingMode}}.trx"
--
NUnit.ConsoleOut=0
# Attempt to upload results even if test fails.
# https://docs.github.com/en/actions/reference/context-and-expression-syntax-for-github-actions#always
@@ -136,4 +146,4 @@ jobs:
run: dotnet workload install ios --from-rollback-file https://raw.githubusercontent.com/ppy/osu-framework/refs/heads/master/workloads.json
- name: Build
run: dotnet build -c Debug osu.iOS
run: dotnet build -c Debug osu.iOS.slnf
+3
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@@ -18,3 +18,6 @@ M:Humanizer.InflectorExtensions.Pascalize(System.String);Humanizer's .Pascalize(
M:Humanizer.InflectorExtensions.Camelize(System.String);Humanizer's .Camelize() extension method changes behaviour depending on CultureInfo.CurrentCulture. Use StringDehumanizeExtensions.ToCamelCase() instead.
M:Humanizer.InflectorExtensions.Underscore(System.String);Humanizer's .Underscore() extension method changes behaviour depending on CultureInfo.CurrentCulture. Use StringDehumanizeExtensions.ToSnakeCase() instead.
M:Humanizer.InflectorExtensions.Kebaberize(System.String);Humanizer's .Kebaberize() extension method changes behaviour depending on CultureInfo.CurrentCulture. Use StringDehumanizeExtensions.ToKebabCase() instead.
M:osuTK.MathHelper.Clamp(System.Int32,System.Int32,System.Int32)~System.Int32;Use Math.Clamp() instead.
M:osuTK.MathHelper.Clamp(System.Single,System.Single,System.Single)~System.Single;This osuTK helper has unsafe semantics when one of the bounds provided is NaN. Use Math.Clamp() instead.
M:osuTK.MathHelper.Clamp(System.Double,System.Double,System.Double)~System.Double;This osuTK helper has unsafe semantics when one of the bounds provided is NaN. Use Math.Clamp() instead.
@@ -1,6 +1,7 @@
// 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.Threading;
@@ -9,7 +10,6 @@ using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Pippidon.Objects;
using osu.Game.Rulesets.Pippidon.UI;
using osuTK;
namespace osu.Game.Rulesets.Pippidon.Beatmaps
{
@@ -40,7 +40,7 @@ namespace osu.Game.Rulesets.Pippidon.Beatmaps
};
}
private int getLane(HitObject hitObject) => (int)MathHelper.Clamp(
private int getLane(HitObject hitObject) => (int)Math.Clamp(
(getUsablePosition(hitObject) - minPosition) / (maxPosition - minPosition) * PippidonPlayfield.LANE_COUNT, 0, PippidonPlayfield.LANE_COUNT - 1);
private float getUsablePosition(HitObject h) => (h as IHasYPosition)?.Y ?? ((IHasXPosition)h).X;
+1 -1
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@@ -10,7 +10,7 @@
<EmbedAssembliesIntoApk>true</EmbedAssembliesIntoApk>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Framework.Android" Version="2025.225.0" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2025.419.0" />
</ItemGroup>
<PropertyGroup>
<!-- Fody does not handle Android build well, and warns when unchanged.
@@ -22,6 +22,8 @@ namespace osu.Game.Rulesets.Catch.Tests.Editor
{
public abstract partial class CatchPlacementBlueprintTestScene : PlacementBlueprintTestScene
{
protected sealed override Ruleset CreateRuleset() => new CatchRuleset();
protected const double TIME_SNAP = 100;
protected DrawableCatchHitObject LastObject;
@@ -1,6 +1,7 @@
// 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.Game.Beatmaps;
@@ -16,26 +17,30 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
int fruits = HitObjects.Count(s => s is Fruit);
int juiceStreams = HitObjects.Count(s => s is JuiceStream);
int bananaShowers = HitObjects.Count(s => s is BananaShower);
int sum = Math.Max(1, fruits + juiceStreams);
return new[]
{
new BeatmapStatistic
{
Name = @"Fruit Count",
Name = @"Fruits",
Content = fruits.ToString(),
CreateIcon = () => new BeatmapStatisticIcon(BeatmapStatisticsIconType.Circles),
BarDisplayLength = fruits / (float)sum,
},
new BeatmapStatistic
{
Name = @"Juice Stream Count",
Name = @"Juice Streams",
Content = juiceStreams.ToString(),
CreateIcon = () => new BeatmapStatisticIcon(BeatmapStatisticsIconType.Sliders),
BarDisplayLength = juiceStreams / (float)sum,
},
new BeatmapStatistic
{
Name = @"Banana Shower Count",
Name = @"Banana Showers",
Content = bananaShowers.ToString(),
CreateIcon = () => new BeatmapStatisticIcon(BeatmapStatisticsIconType.Spinners),
BarDisplayLength = Math.Min(bananaShowers / 10f, 1),
}
};
}
@@ -45,7 +45,7 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
LegacyConvertedY = yPositionData?.Y ?? CatchHitObject.DEFAULT_LEGACY_CONVERT_Y,
// prior to v8, speed multipliers don't adjust for how many ticks are generated over the same distance.
// this results in more (or less) ticks being generated in <v8 maps for the same time duration.
TickDistanceMultiplier = beatmap.BeatmapInfo.BeatmapVersion < 8 ? 1f / ((LegacyControlPointInfo)beatmap.ControlPointInfo).DifficultyPointAt(obj.StartTime).SliderVelocity : 1,
TickDistanceMultiplier = beatmap.BeatmapVersion < 8 ? 1f / ((LegacyControlPointInfo)beatmap.ControlPointInfo).DifficultyPointAt(obj.StartTime).SliderVelocity : 1,
SliderVelocityMultiplier = sliderVelocityData?.SliderVelocityMultiplier ?? 1
}.Yield();
@@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using Newtonsoft.Json;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
@@ -10,15 +9,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
{
public class CatchDifficultyAttributes : DifficultyAttributes
{
/// <summary>
/// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc).
/// </summary>
/// <remarks>
/// Rate-adjusting mods don't directly affect the approach rate difficulty value, but have a perceived effect as a result of adjusting audio timing.
/// </remarks>
[JsonProperty("approach_rate")]
public double ApproachRate { get; set; }
public override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
{
foreach (var v in base.ToDatabaseAttributes())
@@ -26,7 +16,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
// Todo: osu!catch should not output star rating in the 'aim' attribute.
yield return (ATTRIB_ID_AIM, StarRating);
yield return (ATTRIB_ID_APPROACH_RATE, ApproachRate);
}
public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
@@ -34,7 +23,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
base.FromDatabaseAttributes(values, onlineInfo);
StarRating = values[ATTRIB_ID_AIM];
ApproachRate = values[ATTRIB_ID_APPROACH_RATE];
}
}
}
@@ -3,6 +3,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Catch.Beatmaps;
using osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
@@ -23,7 +24,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
private float halfCatcherWidth;
public override int Version => 20220701;
public override int Version => 20250306;
public CatchDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
@@ -35,14 +36,10 @@ namespace osu.Game.Rulesets.Catch.Difficulty
if (beatmap.HitObjects.Count == 0)
return new CatchDifficultyAttributes { Mods = mods };
// this is the same as osu!, so there's potential to share the implementation... maybe
double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
CatchDifficultyAttributes attributes = new CatchDifficultyAttributes
{
StarRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier,
StarRating = Math.Sqrt(skills.OfType<Movement>().Single().DifficultyValue()) * difficulty_multiplier,
Mods = mods,
ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0,
MaxCombo = beatmap.GetMaxCombo(),
};
@@ -3,6 +3,9 @@
using System;
using System.Linq;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
@@ -50,7 +53,19 @@ namespace osu.Game.Rulesets.Catch.Difficulty
if (catchAttributes.MaxCombo > 0)
value *= Math.Min(Math.Pow(score.MaxCombo, 0.8) / Math.Pow(catchAttributes.MaxCombo, 0.8), 1.0);
double approachRate = catchAttributes.ApproachRate;
var difficulty = score.BeatmapInfo!.Difficulty.Clone();
score.Mods.OfType<IApplicableToDifficulty>().ForEach(m => m.ApplyToDifficulty(difficulty));
var track = new TrackVirtual(10000);
score.Mods.OfType<IApplicableToTrack>().ForEach(m => m.ApplyToTrack(track));
double clockRate = track.Rate;
// this is the same as osu!, so there's potential to share the implementation... maybe
double preempt = IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
double approachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0;
double approachRateFactor = 1.0;
if (approachRate > 9.0)
approachRateFactor += 0.1 * (approachRate - 9.0); // 10% for each AR above 9
@@ -26,7 +26,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
private float? lastPlayerPosition;
private float lastDistanceMoved;
private float lastExactDistanceMoved;
private double lastStrainTime;
private bool isInBuzzSection;
/// <summary>
/// The speed multiplier applied to the player's catcher.
@@ -59,6 +61,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
float distanceMoved = playerPosition - lastPlayerPosition.Value;
// For the exact position we consider that the catcher is in the correct position for both objects
float exactDistanceMoved = catchCurrent.NormalizedPosition - lastPlayerPosition.Value;
double weightedStrainTime = catchCurrent.StrainTime + 13 + (3 / catcherSpeedMultiplier);
double distanceAddition = (Math.Pow(Math.Abs(distanceMoved), 1.3) / 510);
@@ -92,12 +97,30 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
playerPosition = catchCurrent.NormalizedPosition;
}
distanceAddition *= 1.0 + edgeDashBonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash) / 20) * Math.Pow((Math.Min(catchCurrent.StrainTime * catcherSpeedMultiplier, 265) / 265), 1.5); // Edge Dashes are easier at lower ms values
distanceAddition *= 1.0 + edgeDashBonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash) / 20)
* Math.Pow((Math.Min(catchCurrent.StrainTime * catcherSpeedMultiplier, 265) / 265), 1.5); // Edge Dashes are easier at lower ms values
}
// There is an edge case where horizontal back and forth sliders create "buzz" patterns which are repeated "movements" with a distance lower than
// the platter's width but high enough to be considered a movement due to the absolute_player_positioning_error and normalized_hitobject_radius offsets
// We are detecting this exact scenario. The first back and forth is counted but all subsequent ones are nullified.
// To achieve that, we need to store the exact distances (distance ignoring absolute_player_positioning_error and normalized_hitobject_radius)
if (Math.Abs(exactDistanceMoved) <= HalfCatcherWidth * 2 && exactDistanceMoved == -lastExactDistanceMoved && catchCurrent.StrainTime == lastStrainTime)
{
if (isInBuzzSection)
distanceAddition = 0;
else
isInBuzzSection = true;
}
else
{
isInBuzzSection = false;
}
lastPlayerPosition = playerPosition;
lastDistanceMoved = distanceMoved;
lastStrainTime = catchCurrent.StrainTime;
lastExactDistanceMoved = exactDistanceMoved;
return distanceAddition / weightedStrainTime;
}
@@ -143,7 +143,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
{
base.UpdateHitObjectFromPath(hitObject);
if (hitObject.Path.ControlPoints.Count <= 1 || !hitObject.Path.HasValidLength)
if (hitObject.Path.ControlPoints.Count <= 1 || !hitObject.Path.HasValidLengthForPlacement)
EditorBeatmap?.Remove(hitObject);
}
}
@@ -75,6 +75,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Setup
{
Caption = EditorSetupStrings.BaseVelocity,
HintText = EditorSetupStrings.BaseVelocityDescription,
KeyboardStep = 0.1f,
Current = new BindableDouble(Beatmap.Difficulty.SliderMultiplier)
{
Default = 1.4,
@@ -89,6 +90,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Setup
{
Caption = EditorSetupStrings.TickRate,
HintText = EditorSetupStrings.TickRateDescription,
KeyboardStep = 1,
Current = new BindableDouble(Beatmap.Difficulty.SliderTickRate)
{
Default = 1,
@@ -1,8 +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.Linq;
using System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets.Catch.Beatmaps;
@@ -35,21 +36,21 @@ namespace osu.Game.Rulesets.Catch.Mods
[SettingSource("Spicy Patterns", "Adjust the patterns as if Hard Rock is enabled.")]
public BindableBool HardRockOffsets { get; } = new BindableBool();
public override string SettingDescription
public override IEnumerable<(LocalisableString setting, LocalisableString value)> SettingDescription
{
get
{
string circleSize = CircleSize.IsDefault ? string.Empty : $"CS {CircleSize.Value:N1}";
string approachRate = ApproachRate.IsDefault ? string.Empty : $"AR {ApproachRate.Value:N1}";
string spicyPatterns = HardRockOffsets.IsDefault ? string.Empty : "Spicy patterns";
if (!CircleSize.IsDefault)
yield return ("Circle size", $"{CircleSize.Value:N1}");
return string.Join(", ", new[]
{
circleSize,
base.SettingDescription,
approachRate,
spicyPatterns,
}.Where(s => !string.IsNullOrEmpty(s)));
foreach (var setting in base.SettingDescription)
yield return setting;
if (!ApproachRate.IsDefault)
yield return ("Approach rate", $"{ApproachRate.Value:N1}");
if (!HardRockOffsets.IsDefault)
yield return ("Spicy patterns", "On");
}
}
@@ -1,6 +1,7 @@
// 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.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
@@ -110,7 +111,7 @@ namespace osu.Game.Rulesets.Catch.Skinning.Argon
double duration = ObjectState.HitObject.StartTime - ObjectState.DisplayStartTime;
fadeContent.Alpha = MathHelper.Clamp(
fadeContent.Alpha = Math.Clamp(
Interpolation.ValueAt(
Time.Current, 1f, 0f,
ObjectState.DisplayStartTime + duration * lens_flare_start,
@@ -22,6 +22,8 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
{
public abstract partial class ManiaPlacementBlueprintTestScene : PlacementBlueprintTestScene
{
protected sealed override Ruleset CreateRuleset() => new ManiaRuleset();
private readonly Column column;
[Cached(typeof(IReadOnlyList<Mod>))]
@@ -29,7 +29,7 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
{
keyCount.Current.Value = 8;
});
AddUntilStep("dialog visible", () => Game.ChildrenOfType<IDialogOverlay>().SingleOrDefault()?.CurrentDialog, Is.InstanceOf<ReloadEditorDialog>);
AddUntilStep("dialog visible", () => Game.ChildrenOfType<IDialogOverlay>().SingleOrDefault()?.CurrentDialog, Is.InstanceOf<SaveAndReloadEditorDialog>);
AddStep("refuse", () => InputManager.Key(Key.Number2));
AddAssert("key count is 5", () => keyCount.Current.Value, () => Is.EqualTo(5));
@@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
{
keyCount.Current.Value = 8;
});
AddUntilStep("dialog visible", () => Game.ChildrenOfType<IDialogOverlay>().Single().CurrentDialog, Is.InstanceOf<ReloadEditorDialog>);
AddUntilStep("dialog visible", () => Game.ChildrenOfType<IDialogOverlay>().Single().CurrentDialog, Is.InstanceOf<SaveAndReloadEditorDialog>);
AddStep("acquiesce", () => InputManager.Key(Key.Number1));
AddUntilStep("beatmap became 8K", () => Game.Beatmap.Value.BeatmapInfo.Difficulty.CircleSize, () => Is.EqualTo(8));
}
@@ -0,0 +1,187 @@
// 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.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Filter;
namespace osu.Game.Rulesets.Mania.Tests
{
[TestFixture]
public class ManiaFilterCriteriaTest
{
[TestCase]
public void TestKeysEqualSingleValue()
{
var criteria = new ManiaFilterCriteria();
criteria.TryParseCustomKeywordCriteria("keys", Operator.Equal, "1");
Assert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 1 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 2 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 3 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
new BeatmapInfo(new RulesetInfo { OnlineID = 0 }, new BeatmapDifficulty { CircleSize = 4 }),
new FilterCriteria
{
Mods = [new ManiaModKey1()]
}));
}
[TestCase]
public void TestKeysEqualMultipleValues()
{
var criteria = new ManiaFilterCriteria();
criteria.TryParseCustomKeywordCriteria("keys", Operator.Equal, "1,3,5,7");
Assert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 1 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 2 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 3 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
new BeatmapInfo(new RulesetInfo { OnlineID = 0 }, new BeatmapDifficulty { CircleSize = 4 }),
new FilterCriteria
{
Mods = [new ManiaModKey1()]
}));
}
[TestCase]
public void TestKeysNotEqualSingleValue()
{
var criteria = new ManiaFilterCriteria();
criteria.TryParseCustomKeywordCriteria("keys", Operator.NotEqual, "1");
Assert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 1 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 2 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 3 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
new BeatmapInfo(new RulesetInfo { OnlineID = 0 }, new BeatmapDifficulty { CircleSize = 4 }),
new FilterCriteria
{
Mods = [new ManiaModKey1()]
}));
}
[TestCase]
public void TestKeysNotEqualMultipleValues()
{
var criteria = new ManiaFilterCriteria();
criteria.TryParseCustomKeywordCriteria("keys", Operator.NotEqual, "1,3,5,7");
Assert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 1 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 2 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 3 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
new BeatmapInfo(new RulesetInfo { OnlineID = 0 }, new BeatmapDifficulty { CircleSize = 4 }),
new FilterCriteria
{
Mods = [new ManiaModKey1()]
}));
}
[TestCase]
public void TestKeysGreaterOrEqualThan()
{
var criteria = new ManiaFilterCriteria();
criteria.TryParseCustomKeywordCriteria("keys", Operator.GreaterOrEqual, "4");
Assert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 1 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 2 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 4 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 5 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
new BeatmapInfo(new RulesetInfo { OnlineID = 0 }, new BeatmapDifficulty { CircleSize = 3 }),
new FilterCriteria
{
Mods = [new ManiaModKey7()]
}));
}
[TestCase]
public void TestFilterIntersection()
{
var criteria = new ManiaFilterCriteria();
criteria.TryParseCustomKeywordCriteria("keys", Operator.Greater, "4");
criteria.TryParseCustomKeywordCriteria("keys", Operator.NotEqual, "7");
Assert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 3 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 4 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 5 }),
new FilterCriteria()));
Assert.False(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 7 }),
new FilterCriteria()));
Assert.True(criteria.Matches(
new BeatmapInfo(new ManiaRuleset().RulesetInfo, new BeatmapDifficulty { CircleSize = 9 }),
new FilterCriteria()));
}
[TestCase]
public void TestInvalidFilters()
{
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"));
}
}
}
@@ -0,0 +1,470 @@
// 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.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Replays;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Tests.Visual;
using osuTK;
namespace osu.Game.Rulesets.Mania.Tests
{
[Ignore("These tests are expected to fail until an acceptable solution for various replay playback issues concerning rounding of replay frame times & hit windows is found.")]
public partial class TestSceneLegacyReplayPlayback : LegacyReplayPlaybackTestScene
{
protected override Ruleset CreateRuleset() => new ManiaRuleset();
protected override string? ExportLocation => null;
private static readonly object[][] score_v2_test_cases =
{
// With respect to notation,
// square brackets `[]` represent *closed* or *inclusive* bounds,
// while round brackets `()` represent *open* or *exclusive* bounds.
// Note that mania hitwindows are heavily idiosyncratic,
// and if you *think* a number here is wrong, probably double check.
// Known issues / complexities:
// - There is a disparate set of hitwindow ranges for: score V1 non-converts, score V1 converts, and score V2 (regardless of convert)
// - It is NEVER POSSIBLE to get a MEH result when late; exceeding the OK hit windows will result in a MISS.
// Additionally, the OK hit window when late is EXCLUSIVE / OPEN rather than INCLUSIVE / CLOSED.
// Relevant stable source: https://github.com/peppy/osu-stable-reference/blob/996648fba06baf4e7d2e0b248959399444017895/osu!/GameplayElements/HitObjectManagerMania.cs#L737-L751
// - There is also a seemingly mania-specific issue wherein key inputs registered before time instant 0 get truncated to time 0,
// which is why the beatmaps used below make sure not to cross that boundary (the note starts at t=300ms).
// This is not an issue in osu! or taiko.
// The source of this behaviour has not been investigated in detail.
// OD = 5 test cases.
// PERFECT hit window is [ -19ms, 19ms]
// GREAT hit window is [ -49ms, 49ms]
// GOOD hit window is [ -82ms, 82ms]
// OK hit window is [-112ms, 112ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-136ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 5f, -18d, HitResult.Perfect },
new object[] { 5f, -19d, HitResult.Perfect },
new object[] { 5f, -20d, HitResult.Great },
new object[] { 5f, -21d, HitResult.Great },
new object[] { 5f, -48d, HitResult.Great },
new object[] { 5f, -49d, HitResult.Great },
new object[] { 5f, -50d, HitResult.Good },
new object[] { 5f, -51d, HitResult.Good },
new object[] { 5f, -81d, HitResult.Good },
new object[] { 5f, -82d, HitResult.Good },
new object[] { 5f, -83d, HitResult.Ok },
new object[] { 5f, -84d, HitResult.Ok },
new object[] { 5f, -111d, HitResult.Ok },
new object[] { 5f, -112d, HitResult.Ok },
new object[] { 5f, -113d, HitResult.Meh },
new object[] { 5f, -114d, HitResult.Meh },
new object[] { 5f, -135d, HitResult.Meh },
new object[] { 5f, -136d, HitResult.Meh },
new object[] { 5f, -137d, HitResult.Miss },
new object[] { 5f, -138d, HitResult.Miss },
new object[] { 5f, 111d, HitResult.Ok },
new object[] { 5f, 112d, HitResult.Miss },
new object[] { 5f, 113d, HitResult.Miss },
new object[] { 5f, 114d, HitResult.Miss },
new object[] { 5f, 135d, HitResult.Miss },
new object[] { 5f, 136d, HitResult.Miss },
new object[] { 5f, 137d, HitResult.Miss },
new object[] { 5f, 138d, HitResult.Miss },
// OD = 9.3 test cases.
// PERFECT hit window is [ -14ms, 14ms]
// GREAT hit window is [ -36ms, 36ms]
// GOOD hit window is [ -69ms, 69ms]
// OK hit window is [ -99ms, 99ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-123ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 9.3f, 13d, HitResult.Perfect },
new object[] { 9.3f, 14d, HitResult.Perfect },
new object[] { 9.3f, 15d, HitResult.Great },
new object[] { 9.3f, 16d, HitResult.Great },
new object[] { 9.3f, 35d, HitResult.Great },
new object[] { 9.3f, 36d, HitResult.Great },
new object[] { 9.3f, 37d, HitResult.Good },
new object[] { 9.3f, 38d, HitResult.Good },
new object[] { 9.3f, 68d, HitResult.Good },
new object[] { 9.3f, 69d, HitResult.Good },
new object[] { 9.3f, 70d, HitResult.Ok },
new object[] { 9.3f, 71d, HitResult.Ok },
new object[] { 9.3f, 98d, HitResult.Ok },
new object[] { 9.3f, 99d, HitResult.Miss },
new object[] { 9.3f, 100d, HitResult.Miss },
new object[] { 9.3f, 101d, HitResult.Miss },
new object[] { 9.3f, 122d, HitResult.Miss },
new object[] { 9.3f, 123d, HitResult.Miss },
new object[] { 9.3f, 124d, HitResult.Miss },
new object[] { 9.3f, 125d, HitResult.Miss },
new object[] { 9.3f, -98d, HitResult.Ok },
new object[] { 9.3f, -99d, HitResult.Ok },
new object[] { 9.3f, -100d, HitResult.Meh },
new object[] { 9.3f, -101d, HitResult.Meh },
new object[] { 9.3f, -122d, HitResult.Meh },
new object[] { 9.3f, -123d, HitResult.Meh },
new object[] { 9.3f, -124d, HitResult.Miss },
new object[] { 9.3f, -125d, HitResult.Miss },
};
private static readonly object[][] score_v1_non_convert_test_cases =
{
// OD = 5 test cases.
// PERFECT hit window is [ -16ms, 16ms]
// GREAT hit window is [ -49ms, 49ms]
// GOOD hit window is [ -82ms, 82ms]
// OK hit window is [-112ms, 112ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-136ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 5f, -15d, HitResult.Perfect },
new object[] { 5f, -16d, HitResult.Perfect },
new object[] { 5f, -17d, HitResult.Great },
new object[] { 5f, -18d, HitResult.Great },
new object[] { 5f, -48d, HitResult.Great },
new object[] { 5f, -49d, HitResult.Great },
new object[] { 5f, -50d, HitResult.Good },
new object[] { 5f, -51d, HitResult.Good },
new object[] { 5f, -81d, HitResult.Good },
new object[] { 5f, -82d, HitResult.Good },
new object[] { 5f, -83d, HitResult.Ok },
new object[] { 5f, -84d, HitResult.Ok },
new object[] { 5f, -111d, HitResult.Ok },
new object[] { 5f, -112d, HitResult.Ok },
new object[] { 5f, -113d, HitResult.Meh },
new object[] { 5f, -114d, HitResult.Meh },
new object[] { 5f, -135d, HitResult.Meh },
new object[] { 5f, -136d, HitResult.Meh },
new object[] { 5f, -137d, HitResult.Miss },
new object[] { 5f, -138d, HitResult.Miss },
new object[] { 5f, 111d, HitResult.Ok },
new object[] { 5f, 112d, HitResult.Miss },
new object[] { 5f, 113d, HitResult.Miss },
new object[] { 5f, 114d, HitResult.Miss },
new object[] { 5f, 135d, HitResult.Miss },
new object[] { 5f, 136d, HitResult.Miss },
new object[] { 5f, 137d, HitResult.Miss },
new object[] { 5f, 138d, HitResult.Miss },
// OD = 9.3 test cases.
// PERFECT hit window is [ -16ms, 16ms]
// GREAT hit window is [ -36ms, 36ms]
// GOOD hit window is [ -69ms, 69ms]
// OK hit window is [ -99ms, 99ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-123ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 9.3f, 15d, HitResult.Perfect },
new object[] { 9.3f, 16d, HitResult.Perfect },
new object[] { 9.3f, 17d, HitResult.Great },
new object[] { 9.3f, 18d, HitResult.Great },
new object[] { 9.3f, 35d, HitResult.Great },
new object[] { 9.3f, 36d, HitResult.Great },
new object[] { 9.3f, 37d, HitResult.Good },
new object[] { 9.3f, 38d, HitResult.Good },
new object[] { 9.3f, 68d, HitResult.Good },
new object[] { 9.3f, 69d, HitResult.Good },
new object[] { 9.3f, 70d, HitResult.Ok },
new object[] { 9.3f, 71d, HitResult.Ok },
new object[] { 9.3f, 98d, HitResult.Ok },
new object[] { 9.3f, 99d, HitResult.Miss },
new object[] { 9.3f, 100d, HitResult.Miss },
new object[] { 9.3f, 101d, HitResult.Miss },
new object[] { 9.3f, 122d, HitResult.Miss },
new object[] { 9.3f, 123d, HitResult.Miss },
new object[] { 9.3f, 124d, HitResult.Miss },
new object[] { 9.3f, 125d, HitResult.Miss },
new object[] { 9.3f, -98d, HitResult.Ok },
new object[] { 9.3f, -99d, HitResult.Ok },
new object[] { 9.3f, -100d, HitResult.Meh },
new object[] { 9.3f, -101d, HitResult.Meh },
new object[] { 9.3f, -122d, HitResult.Meh },
new object[] { 9.3f, -123d, HitResult.Meh },
new object[] { 9.3f, -124d, HitResult.Miss },
new object[] { 9.3f, -125d, HitResult.Miss },
// OD = 3.1 test cases.
// PERFECT hit window is [ -16ms, 16ms]
// GREAT hit window is [ -54ms, 54ms]
// GOOD hit window is [ -87ms, 87ms]
// OK hit window is [-117ms, 117ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-141ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 3.1f, 15d, HitResult.Perfect },
new object[] { 3.1f, 16d, HitResult.Perfect },
new object[] { 3.1f, 17d, HitResult.Great },
new object[] { 3.1f, 18d, HitResult.Great },
new object[] { 3.1f, 53d, HitResult.Great },
new object[] { 3.1f, 54d, HitResult.Great },
new object[] { 3.1f, 55d, HitResult.Good },
new object[] { 3.1f, 56d, HitResult.Good },
new object[] { 3.1f, 86d, HitResult.Good },
new object[] { 3.1f, 87d, HitResult.Good },
new object[] { 3.1f, 88d, HitResult.Ok },
new object[] { 3.1f, 89d, HitResult.Ok },
new object[] { 3.1f, 116d, HitResult.Ok },
new object[] { 3.1f, 117d, HitResult.Miss },
new object[] { 3.1f, 118d, HitResult.Miss },
new object[] { 3.1f, 119d, HitResult.Miss },
new object[] { 3.1f, 140d, HitResult.Miss },
new object[] { 3.1f, 141d, HitResult.Miss },
new object[] { 3.1f, 142d, HitResult.Miss },
new object[] { 3.1f, 143d, HitResult.Miss },
new object[] { 3.1f, -116d, HitResult.Ok },
new object[] { 3.1f, -117d, HitResult.Ok },
new object[] { 3.1f, -118d, HitResult.Meh },
new object[] { 3.1f, -119d, HitResult.Meh },
new object[] { 3.1f, -140d, HitResult.Meh },
new object[] { 3.1f, -141d, HitResult.Meh },
new object[] { 3.1f, -142d, HitResult.Miss },
new object[] { 3.1f, -143d, HitResult.Miss },
};
private static readonly object[][] score_v1_convert_test_cases =
{
// OD = 5 test cases.
// PERFECT hit window is [ -16ms, 16ms]
// GREAT hit window is [ -34ms, 34ms]
// GOOD hit window is [ -67ms, 67ms]
// OK hit window is [ -97ms, 97ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-121ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 5f, -15d, HitResult.Perfect },
new object[] { 5f, -16d, HitResult.Perfect },
new object[] { 5f, -17d, HitResult.Great },
new object[] { 5f, -18d, HitResult.Great },
new object[] { 5f, -33d, HitResult.Great },
new object[] { 5f, -34d, HitResult.Great },
new object[] { 5f, -35d, HitResult.Good },
new object[] { 5f, -36d, HitResult.Good },
new object[] { 5f, -66d, HitResult.Good },
new object[] { 5f, -67d, HitResult.Good },
new object[] { 5f, -68d, HitResult.Ok },
new object[] { 5f, -69d, HitResult.Ok },
new object[] { 5f, -96d, HitResult.Ok },
new object[] { 5f, -97d, HitResult.Ok },
new object[] { 5f, -98d, HitResult.Meh },
new object[] { 5f, -99d, HitResult.Meh },
new object[] { 5f, -120d, HitResult.Meh },
new object[] { 5f, -121d, HitResult.Meh },
new object[] { 5f, -122d, HitResult.Miss },
new object[] { 5f, -123d, HitResult.Miss },
new object[] { 5f, 96d, HitResult.Ok },
new object[] { 5f, 97d, HitResult.Miss },
new object[] { 5f, 98d, HitResult.Miss },
new object[] { 5f, 99d, HitResult.Miss },
new object[] { 5f, 120d, HitResult.Miss },
new object[] { 5f, 121d, HitResult.Miss },
new object[] { 5f, 122d, HitResult.Miss },
new object[] { 5f, 123d, HitResult.Miss },
// OD = 3.1 test cases.
// PERFECT hit window is [ -16ms, 16ms]
// GREAT hit window is [ -47ms, 47ms]
// GOOD hit window is [ -77ms, 77ms]
// OK hit window is [ -97ms, 97ms) <- not a typo, this side of the interval is OPEN!
// MEH hit window is [-121ms, -----) <- it is NOT POSSIBLE to get a MEH result on a late hit!
new object[] { 3.1f, 15d, HitResult.Perfect },
new object[] { 3.1f, 16d, HitResult.Perfect },
new object[] { 3.1f, 17d, HitResult.Great },
new object[] { 3.1f, 18d, HitResult.Great },
new object[] { 3.1f, 46d, HitResult.Great },
new object[] { 3.1f, 47d, HitResult.Great },
new object[] { 3.1f, 48d, HitResult.Good },
new object[] { 3.1f, 49d, HitResult.Good },
new object[] { 3.1f, 76d, HitResult.Good },
new object[] { 3.1f, 77d, HitResult.Good },
new object[] { 3.1f, 78d, HitResult.Ok },
new object[] { 3.1f, 79d, HitResult.Ok },
new object[] { 3.1f, 96d, HitResult.Ok },
new object[] { 3.1f, 97d, HitResult.Miss },
new object[] { 3.1f, 98d, HitResult.Miss },
new object[] { 3.1f, 99d, HitResult.Miss },
new object[] { 3.1f, 120d, HitResult.Miss },
new object[] { 3.1f, 121d, HitResult.Miss },
new object[] { 3.1f, 122d, HitResult.Miss },
new object[] { 3.1f, 123d, HitResult.Miss },
new object[] { 3.1f, -96d, HitResult.Ok },
new object[] { 3.1f, -97d, HitResult.Ok },
new object[] { 3.1f, -98d, HitResult.Meh },
new object[] { 3.1f, -99d, HitResult.Meh },
new object[] { 3.1f, -120d, HitResult.Meh },
new object[] { 3.1f, -121d, HitResult.Meh },
new object[] { 3.1f, -122d, HitResult.Miss },
new object[] { 3.1f, -123d, HitResult.Miss },
};
[TestCaseSource(nameof(score_v2_test_cases))]
public void TestHitWindowTreatmentWithScoreV2(float overallDifficulty, double hitOffset, HitResult expectedResult)
{
const double note_time = 300;
var cpi = new ControlPointInfo();
cpi.Add(0, new TimingControlPoint { BeatLength = 1000 });
var beatmap = new ManiaBeatmap(new StageDefinition(1))
{
HitObjects =
{
new Note
{
StartTime = note_time,
Column = 0,
}
},
Difficulty = new BeatmapDifficulty
{
OverallDifficulty = overallDifficulty,
CircleSize = 1,
},
BeatmapInfo =
{
Ruleset = new ManiaRuleset().RulesetInfo,
},
ControlPointInfo = cpi,
};
var replay = new Replay
{
Frames =
{
new ManiaReplayFrame(0),
new ManiaReplayFrame(note_time + hitOffset, ManiaAction.Key1),
new ManiaReplayFrame(note_time + hitOffset + 20),
}
};
var score = new Score
{
Replay = replay,
ScoreInfo = new ScoreInfo
{
Ruleset = CreateRuleset().RulesetInfo,
Mods = [new ModScoreV2()]
}
};
RunTest($@"SV2 single note @ OD{overallDifficulty}", beatmap, $@"SV2 {hitOffset}ms @ OD{overallDifficulty} = {expectedResult}", score, [expectedResult]);
}
[TestCaseSource(nameof(score_v1_non_convert_test_cases))]
public void TestHitWindowTreatmentWithScoreV1NonConvert(float overallDifficulty, double hitOffset, HitResult expectedResult)
{
const double note_time = 300;
var cpi = new ControlPointInfo();
cpi.Add(0, new TimingControlPoint { BeatLength = 1000 });
var beatmap = new ManiaBeatmap(new StageDefinition(1))
{
HitObjects =
{
new Note
{
StartTime = note_time,
Column = 0,
}
},
Difficulty = new BeatmapDifficulty
{
OverallDifficulty = overallDifficulty,
CircleSize = 1,
},
BeatmapInfo =
{
Ruleset = new ManiaRuleset().RulesetInfo,
},
ControlPointInfo = cpi,
};
var replay = new Replay
{
Frames =
{
new ManiaReplayFrame(0),
new ManiaReplayFrame(note_time + hitOffset, ManiaAction.Key1),
new ManiaReplayFrame(note_time + hitOffset + 20),
}
};
var score = new Score
{
Replay = replay,
ScoreInfo = new ScoreInfo
{
Ruleset = CreateRuleset().RulesetInfo,
}
};
RunTest($@"SV1 single note @ OD{overallDifficulty}", beatmap, $@"SV1 {hitOffset}ms @ OD{overallDifficulty} = {expectedResult}", score, [expectedResult]);
}
[TestCaseSource(nameof(score_v1_convert_test_cases))]
public void TestHitWindowTreatmentWithScoreV1Convert(float overallDifficulty, double hitOffset, HitResult expectedResult)
{
const double note_time = 300;
var cpi = new ControlPointInfo();
cpi.Add(0, new TimingControlPoint { BeatLength = 1000 });
var beatmap = new Beatmap
{
HitObjects =
{
new FakeCircle
{
StartTime = note_time,
}
},
Difficulty = new BeatmapDifficulty
{
OverallDifficulty = overallDifficulty,
},
BeatmapInfo =
{
Ruleset = new RulesetInfo { OnlineID = 0 }
},
ControlPointInfo = cpi,
};
var replay = new Replay
{
Frames =
{
new ManiaReplayFrame(0),
new ManiaReplayFrame(note_time + hitOffset, ManiaAction.Key1),
new ManiaReplayFrame(note_time + hitOffset + 20),
}
};
var score = new Score
{
Replay = replay,
ScoreInfo = new ScoreInfo
{
Ruleset = CreateRuleset().RulesetInfo,
Mods = [new ManiaModKey1()],
}
};
RunTest($@"SV1 convert single note @ OD{overallDifficulty}", beatmap, $@"SV1 convert {hitOffset}ms @ OD{overallDifficulty} = {expectedResult}", score, [expectedResult]);
}
private class FakeCircle : HitObject, IHasPosition
{
public float X
{
get => Position.X;
set => Position = new Vector2(value, Position.Y);
}
public float Y
{
get => Position.Y;
set => Position = new Vector2(Position.X, value);
}
public Vector2 Position { get; set; }
}
}
}
@@ -3,10 +3,13 @@
using System.Linq;
using NUnit.Framework;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Testing;
using osu.Game.Rulesets.Mania.Configuration;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Tests.Visual;
using osuTK;
namespace osu.Game.Rulesets.Mania.Tests
{
@@ -14,6 +17,11 @@ namespace osu.Game.Rulesets.Mania.Tests
{
protected override Ruleset CreatePlayerRuleset() => new ManiaRuleset();
[SetUp]
public void SetUp() => Schedule(() => toggleTouchControls(false));
#region Without touch controls
[Test]
public void TestTouchInput()
{
@@ -63,6 +71,79 @@ namespace osu.Game.Rulesets.Mania.Tests
() => Does.Not.Contain(getColumn(0).Action.Value));
}
#endregion
#region With touch controls
[Test]
public void TestTouchAreaNotInitiallyVisible()
{
AddStep("enable touch controls", () => toggleTouchControls(true));
AddAssert("touch area not visible", () => getTouchOverlay()?.State.Value == Visibility.Hidden);
}
[Test]
public void TestPressReceptors()
{
AddStep("enable touch controls", () => toggleTouchControls(true));
AddAssert("touch area not visible", () => getTouchOverlay()?.State.Value == Visibility.Hidden);
for (int i = 0; i < 4; i++)
{
int index = i;
AddStep($"touch receptor {index}", () => InputManager.BeginTouch(new Touch(TouchSource.Touch1, getReceptor(index).ScreenSpaceDrawQuad.Centre)));
AddAssert("action sent",
() => this.ChildrenOfType<ManiaInputManager>().SelectMany(m => m.KeyBindingContainer.PressedActions),
() => Does.Contain(getReceptor(index).Action.Value));
AddStep($"release receptor {index}", () => InputManager.EndTouch(new Touch(TouchSource.Touch1, getReceptor(index).ScreenSpaceDrawQuad.Centre)));
AddAssert("touch area visible", () => getTouchOverlay()?.State.Value == Visibility.Visible);
}
}
[Test]
public void TestColumnsNotTouchableWithTouchControls()
{
AddStep("enable touch controls", () => toggleTouchControls(true));
AddStep("touch receptor 0", () => InputManager.BeginTouch(new Touch(TouchSource.Touch1, getReceptor(0).ScreenSpaceDrawQuad.Centre)));
AddAssert("action sent",
() => this.ChildrenOfType<ManiaInputManager>().SelectMany(m => m.KeyBindingContainer.PressedActions),
() => Does.Contain(getReceptor(0).Action.Value));
AddStep("release receptor 0", () => InputManager.EndTouch(new Touch(TouchSource.Touch1, getReceptor(0).ScreenSpaceDrawQuad.Centre)));
AddAssert("touch area visible", () => getTouchOverlay()?.State.Value == Visibility.Visible);
AddStep("touch column 0", () => InputManager.BeginTouch(new Touch(TouchSource.Touch1, getColumn(0).ScreenSpaceDrawQuad.Centre + new Vector2(0f, -50f))));
AddAssert("action not sent",
() => this.ChildrenOfType<ManiaInputManager>().SelectMany(m => m.KeyBindingContainer.PressedActions),
() => Does.Not.Contain(getColumn(0).Action.Value));
AddStep("release column 0", () => InputManager.EndTouch(new Touch(TouchSource.Touch1, getColumn(0).ScreenSpaceDrawQuad.Centre + new Vector2(0f, -50f))));
AddAssert("action not sent",
() => this.ChildrenOfType<ManiaInputManager>().SelectMany(m => m.KeyBindingContainer.PressedActions),
() => Does.Not.Contain(getColumn(0).Action.Value));
}
#endregion
private void toggleTouchControls(bool enabled)
{
var maniaConfig = (ManiaRulesetConfigManager)RulesetConfigs.GetConfigFor(CreatePlayerRuleset())!;
maniaConfig.SetValue(ManiaRulesetSetting.MobileLayout, enabled ? ManiaMobileLayout.LandscapeWithOverlay : ManiaMobileLayout.Portrait);
}
private ManiaTouchInputArea? getTouchOverlay() => this.ChildrenOfType<ManiaTouchInputArea>().SingleOrDefault();
private ManiaTouchInputArea.ColumnInputReceptor getReceptor(int index) => this.ChildrenOfType<ManiaTouchInputArea.ColumnInputReceptor>().ElementAt(index);
private Column getColumn(int index) => this.ChildrenOfType<Column>().ElementAt(index);
}
}
@@ -0,0 +1,149 @@
// 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.Game.Beatmaps;
using osu.Game.Replays;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Scoring;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Mania.Tests
{
[Ignore("These tests are expected to fail until an acceptable solution for various replay playback issues concerning rounding of replay frame times & hit windows is found.")]
public partial class TestSceneReplayStability : ReplayStabilityTestScene
{
private static readonly object[][] test_cases =
{
// With respect to notation,
// square brackets `[]` represent *closed* or *inclusive* bounds,
// while round brackets `()` represent *open* or *exclusive* bounds.
// OD = 5 test cases.
// PERFECT hit window is [ -19.4ms, 19.4ms]
// GREAT hit window is [ -49.0ms, 49.0ms]
// GOOD hit window is [ -82.0ms, 82.0ms]
// OK hit window is [-112.0ms, 112.0ms]
// MEH hit window is [-136.0ms, 136.0ms]
// MISS hit window is [-173.0ms, 173.0ms]
new object[] { 5f, -19d, HitResult.Perfect },
new object[] { 5f, -19.2d, HitResult.Perfect },
new object[] { 5f, -19.38d, HitResult.Perfect },
// new object[] { 5f, -19.4d, HitResult.Perfect }, <- in theory this should work, in practice it does not (fails even before encode & rounding due to floating point precision issues)
new object[] { 5f, -19.44d, HitResult.Great },
new object[] { 5f, -19.7d, HitResult.Great },
new object[] { 5f, -20d, HitResult.Great },
new object[] { 5f, -48d, HitResult.Great },
new object[] { 5f, -48.4d, HitResult.Great },
new object[] { 5f, -48.7d, HitResult.Great },
new object[] { 5f, -49d, HitResult.Great },
new object[] { 5f, -49.2d, HitResult.Good },
new object[] { 5f, -49.7d, HitResult.Good },
new object[] { 5f, -50d, HitResult.Good },
new object[] { 5f, -81d, HitResult.Good },
new object[] { 5f, -81.2d, HitResult.Good },
new object[] { 5f, -81.7d, HitResult.Good },
new object[] { 5f, -82d, HitResult.Good },
new object[] { 5f, -82.2d, HitResult.Ok },
new object[] { 5f, -82.7d, HitResult.Ok },
new object[] { 5f, -83d, HitResult.Ok },
new object[] { 5f, -111d, HitResult.Ok },
new object[] { 5f, -111.2d, HitResult.Ok },
new object[] { 5f, -111.7d, HitResult.Ok },
new object[] { 5f, -112d, HitResult.Ok },
new object[] { 5f, -112.2d, HitResult.Meh },
new object[] { 5f, -112.7d, HitResult.Meh },
new object[] { 5f, -113d, HitResult.Meh },
new object[] { 5f, -135d, HitResult.Meh },
new object[] { 5f, -135.2d, HitResult.Meh },
new object[] { 5f, -135.8d, HitResult.Meh },
new object[] { 5f, -136d, HitResult.Meh },
new object[] { 5f, -136.2d, HitResult.Miss },
new object[] { 5f, -136.7d, HitResult.Miss },
new object[] { 5f, -137d, HitResult.Miss },
// OD = 9.3 test cases.
// PERFECT hit window is [ -14.67ms, 14.67ms]
// GREAT hit window is [ -36.10ms, 36.10ms]
// GOOD hit window is [ -69.10ms, 69.10ms]
// OK hit window is [ -99.10ms, 99.10ms]
// MEH hit window is [-123.10ms, 123.10ms]
// MISS hit window is [-160.10ms, 160.10ms]
new object[] { 9.3f, 14d, HitResult.Perfect },
new object[] { 9.3f, 14.2d, HitResult.Perfect },
new object[] { 9.3f, 14.6d, HitResult.Perfect },
// new object[] { 9.3f, 14.67d, HitResult.Perfect }, <- in theory this should work, in practice it does not (fails even before encode & rounding due to floating point precision issues)
new object[] { 9.3f, 14.7d, HitResult.Great },
new object[] { 9.3f, 15d, HitResult.Great },
new object[] { 9.3f, 35d, HitResult.Great },
new object[] { 9.3f, 35.3d, HitResult.Great },
new object[] { 9.3f, 35.8d, HitResult.Great },
new object[] { 9.3f, 36.05d, HitResult.Great },
new object[] { 9.3f, 36.3d, HitResult.Good },
new object[] { 9.3f, 36.7d, HitResult.Good },
new object[] { 9.3f, 37d, HitResult.Good },
new object[] { 9.3f, 68d, HitResult.Good },
new object[] { 9.3f, 68.4d, HitResult.Good },
new object[] { 9.3f, 68.9d, HitResult.Good },
new object[] { 9.3f, 69.07d, HitResult.Good },
new object[] { 9.3f, 69.25d, HitResult.Ok },
new object[] { 9.3f, 69.85d, HitResult.Ok },
new object[] { 9.3f, 70d, HitResult.Ok },
new object[] { 9.3f, 98d, HitResult.Ok },
new object[] { 9.3f, 98.3d, HitResult.Ok },
new object[] { 9.3f, 98.6d, HitResult.Ok },
new object[] { 9.3f, 99d, HitResult.Ok },
new object[] { 9.3f, 99.3d, HitResult.Meh },
new object[] { 9.3f, 99.7d, HitResult.Meh },
new object[] { 9.3f, 100d, HitResult.Meh },
new object[] { 9.3f, 122d, HitResult.Meh },
new object[] { 9.3f, 122.34d, HitResult.Meh },
new object[] { 9.3f, 122.57d, HitResult.Meh },
new object[] { 9.3f, 123.04d, HitResult.Meh },
new object[] { 9.3f, 123.45d, HitResult.Miss },
new object[] { 9.3f, 123.95d, HitResult.Miss },
new object[] { 9.3f, 124d, HitResult.Miss },
};
[TestCaseSource(nameof(test_cases))]
public void TestHitWindowStability(float overallDifficulty, double hitOffset, HitResult expectedResult)
{
const double note_time = 100;
var beatmap = new ManiaBeatmap(new StageDefinition(1))
{
HitObjects =
{
new Note
{
StartTime = note_time,
Column = 0,
}
},
Difficulty = new BeatmapDifficulty
{
OverallDifficulty = overallDifficulty,
CircleSize = 1,
},
BeatmapInfo =
{
Ruleset = new ManiaRuleset().RulesetInfo,
},
};
var replay = new Replay
{
Frames =
{
new ManiaReplayFrame(0),
new ManiaReplayFrame(note_time + hitOffset, ManiaAction.Key1),
new ManiaReplayFrame(note_time + hitOffset + 20),
}
};
RunTest(beatmap, replay, [expectedResult]);
}
}
}
@@ -36,20 +36,23 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
{
int notes = HitObjects.Count(s => s is Note);
int holdNotes = HitObjects.Count(s => s is HoldNote);
int sum = Math.Max(1, notes + holdNotes);
return new[]
{
new BeatmapStatistic
{
Name = @"Note Count",
Name = @"Notes",
CreateIcon = () => new BeatmapStatisticIcon(BeatmapStatisticsIconType.Circles),
Content = notes.ToString(),
BarDisplayLength = notes / (float)sum,
},
new BeatmapStatistic
{
Name = @"Hold Note Count",
Name = @"Hold Notes",
CreateIcon = () => new BeatmapStatisticIcon(BeatmapStatisticsIconType.Sliders),
Content = holdNotes.ToString(),
BarDisplayLength = holdNotes / (float)sum,
},
};
}
@@ -1,7 +1,6 @@
// 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.Configuration.Tracking;
using osu.Game.Configuration;
using osu.Game.Localisation;
@@ -24,17 +23,7 @@ namespace osu.Game.Rulesets.Mania.Configuration
SetDefault(ManiaRulesetSetting.ScrollSpeed, 8.0, 1.0, 40.0, 0.1);
SetDefault(ManiaRulesetSetting.ScrollDirection, ManiaScrollingDirection.Down);
SetDefault(ManiaRulesetSetting.TimingBasedNoteColouring, false);
#pragma warning disable CS0618
// Although obsolete, this is still required to populate the bindable from the database in case migration is required.
SetDefault<double?>(ManiaRulesetSetting.ScrollTime, null);
if (Get<double?>(ManiaRulesetSetting.ScrollTime) is double scrollTime)
{
SetValue(ManiaRulesetSetting.ScrollSpeed, Math.Round(DrawableManiaRuleset.MAX_TIME_RANGE / scrollTime));
SetValue<double?>(ManiaRulesetSetting.ScrollTime, null);
}
#pragma warning restore CS0618
SetDefault(ManiaRulesetSetting.MobileLayout, ManiaMobileLayout.Portrait);
}
public override TrackedSettings CreateTrackedSettings() => new TrackedSettings
@@ -51,10 +40,9 @@ namespace osu.Game.Rulesets.Mania.Configuration
public enum ManiaRulesetSetting
{
[Obsolete("Use ScrollSpeed instead.")] // Can be removed 2023-11-30
ScrollTime,
ScrollSpeed,
ScrollDirection,
TimingBasedNoteColouring
TimingBasedNoteColouring,
MobileLayout,
}
}
@@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using Newtonsoft.Json;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
@@ -10,22 +9,12 @@ namespace osu.Game.Rulesets.Mania.Difficulty
{
public class ManiaDifficultyAttributes : DifficultyAttributes
{
/// <summary>
/// The hit window for a GREAT hit inclusive of rate-adjusting mods (DT/HT/etc).
/// </summary>
/// <remarks>
/// Rate-adjusting mods do not affect the hit window at all in osu-stable.
/// </remarks>
[JsonProperty("great_hit_window")]
public double GreatHitWindow { get; set; }
public override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
{
foreach (var v in base.ToDatabaseAttributes())
yield return v;
yield return (ATTRIB_ID_DIFFICULTY, StarRating);
yield return (ATTRIB_ID_GREAT_HIT_WINDOW, GreatHitWindow);
}
public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
@@ -33,7 +22,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
base.FromDatabaseAttributes(values, onlineInfo);
StarRating = values[ATTRIB_ID_DIFFICULTY];
GreatHitWindow = values[ATTRIB_ID_GREAT_HIT_WINDOW];
}
}
}
@@ -27,7 +27,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
private const double difficulty_multiplier = 0.018;
private readonly bool isForCurrentRuleset;
private readonly double originalOverallDifficulty;
public override int Version => 20241007;
@@ -35,7 +34,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
: base(ruleset, beatmap)
{
isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.MatchesOnlineID(ruleset);
originalOverallDifficulty = beatmap.BeatmapInfo.Difficulty.OverallDifficulty;
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
@@ -48,11 +46,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty
ManiaDifficultyAttributes attributes = new ManiaDifficultyAttributes
{
StarRating = skills[0].DifficultyValue() * difficulty_multiplier,
StarRating = skills.OfType<Strain>().Single().DifficultyValue() * difficulty_multiplier,
Mods = mods,
// In osu-stable mania, rate-adjustment mods don't affect the hit window.
// This is done the way it is to introduce fractional differences in order to match osu-stable for the time being.
GreatHitWindow = Math.Ceiling((int)(getHitWindow300(mods) * clockRate) / clockRate),
MaxCombo = beatmap.HitObjects.Sum(maxComboForObject),
};
@@ -124,29 +119,5 @@ namespace osu.Game.Rulesets.Mania.Difficulty
}).ToArray();
}
}
private double getHitWindow300(Mod[] mods)
{
if (isForCurrentRuleset)
{
double od = Math.Min(10.0, Math.Max(0, 10.0 - originalOverallDifficulty));
return applyModAdjustments(34 + 3 * od, mods);
}
if (Math.Round(originalOverallDifficulty) > 4)
return applyModAdjustments(34, mods);
return applyModAdjustments(47, mods);
static double applyModAdjustments(double value, Mod[] mods)
{
if (mods.Any(m => m is ManiaModHardRock))
value /= 1.4;
else if (mods.Any(m => m is ManiaModEasy))
value *= 1.4;
return value;
}
}
}
}
@@ -89,6 +89,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Setup
{
Caption = EditorSetupStrings.BaseVelocity,
HintText = EditorSetupStrings.BaseVelocityDescription,
KeyboardStep = 0.1f,
Current = new BindableDouble(Beatmap.Difficulty.SliderMultiplier)
{
Default = 1.4,
@@ -103,6 +104,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Setup
{
Caption = EditorSetupStrings.TickRate,
HintText = EditorSetupStrings.TickRateDescription,
KeyboardStep = 1,
Current = new BindableDouble(Beatmap.Difficulty.SliderTickRate)
{
Default = 1,
@@ -134,7 +136,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Setup
updatingKeyCount = true;
editor.Reload().ContinueWith(t =>
editor.SaveAndReload().ContinueWith(t =>
{
if (!t.GetResultSafely())
{
+58 -5
View File
@@ -5,6 +5,7 @@ using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Formats;
using osu.Game.Rulesets.Filter;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Mods;
@@ -17,20 +18,72 @@ namespace osu.Game.Rulesets.Mania
{
public class ManiaFilterCriteria : IRulesetFilterCriteria
{
private FilterCriteria.OptionalRange<float> keys;
private readonly HashSet<int> includedKeyCounts = Enumerable.Range(1, LegacyBeatmapDecoder.MAX_MANIA_KEY_COUNT).ToHashSet();
public bool Matches(BeatmapInfo beatmapInfo, FilterCriteria criteria)
{
return !keys.HasFilter || keys.IsInRange(ManiaBeatmapConverter.GetColumnCount(LegacyBeatmapConversionDifficultyInfo.FromBeatmapInfo(beatmapInfo), criteria.Mods));
int keyCount = ManiaBeatmapConverter.GetColumnCount(LegacyBeatmapConversionDifficultyInfo.FromBeatmapInfo(beatmapInfo), criteria.Mods);
return includedKeyCounts.Contains(keyCount);
}
public bool TryParseCustomKeywordCriteria(string key, Operator op, string value)
public bool TryParseCustomKeywordCriteria(string key, Operator op, string strValues)
{
switch (key)
{
case "key":
case "keys":
return FilterQueryParser.TryUpdateCriteriaRange(ref keys, op, value);
{
var keyCounts = new HashSet<int>();
foreach (string strValue in strValues.Split(','))
{
if (!int.TryParse(strValue, out int keyCount))
return false;
keyCounts.Add(keyCount);
}
int? singleKeyCount = keyCounts.Count == 1 ? keyCounts.Single() : null;
switch (op)
{
case Operator.Equal:
includedKeyCounts.IntersectWith(keyCounts);
return true;
case Operator.NotEqual:
includedKeyCounts.ExceptWith(keyCounts);
return true;
case Operator.Less:
if (singleKeyCount == null) return false;
includedKeyCounts.RemoveWhere(k => k >= singleKeyCount.Value);
return true;
case Operator.LessOrEqual:
if (singleKeyCount == null) return false;
includedKeyCounts.RemoveWhere(k => k > singleKeyCount.Value);
return true;
case Operator.Greater:
if (singleKeyCount == null) return false;
includedKeyCounts.RemoveWhere(k => k <= singleKeyCount.Value);
return true;
case Operator.GreaterOrEqual:
if (singleKeyCount == null) return false;
includedKeyCounts.RemoveWhere(k => k < singleKeyCount.Value);
return true;
default:
return false;
}
}
}
return false;
@@ -38,7 +91,7 @@ namespace osu.Game.Rulesets.Mania
public bool FilterMayChangeFromMods(ValueChangedEvent<IReadOnlyList<Mod>> mods)
{
if (keys.HasFilter)
if (includedKeyCounts.Count != LegacyBeatmapDecoder.MAX_MANIA_KEY_COUNT)
{
// Interpreting as the Mod type is required for equality comparison.
HashSet<Mod> oldSet = mods.OldValue.OfType<ManiaKeyMod>().AsEnumerable<Mod>().ToHashSet();
@@ -0,0 +1,20 @@
// 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 osu.Framework.Localisation;
using osu.Game.Localisation;
namespace osu.Game.Rulesets.Mania
{
public enum ManiaMobileLayout
{
[LocalisableDescription(typeof(RulesetSettingsStrings), nameof(RulesetSettingsStrings.PortraitExpandedColumns))]
Portrait,
[LocalisableDescription(typeof(RulesetSettingsStrings), nameof(RulesetSettingsStrings.LandscapeExpandedColumns))]
Landscape,
[LocalisableDescription(typeof(RulesetSettingsStrings), nameof(RulesetSettingsStrings.LandscapeTouchOverlay))]
LandscapeWithOverlay,
}
}
@@ -1,6 +1,7 @@
// 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 osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Localisation;
@@ -44,8 +45,17 @@ namespace osu.Game.Rulesets.Mania
Keywords = new[] { "color" },
LabelText = RulesetSettingsStrings.TimingBasedColouring,
Current = config.GetBindable<bool>(ManiaRulesetSetting.TimingBasedNoteColouring),
}
},
};
if (RuntimeInfo.IsMobile)
{
Add(new SettingsEnumDropdown<ManiaMobileLayout>
{
LabelText = RulesetSettingsStrings.MobileLayout,
Current = config.GetBindable<ManiaMobileLayout>(ManiaRulesetSetting.MobileLayout),
});
}
}
private partial class ManiaScrollSlider : RoundedSliderBar<double>
@@ -42,8 +42,7 @@ namespace osu.Game.Rulesets.Mania.Mods
var locations = column.OfType<Note>().Select(n => (startTime: n.StartTime, samples: n.Samples))
.Concat(column.OfType<HoldNote>().SelectMany(h => new[]
{
(startTime: h.StartTime, samples: h.GetNodeSamples(0)),
(startTime: h.EndTime, samples: h.GetNodeSamples(1))
(startTime: h.StartTime, samples: h.GetNodeSamples(0))
}))
.OrderBy(h => h.startTime).ToList();
@@ -26,9 +26,10 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
: base(barLine)
{
RelativeSizeAxes = Axes.X;
Height = 1;
}
[BackgroundDependencyLoader]
[BackgroundDependencyLoader(true)]
private void load()
{
AddInternal(new SkinnableDrawable(new ManiaSkinComponentLookup(ManiaSkinComponents.BarLine), _ => new DefaultBarLine())
@@ -36,8 +37,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
});
Major.BindValueChanged(major => Height = major.NewValue ? 1.7f : 1.2f, true);
}
protected override void OnApply()
@@ -53,7 +53,11 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
}
}
private void onDirectionChanged() => Y = direction.Value == ScrollingDirection.Up ? -judgement_y_position : judgement_y_position;
private void onDirectionChanged()
{
Anchor = direction.Value == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
Y = direction.Value == ScrollingDirection.Up ? -judgement_y_position : judgement_y_position;
}
protected override SpriteText CreateJudgementText() =>
new OsuSpriteText
@@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Mania.Skinning.Default
[BackgroundDependencyLoader]
private void load(DrawableHitObject drawableHitObject)
{
RelativeSizeAxes = Axes.Both;
RelativeSizeAxes = Axes.X;
// Avoid flickering due to no anti-aliasing of boxes by default.
var edgeSmoothness = new Vector2(0.3f);
@@ -75,6 +75,8 @@ namespace osu.Game.Rulesets.Mania.Skinning.Default
private void updateMajor(ValueChangedEvent<bool> major)
{
Height = major.NewValue ? 1.7f : 1.2f;
mainLine.Alpha = major.NewValue ? 0.5f : 0.2f;
leftAnchor.Alpha = rightAnchor.Alpha = major.NewValue ? mainLine.Alpha * 0.3f : 0;
}
@@ -0,0 +1,38 @@
// 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 osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Mania.Skinning.Legacy
{
public partial class LegacyBarLine : CompositeDrawable
{
[BackgroundDependencyLoader]
private void load(ISkinSource skin)
{
float skinHeight = skin.GetManiaSkinConfig<float>(LegacyManiaSkinConfigurationLookups.BarLineHeight)?.Value ?? 1;
RelativeSizeAxes = Axes.X;
Height = 1.2f * skinHeight;
Colour = skin.GetManiaSkinConfig<Color4>(LegacyManiaSkinConfigurationLookups.BarLineColour)?.Value ?? Color4.White;
// Avoid flickering due to no anti-aliasing of boxes by default.
var edgeSmoothness = new Vector2(0.3f);
AddInternal(new Box
{
Name = "Bar line",
EdgeSmoothness = edgeSmoothness,
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
RelativeSizeAxes = Axes.Both,
});
}
}
}
@@ -24,7 +24,6 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
this.result = result;
this.animation = animation;
Anchor = Anchor.BottomCentre;
Origin = Anchor.Centre;
AutoSizeAxes = Axes.Both;
@@ -53,10 +52,18 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
float hitPosition = skin.GetManiaSkinConfig<float>(LegacyManiaSkinConfigurationLookups.HitPosition)?.Value ?? 0;
float scorePosition = skin.GetManiaSkinConfig<float>(LegacyManiaSkinConfigurationLookups.ScorePosition)?.Value ?? 0;
float absoluteHitPosition = 480f * LegacyManiaSkinConfiguration.POSITION_SCALE_FACTOR - hitPosition;
float finalPosition = scorePosition - absoluteHitPosition;
float hitPositionFromTop = 480f * LegacyManiaSkinConfiguration.POSITION_SCALE_FACTOR - hitPosition;
Y = direction.Value == ScrollingDirection.Up ? -finalPosition : finalPosition;
if (scorePosition > hitPositionFromTop / 2f)
{
Anchor = direction.Value == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
Y = direction.Value == ScrollingDirection.Up ? hitPositionFromTop - scorePosition : scorePosition - hitPositionFromTop;
}
else
{
Anchor = direction.Value == ScrollingDirection.Up ? Anchor.BottomCentre : Anchor.TopCentre;
Y = direction.Value == ScrollingDirection.Up ? -scorePosition : scorePosition;
}
}
public void PlayAnimation()
@@ -163,7 +163,7 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
return new LegacyStageForeground();
case ManiaSkinComponents.BarLine:
return null; // Not yet implemented.
return new LegacyBarLine();
default:
throw new UnsupportedSkinComponentException(lookup);
+11 -1
View File
@@ -12,6 +12,7 @@ using osu.Framework.Input.Events;
using osu.Framework.Platform;
using osu.Game.Extensions;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania.Configuration;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Game.Rulesets.Mania.Skinning;
@@ -57,6 +58,8 @@ namespace osu.Game.Rulesets.Mania.UI
public readonly Bindable<Color4> AccentColour = new Bindable<Color4>(Color4.Black);
private IBindable<ManiaMobileLayout> mobilePlayStyle = null!;
public Column(int index, bool isSpecial)
{
Index = index;
@@ -77,7 +80,7 @@ namespace osu.Game.Rulesets.Mania.UI
private ISkinSource skin { get; set; } = null!;
[BackgroundDependencyLoader]
private void load(GameHost host)
private void load(GameHost host, ManiaRulesetConfigManager? rulesetConfig)
{
SkinnableDrawable keyArea;
@@ -115,6 +118,9 @@ namespace osu.Game.Rulesets.Mania.UI
RegisterPool<HeadNote, DrawableHoldNoteHead>(10, 50);
RegisterPool<TailNote, DrawableHoldNoteTail>(10, 50);
RegisterPool<HoldNoteBody, DrawableHoldNoteBody>(10, 50);
if (rulesetConfig != null)
mobilePlayStyle = rulesetConfig.GetBindable<ManiaMobileLayout>(ManiaRulesetSetting.MobileLayout);
}
private void onSourceChanged()
@@ -193,6 +199,10 @@ namespace osu.Game.Rulesets.Mania.UI
protected override bool OnTouchDown(TouchDownEvent e)
{
// if touch overlay is visible, disallow columns from handling touch directly.
if (mobilePlayStyle.Value == ManiaMobileLayout.LandscapeWithOverlay)
return false;
maniaInputManager?.KeyBindingContainer.TriggerPressed(Action.Value);
touchActivationCount++;
return true;
+75 -30
View File
@@ -1,14 +1,19 @@
// 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.
#nullable disable
using System;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Layout;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Configuration;
using osu.Game.Rulesets.Mania.Skinning;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Mania.UI
{
@@ -34,6 +39,8 @@ namespace osu.Game.Rulesets.Mania.UI
set => base.Masking = value;
}
private readonly LayoutValue layout = new LayoutValue(Invalidation.DrawSize);
public ColumnFlow(StageDefinition stageDefinition)
{
this.stageDefinition = stageDefinition;
@@ -52,42 +59,32 @@ namespace osu.Game.Rulesets.Mania.UI
for (int i = 0; i < stageDefinition.Columns; i++)
columns.Add(new Container<TContent> { RelativeSizeAxes = Axes.Y });
AddLayout(layout);
}
private ISkinSource currentSkin;
[Resolved]
private ISkinSource skin { get; set; } = null!;
private readonly Bindable<ManiaMobileLayout> mobileLayout = new Bindable<ManiaMobileLayout>();
[BackgroundDependencyLoader]
private void load(ISkinSource skin)
private void load(ManiaRulesetConfigManager? rulesetConfig)
{
currentSkin = skin;
rulesetConfig?.BindWith(ManiaRulesetSetting.MobileLayout, mobileLayout);
skin.SourceChanged += onSkinChanged;
onSkinChanged();
mobileLayout.BindValueChanged(_ => invalidateLayout());
skin.SourceChanged += invalidateLayout;
}
private void onSkinChanged()
protected override void Update()
{
for (int i = 0; i < stageDefinition.Columns; i++)
base.Update();
if (!layout.IsValid)
{
if (i > 0)
{
float spacing = currentSkin.GetConfig<ManiaSkinConfigurationLookup, float>(
new ManiaSkinConfigurationLookup(LegacyManiaSkinConfigurationLookups.ColumnSpacing, i - 1))
?.Value ?? Stage.COLUMN_SPACING;
columns[i].Margin = new MarginPadding { Left = spacing };
}
float? width = currentSkin.GetConfig<ManiaSkinConfigurationLookup, float>(
new ManiaSkinConfigurationLookup(LegacyManiaSkinConfigurationLookups.ColumnWidth, i))
?.Value;
bool isSpecialColumn = stageDefinition.IsSpecialColumn(i);
// only used by default skin (legacy skins get defaults set in LegacyManiaSkinConfiguration)
width ??= isSpecialColumn ? Column.SPECIAL_COLUMN_WIDTH : Column.COLUMN_WIDTH;
columns[i].Width = width.Value;
updateColumnSize();
layout.Validate();
}
}
@@ -101,12 +98,60 @@ namespace osu.Game.Rulesets.Mania.UI
Content[column] = columns[column].Child = content;
}
private void invalidateLayout() => layout.Invalidate();
private void updateColumnSize()
{
float mobileAdjust = 1f;
if (RuntimeInfo.IsMobile && mobileLayout.Value == ManiaMobileLayout.Landscape)
{
// GridContainer+CellContainer containing this stage (gets split up for dual stages).
Vector2? containingCell = this.FindClosestParent<Stage>()?.Parent?.DrawSize;
// Will be null in tests.
if (containingCell != null && containingCell.Value.X >= containingCell.Value.Y)
{
float aspectRatio = containingCell.Value.X / containingCell.Value.Y;
// 2.83 is a mostly arbitrary scale-up (170 / 60, based on original implementation for argon)
mobileAdjust = 2.83f * Math.Min(1, 7f / stageDefinition.Columns);
// 1.92 is a "reference" mobile screen aspect ratio for phones.
// We should scale it back for cases like tablets which aren't so extreme.
mobileAdjust *= aspectRatio / 1.92f;
}
}
for (int i = 0; i < stageDefinition.Columns; i++)
{
if (i > 0)
{
float spacing = skin.GetConfig<ManiaSkinConfigurationLookup, float>(
new ManiaSkinConfigurationLookup(LegacyManiaSkinConfigurationLookups.ColumnSpacing, i - 1))
?.Value ?? Stage.COLUMN_SPACING;
columns[i].Margin = new MarginPadding { Left = spacing };
}
float? width = skin.GetConfig<ManiaSkinConfigurationLookup, float>(
new ManiaSkinConfigurationLookup(LegacyManiaSkinConfigurationLookups.ColumnWidth, i))
?.Value;
bool isSpecialColumn = stageDefinition.IsSpecialColumn(i);
// only used by default skin (legacy skins get defaults set in LegacyManiaSkinConfiguration)
width ??= isSpecialColumn ? Column.SPECIAL_COLUMN_WIDTH : Column.COLUMN_WIDTH;
columns[i].Width = width.Value * mobileAdjust;
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (currentSkin != null)
currentSkin.SourceChanged -= onSkinChanged;
if (skin.IsNotNull())
skin.SourceChanged -= invalidateLayout;
}
}
}
@@ -29,7 +29,11 @@ namespace osu.Game.Rulesets.Mania.UI
direction.BindValueChanged(_ => onDirectionChanged(), true);
}
private void onDirectionChanged() => Y = direction.Value == ScrollingDirection.Up ? -judgement_y_position : judgement_y_position;
private void onDirectionChanged()
{
Anchor = direction.Value == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
Y = direction.Value == ScrollingDirection.Up ? -judgement_y_position : judgement_y_position;
}
protected override void LoadComplete()
{
@@ -3,30 +3,23 @@
#nullable disable
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI.Scrolling;
using osuTK;
namespace osu.Game.Rulesets.Mania.UI
{
public partial class DrawableManiaJudgement : DrawableJudgement
{
private IBindable<ScrollingDirection> direction;
[BackgroundDependencyLoader]
private void load(IScrollingInfo scrollingInfo)
public DrawableManiaJudgement()
{
direction = scrollingInfo.Direction.GetBoundCopy();
direction.BindValueChanged(_ => onDirectionChanged(), true);
}
private void onDirectionChanged()
{
Anchor = direction.Value == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
Origin = Anchor.Centre;
// Extend the dimensions of this drawable to the entire parenting container.
// This allows skin implementations (i.e. LegacyManiaJudgementPiece) to freely choose the anchor based on skin settings.
Anchor = Anchor.TopLeft;
Origin = Anchor.TopLeft;
RelativeSizeAxes = Axes.Both;
Size = new Vector2(1f);
}
protected override Drawable CreateDefaultJudgement(HitResult result) => new DefaultManiaJudgementPiece(result);
@@ -50,7 +50,7 @@ namespace osu.Game.Rulesets.Mania.UI
public IEnumerable<BarLine> BarLines;
public override bool RequiresPortraitOrientation => Beatmap.Stages.Count == 1;
public override bool RequiresPortraitOrientation => Beatmap.Stages.Count == 1 && mobileLayout.Value == ManiaMobileLayout.Portrait;
protected override bool RelativeScaleBeatLengths => true;
@@ -58,9 +58,11 @@ namespace osu.Game.Rulesets.Mania.UI
private readonly Bindable<ManiaScrollingDirection> configDirection = new Bindable<ManiaScrollingDirection>();
private readonly BindableDouble configScrollSpeed = new BindableDouble();
private readonly Bindable<ManiaMobileLayout> mobileLayout = new Bindable<ManiaMobileLayout>();
public double TargetTimeRange { get; protected set; }
private double currentTimeRange;
protected double TargetTimeRange;
// Stores the current speed adjustment active in gameplay.
private readonly Track speedAdjustmentTrack = new TrackVirtual(0);
@@ -108,9 +110,37 @@ namespace osu.Game.Rulesets.Mania.UI
configDirection.BindValueChanged(direction => Direction.Value = (ScrollingDirection)direction.NewValue, true);
Config.BindWith(ManiaRulesetSetting.ScrollSpeed, configScrollSpeed);
configScrollSpeed.BindValueChanged(speed => TargetTimeRange = ComputeScrollTime(speed.NewValue));
configScrollSpeed.BindValueChanged(speed =>
{
if (!AllowScrollSpeedAdjustment)
return;
TargetTimeRange = ComputeScrollTime(speed.NewValue);
});
TimeRange.Value = TargetTimeRange = currentTimeRange = ComputeScrollTime(configScrollSpeed.Value);
Config.BindWith(ManiaRulesetSetting.MobileLayout, mobileLayout);
mobileLayout.BindValueChanged(_ => updateMobileLayout(), true);
}
private ManiaTouchInputArea? touchInputArea;
private void updateMobileLayout()
{
switch (mobileLayout.Value)
{
case ManiaMobileLayout.LandscapeWithOverlay:
KeyBindingInputManager.Add(touchInputArea = new ManiaTouchInputArea(this));
break;
default:
if (touchInputArea != null)
KeyBindingInputManager.Remove(touchInputArea, true);
touchInputArea = null;
break;
}
}
protected override void AdjustScrollSpeed(int amount) => configScrollSpeed.Value += amount;
@@ -0,0 +1,203 @@
// 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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Game.Configuration;
using osuTK;
namespace osu.Game.Rulesets.Mania.UI
{
/// <summary>
/// An overlay that captures and displays osu!mania mouse and touch input.
/// </summary>
public partial class ManiaTouchInputArea : VisibilityContainer
{
private readonly DrawableManiaRuleset drawableRuleset;
// visibility state affects our child. we always want to handle input.
public override bool PropagatePositionalInputSubTree => true;
public override bool PropagateNonPositionalInputSubTree => true;
[SettingSource("Spacing", "The spacing between receptors.")]
public BindableFloat Spacing { get; } = new BindableFloat(10)
{
Precision = 1,
MinValue = 0,
MaxValue = 100,
};
[SettingSource("Opacity", "The receptor opacity.")]
public BindableFloat Opacity { get; } = new BindableFloat(1)
{
Precision = 0.1f,
MinValue = 0,
MaxValue = 1
};
private GridContainer gridContainer = null!;
public ManiaTouchInputArea(DrawableManiaRuleset drawableRuleset)
{
this.drawableRuleset = drawableRuleset;
Anchor = Anchor.BottomCentre;
Origin = Anchor.BottomCentre;
RelativeSizeAxes = Axes.Both;
Height = 0.5f;
}
[BackgroundDependencyLoader]
private void load()
{
List<Drawable> receptorGridContent = new List<Drawable>();
List<Dimension> receptorGridDimensions = new List<Dimension>();
bool first = true;
foreach (var stage in drawableRuleset.Playfield.Stages)
{
foreach (var column in stage.Columns)
{
if (!first)
{
receptorGridContent.Add(new Gutter { Spacing = { BindTarget = Spacing } });
receptorGridDimensions.Add(new Dimension(GridSizeMode.AutoSize));
}
receptorGridContent.Add(new ColumnInputReceptor
{
Action = { BindTarget = column.Action },
});
receptorGridDimensions.Add(new Dimension());
first = false;
}
}
InternalChild = gridContainer = new GridContainer
{
RelativeSizeAxes = Axes.Both,
AlwaysPresent = true,
Content = new[] { receptorGridContent.ToArray() },
ColumnDimensions = receptorGridDimensions.ToArray()
};
}
protected override void LoadComplete()
{
base.LoadComplete();
Opacity.BindValueChanged(o => Alpha = o.NewValue, true);
}
protected override bool OnKeyDown(KeyDownEvent e)
{
// Hide whenever the keyboard is used.
Hide();
return false;
}
protected override bool OnTouchDown(TouchDownEvent e)
{
Show();
return true;
}
protected override void PopIn()
{
gridContainer.FadeIn(500, Easing.OutQuint);
}
protected override void PopOut()
{
gridContainer.FadeOut(300);
}
public partial class ColumnInputReceptor : CompositeDrawable
{
public readonly IBindable<ManiaAction> Action = new Bindable<ManiaAction>();
private readonly Box highlightOverlay;
[Resolved]
private ManiaInputManager? inputManager { get; set; }
private bool isPressed;
public ColumnInputReceptor()
{
RelativeSizeAxes = Axes.Both;
InternalChildren = new Drawable[]
{
new Container
{
RelativeSizeAxes = Axes.Both,
Masking = true,
CornerRadius = 10,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0.15f,
},
highlightOverlay = new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
Blending = BlendingParameters.Additive,
}
}
}
};
}
protected override bool OnTouchDown(TouchDownEvent e)
{
updateButton(true);
return false; // handled by parent container to show overlay.
}
protected override void OnTouchUp(TouchUpEvent e)
{
updateButton(false);
}
private void updateButton(bool press)
{
if (press == isPressed)
return;
isPressed = press;
if (press)
{
inputManager?.KeyBindingContainer.TriggerPressed(Action.Value);
highlightOverlay.FadeTo(0.1f, 80, Easing.OutQuint);
}
else
{
inputManager?.KeyBindingContainer.TriggerReleased(Action.Value);
highlightOverlay.FadeTo(0, 400, Easing.OutQuint);
}
}
}
private partial class Gutter : Drawable
{
public readonly IBindable<float> Spacing = new Bindable<float>();
public Gutter()
{
Spacing.BindValueChanged(s => Size = new Vector2(s.NewValue));
}
}
}
}
@@ -13,6 +13,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
{
public partial class TestSceneHitCirclePlacementBlueprint : PlacementBlueprintTestScene
{
protected sealed override Ruleset CreateRuleset() => new OsuRuleset();
protected override DrawableHitObject CreateHitObject(HitObject hitObject) => new DrawableHitCircle((HitCircle)hitObject);
protected override HitObjectPlacementBlueprint CreateBlueprint() => new HitCirclePlacementBlueprint();
}
@@ -23,6 +23,8 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
{
public partial class TestSceneSliderPlacementBlueprint : PlacementBlueprintTestScene
{
protected sealed override Ruleset CreateRuleset() => new OsuRuleset();
[SetUp]
public void Setup() => Schedule(() =>
{
@@ -13,6 +13,8 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
{
public partial class TestSceneSpinnerPlacementBlueprint : PlacementBlueprintTestScene
{
protected sealed override Ruleset CreateRuleset() => new OsuRuleset();
protected override DrawableHitObject CreateHitObject(HitObject hitObject) => new DrawableSpinner((Spinner)hitObject);
protected override HitObjectPlacementBlueprint CreateBlueprint() => new SpinnerPlacementBlueprint();
@@ -15,22 +15,22 @@ namespace osu.Game.Rulesets.Osu.Tests
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Osu.Tests";
[TestCase(6.7171144000821119d, 239, "diffcalc-test")]
[TestCase(1.4485749025771304d, 54, "zero-length-sliders")]
[TestCase(0.42630400627180914d, 4, "very-fast-slider")]
[TestCase(6.7331304290522747d, 239, "diffcalc-test")]
[TestCase(1.4602604078137214d, 54, "zero-length-sliders")]
[TestCase(0.43052813047866129d, 4, "very-fast-slider")]
[TestCase(0.14143808967817237d, 2, "nan-slider")]
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
=> base.Test(expectedStarRating, expectedMaxCombo, name);
[TestCase(8.9825709931204205d, 239, "diffcalc-test")]
[TestCase(1.7550169162648608d, 54, "zero-length-sliders")]
[TestCase(0.55231632896800109d, 4, "very-fast-slider")]
[TestCase(9.6779746353001634d, 239, "diffcalc-test")]
[TestCase(1.7691451263718989d, 54, "zero-length-sliders")]
[TestCase(0.55785578988249407d, 4, "very-fast-slider")]
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModDoubleTime());
[TestCase(6.7171144000821119d, 239, "diffcalc-test")]
[TestCase(1.4485749025771304d, 54, "zero-length-sliders")]
[TestCase(0.42630400627180914d, 4, "very-fast-slider")]
[TestCase(6.7331304290522747d, 239, "diffcalc-test")]
[TestCase(1.4602604078137214d, 54, "zero-length-sliders")]
[TestCase(0.43052813047866129d, 4, "very-fast-slider")]
public void TestClassicMod(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModClassic());
@@ -759,9 +759,9 @@ namespace osu.Game.Rulesets.Osu.Tests
BeatmapInfo =
{
Ruleset = new OsuRuleset().RulesetInfo,
BeatmapVersion = LegacyBeatmapEncoder.FIRST_LAZER_VERSION // for correct offset treatment by score encoder
},
ControlPointInfo = cpi
ControlPointInfo = cpi,
BeatmapVersion = LegacyBeatmapEncoder.FIRST_LAZER_VERSION // for correct offset treatment by score encoder
});
playableBeatmap = Beatmap.Value.GetPlayableBeatmap(new OsuRuleset().RulesetInfo);
});
@@ -0,0 +1,118 @@
// 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.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Replays;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Tests.Visual;
using osuTK;
namespace osu.Game.Rulesets.Osu.Tests
{
[Ignore("These tests are expected to fail until an acceptable solution for various replay playback issues concerning rounding of replay frame times & hit windows is found.")]
public partial class TestSceneLegacyReplayPlayback : LegacyReplayPlaybackTestScene
{
protected override Ruleset CreateRuleset() => new OsuRuleset();
protected override string? ExportLocation => null;
private static readonly object[][] test_cases =
{
// With respect to notation,
// square brackets `[]` represent *closed* or *inclusive* bounds,
// while round brackets `()` represent *open* or *exclusive* bounds.
// Additionally, note that offsets provided in double will be rounded to the nearest integer.
// OD = 5 test cases.
// GREAT hit window is ( -50ms, 50ms)
// OK hit window is (-100ms, 100ms)
// MEH hit window is (-150ms, 150ms)
new object[] { 5f, 48d, HitResult.Great },
new object[] { 5f, 49d, HitResult.Great },
new object[] { 5f, 50d, HitResult.Ok },
new object[] { 5f, 51d, HitResult.Ok },
new object[] { 5f, 98d, HitResult.Ok },
new object[] { 5f, 99d, HitResult.Ok },
new object[] { 5f, 100d, HitResult.Meh },
new object[] { 5f, 101d, HitResult.Meh },
new object[] { 5f, 148d, HitResult.Meh },
new object[] { 5f, 149d, HitResult.Meh },
new object[] { 5f, 150d, HitResult.Miss },
new object[] { 5f, 151d, HitResult.Miss },
// OD = 5.7 test cases.
// GREAT hit window is ( -45ms, 45ms)
// OK hit window is ( -94ms, 94ms)
// MEH hit window is (-143ms, 143ms)
new object[] { 5.7f, 43d, HitResult.Great },
new object[] { 5.7f, 44d, HitResult.Great },
new object[] { 5.7f, 45d, HitResult.Ok },
new object[] { 5.7f, 46d, HitResult.Ok },
new object[] { 5.7f, 92d, HitResult.Ok },
new object[] { 5.7f, 93d, HitResult.Ok },
new object[] { 5.7f, 94d, HitResult.Meh },
new object[] { 5.7f, 95d, HitResult.Meh },
new object[] { 5.7f, 141d, HitResult.Meh },
new object[] { 5.7f, 142d, HitResult.Meh },
new object[] { 5.7f, 143d, HitResult.Miss },
new object[] { 5.7f, 144d, HitResult.Miss },
};
[TestCaseSource(nameof(test_cases))]
public void TestHitWindowTreatment(float overallDifficulty, double hitOffset, HitResult expectedResult)
{
const double hit_circle_time = 100;
var cpi = new ControlPointInfo();
cpi.Add(0, new TimingControlPoint { BeatLength = 1000 });
var beatmap = new OsuBeatmap
{
HitObjects =
{
new HitCircle
{
StartTime = hit_circle_time,
Position = OsuPlayfield.BASE_SIZE / 2
}
},
Difficulty = new BeatmapDifficulty { OverallDifficulty = overallDifficulty },
BeatmapInfo =
{
Ruleset = new OsuRuleset().RulesetInfo,
},
ControlPointInfo = cpi,
};
var replay = new Replay
{
Frames =
{
// required for correct playback in stable
new OsuReplayFrame(0, new Vector2(256, -500)),
new OsuReplayFrame(0, new Vector2(256, -500)),
new OsuReplayFrame(0, OsuPlayfield.BASE_SIZE / 2),
new OsuReplayFrame(hit_circle_time + hitOffset, OsuPlayfield.BASE_SIZE / 2, OsuAction.LeftButton),
new OsuReplayFrame(hit_circle_time + hitOffset + 20, OsuPlayfield.BASE_SIZE / 2),
}
};
var score = new Score
{
Replay = replay,
ScoreInfo = new ScoreInfo
{
Ruleset = CreateRuleset().RulesetInfo,
}
};
RunTest($@"single circle @ OD{overallDifficulty}", beatmap, $@"{hitOffset}ms @ OD{overallDifficulty} = {expectedResult}", score, [expectedResult]);
}
}
}
@@ -0,0 +1,113 @@
// 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.Game.Beatmaps;
using osu.Game.Replays;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Scoring;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Osu.Tests
{
[Ignore("These tests are expected to fail until an acceptable solution for various replay playback issues concerning rounding of replay frame times & hit windows is found.")]
public partial class TestSceneReplayStability : ReplayStabilityTestScene
{
private static readonly object[][] test_cases =
{
// With respect to notation,
// square brackets `[]` represent *closed* or *inclusive* bounds,
// while round brackets `()` represent *open* or *exclusive* bounds.
// OD = 5 test cases.
// GREAT hit window is [ -50ms, 50ms]
// OK hit window is [-100ms, 100ms]
// MEH hit window is [-150ms, 150ms]
// MISS hit window is [-400ms, 400ms]
new object[] { 5f, 49d, HitResult.Great },
new object[] { 5f, 49.2d, HitResult.Great },
new object[] { 5f, 49.7d, HitResult.Great },
new object[] { 5f, 50d, HitResult.Great },
new object[] { 5f, 50.4d, HitResult.Ok },
new object[] { 5f, 50.9d, HitResult.Ok },
new object[] { 5f, 51d, HitResult.Ok },
new object[] { 5f, 99d, HitResult.Ok },
new object[] { 5f, 99.2d, HitResult.Ok },
new object[] { 5f, 99.7d, HitResult.Ok },
new object[] { 5f, 100d, HitResult.Ok },
new object[] { 5f, 100.4d, HitResult.Meh },
new object[] { 5f, 100.9d, HitResult.Meh },
new object[] { 5f, 101d, HitResult.Meh },
new object[] { 5f, 149d, HitResult.Meh },
new object[] { 5f, 149.2d, HitResult.Meh },
new object[] { 5f, 149.7d, HitResult.Meh },
new object[] { 5f, 150d, HitResult.Meh },
new object[] { 5f, 150.4d, HitResult.Miss },
new object[] { 5f, 150.9d, HitResult.Miss },
new object[] { 5f, 151d, HitResult.Miss },
// OD = 5.7 test cases.
// GREAT hit window is [ -45.8ms, 45.8ms]
// OK hit window is [ -94.4ms, 94.4ms]
// MEH hit window is [-143.0ms, 143.0ms]
// MISS hit window is [-400.0ms, 400.0ms]
new object[] { 5.7f, 45d, HitResult.Great },
new object[] { 5.7f, 45.2d, HitResult.Great },
new object[] { 5.7f, 45.8d, HitResult.Great },
new object[] { 5.7f, 45.9d, HitResult.Ok },
new object[] { 5.7f, 46d, HitResult.Ok },
new object[] { 5.7f, 46.4d, HitResult.Ok },
new object[] { 5.7f, 94d, HitResult.Ok },
new object[] { 5.7f, 94.2d, HitResult.Ok },
new object[] { 5.7f, 94.4d, HitResult.Ok },
new object[] { 5.7f, 94.48d, HitResult.Ok },
new object[] { 5.7f, 94.9d, HitResult.Meh },
new object[] { 5.7f, 95d, HitResult.Meh },
new object[] { 5.7f, 95.4d, HitResult.Meh },
new object[] { 5.7f, 142d, HitResult.Meh },
new object[] { 5.7f, 142.7d, HitResult.Meh },
new object[] { 5.7f, 143d, HitResult.Meh },
new object[] { 5.7f, 143.4d, HitResult.Miss },
new object[] { 5.7f, 143.9d, HitResult.Miss },
new object[] { 5.7f, 144d, HitResult.Miss },
};
[TestCaseSource(nameof(test_cases))]
public void TestHitWindowStability(float overallDifficulty, double hitOffset, HitResult expectedResult)
{
const double hit_circle_time = 100;
var beatmap = new OsuBeatmap
{
HitObjects =
{
new HitCircle
{
StartTime = hit_circle_time,
Position = OsuPlayfield.BASE_SIZE / 2
}
},
Difficulty = new BeatmapDifficulty { OverallDifficulty = overallDifficulty },
BeatmapInfo =
{
Ruleset = new OsuRuleset().RulesetInfo,
},
};
var replay = new Replay
{
Frames =
{
new OsuReplayFrame(0, OsuPlayfield.BASE_SIZE / 2),
new OsuReplayFrame(hit_circle_time + hitOffset, OsuPlayfield.BASE_SIZE / 2, OsuAction.LeftButton),
new OsuReplayFrame(hit_circle_time + hitOffset + 20, OsuPlayfield.BASE_SIZE / 2),
}
};
RunTest(beatmap, replay, [expectedResult]);
}
}
}
@@ -86,9 +86,12 @@ namespace osu.Game.Rulesets.Osu.Tests
[Test]
public void TestSpinningSamplePitchShift()
{
PausableSkinnableSound spinSample = null;
AddStep("Add spinner", () => SetContents(_ => testSingle(5, true, 4000)));
AddUntilStep("Pitch starts low", () => getSpinningSample().Frequency.Value < 0.8);
AddUntilStep("Pitch increases", () => getSpinningSample().Frequency.Value > 0.8);
AddUntilStep("wait for spin sample", () => (spinSample = getSpinningSample()) != null);
AddUntilStep("Pitch starts low", () => spinSample.Frequency.Value < 0.8);
AddUntilStep("Pitch increases", () => spinSample.Frequency.Value > 0.8);
PausableSkinnableSound getSpinningSample() =>
drawableSpinner.ChildrenOfType<PausableSkinnableSound>().FirstOrDefault(s => s.Samples.Any(i => i.LookupNames.Any(l => l.Contains("spinnerspin"))));
+8 -4
View File
@@ -1,10 +1,10 @@
// 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.Game.Beatmaps;
using osu.Game.Resources.Localisation.Web;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Beatmaps
@@ -16,26 +16,30 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
int circles = HitObjects.Count(c => c is HitCircle);
int sliders = HitObjects.Count(s => s is Slider);
int spinners = HitObjects.Count(s => s is Spinner);
int sum = Math.Max(1, circles + sliders);
return new[]
{
new BeatmapStatistic
{
Name = BeatmapsetsStrings.ShowStatsCountCircles,
Name = "Circles",
Content = circles.ToString(),
CreateIcon = () => new BeatmapStatisticIcon(BeatmapStatisticsIconType.Circles),
BarDisplayLength = circles / (float)sum,
},
new BeatmapStatistic
{
Name = BeatmapsetsStrings.ShowStatsCountSliders,
Name = "Sliders",
Content = sliders.ToString(),
CreateIcon = () => new BeatmapStatisticIcon(BeatmapStatisticsIconType.Sliders),
BarDisplayLength = sliders / (float)sum,
},
new BeatmapStatistic
{
Name = @"Spinner Count",
Name = @"Spinners",
Content = spinners.ToString(),
CreateIcon = () => new BeatmapStatisticIcon(BeatmapStatisticsIconType.Spinners),
BarDisplayLength = Math.Min(spinners / 10f, 1),
}
};
}
@@ -46,7 +46,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
ComboOffset = comboData?.ComboOffset ?? 0,
// prior to v8, speed multipliers don't adjust for how many ticks are generated over the same distance.
// this results in more (or less) ticks being generated in <v8 maps for the same time duration.
TickDistanceMultiplier = beatmap.BeatmapInfo.BeatmapVersion < 8 ? 1f / ((LegacyControlPointInfo)beatmap.ControlPointInfo).DifficultyPointAt(original.StartTime).SliderVelocity : 1,
TickDistanceMultiplier = beatmap.BeatmapVersion < 8 ? 1f / ((LegacyControlPointInfo)beatmap.ControlPointInfo).DifficultyPointAt(original.StartTime).SliderVelocity : 1,
GenerateTicks = generateTicksData?.GenerateTicks ?? true,
SliderVelocityMultiplier = sliderVelocityData?.SliderVelocityMultiplier ?? 1,
}.Yield();
@@ -55,7 +55,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
foreach (var h in hitObjects)
h.StackHeight = 0;
if (beatmap.BeatmapInfo.BeatmapVersion >= 6)
if (beatmap.BeatmapVersion >= 6)
applyStacking(beatmap, hitObjects, 0, hitObjects.Count - 1);
else
applyStackingOld(beatmap, hitObjects);
@@ -12,9 +12,10 @@ 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 = 1.95;
private const double acute_angle_multiplier = 2.6;
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:
@@ -64,16 +65,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
double acuteAngleBonus = 0;
double sliderBonus = 0;
double velocityChangeBonus = 0;
double wiggleBonus = 0;
double aimStrain = currVelocity; // Start strain with regular velocity.
if (Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime) < 1.25 * Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime)) // If rhythms are the same.
{
if (osuCurrObj.Angle != null && osuLastObj.Angle != null && osuLastLastObj.Angle != null)
if (osuCurrObj.Angle != null && osuLastObj.Angle != null)
{
double currAngle = osuCurrObj.Angle.Value;
double lastAngle = osuLastObj.Angle.Value;
double lastLastAngle = osuLastLastObj.Angle.Value;
// Rewarding angles, take the smaller velocity as base.
double angleBonus = Math.Min(currVelocity, prevVelocity);
@@ -81,20 +82,27 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
wideAngleBonus = calcWideAngleBonus(currAngle);
acuteAngleBonus = calcAcuteAngleBonus(currAngle);
if (DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.StrainTime, 2) < 300) // Only buff deltaTime exceeding 300 bpm 1/2.
acuteAngleBonus = 0;
else
{
acuteAngleBonus *= calcAcuteAngleBonus(lastAngle) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
* Math.Min(angleBonus, diameter * 1.25 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, (100 - osuCurrObj.StrainTime) / 25)), 2) // scale buff from 150 bpm 1/4 to 200 bpm 1/4
* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.LazyJumpDistance, radius, diameter) - radius) / radius), 2); // Buff distance exceeding radius up to diameter.
}
// Penalize angle repetition.
wideAngleBonus *= 1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3));
acuteAngleBonus *= 0.08 + 0.92 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastAngle), 3)));
// Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3)));
// Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse.
acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3)));
// Apply full wide angle bonus for distance more than one diameter
wideAngleBonus *= angleBonus * DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, 0, diameter);
// Apply acute angle bonus for BPM above 300 1/2 and distance more than one diameter
acuteAngleBonus *= angleBonus *
DifficultyCalculationUtils.Smootherstep(DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.StrainTime, 2), 300, 400) *
DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, diameter, diameter * 2);
// 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));
}
}
@@ -122,6 +130,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
}
aimStrain += wiggleBonus * wiggle_multiplier;
// Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger.
aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);
@@ -132,8 +142,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
return aimStrain;
}
private static double calcWideAngleBonus(double angle) => Math.Pow(Math.Sin(3.0 / 4 * (Math.Min(5.0 / 6 * Math.PI, Math.Max(Math.PI / 6, angle)) - Math.PI / 6)), 2);
private static double calcWideAngleBonus(double angle) => DifficultyCalculationUtils.Smoothstep(angle, double.DegreesToRadians(40), double.DegreesToRadians(140));
private static double calcAcuteAngleBonus(double angle) => 1 - calcWideAngleBonus(angle);
private static double calcAcuteAngleBonus(double angle) => DifficultyCalculationUtils.Smoothstep(angle, double.DegreesToRadians(140), double.DegreesToRadians(40));
}
}
@@ -52,12 +52,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
var currentObj = (OsuDifficultyHitObject)current.Previous(i);
var currentHitObject = (OsuHitObject)(currentObj.BaseObject);
cumulativeStrainTime += lastObj.StrainTime;
if (!(currentObj.BaseObject is Spinner))
{
double jumpDistance = (osuHitObject.StackedPosition - currentHitObject.StackedEndPosition).Length;
cumulativeStrainTime += lastObj.StrainTime;
// We want to nerf objects that can be easily seen within the Flashlight circle radius.
if (i == 0)
smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
@@ -2,9 +2,13 @@
// 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;
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
@@ -14,7 +18,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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 = 0.94;
private const double distance_multiplier = 0.9;
/// <summary>
/// Evaluates the difficulty of tapping the current object, based on:
@@ -24,7 +28,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
/// <item><description>and how easily they can be cheesed.</description></item>
/// </list>
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current)
public static double EvaluateDifficultyOf(DifficultyHitObject current, IReadOnlyList<Mod> mods)
{
if (current.BaseObject is Spinner)
return 0;
@@ -56,6 +60,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
// Max distance bonus is 1 * `distance_multiplier` at single_spacing_threshold
double distanceBonus = Math.Pow(distance / single_spacing_threshold, 3.95) * distance_multiplier;
if (mods.OfType<OsuModAutopilot>().Any())
distanceBonus = 0;
// Base difficulty with all bonuses
double difficulty = (1 + speedBonus + distanceBonus) * 1000 / strainTime;
@@ -8,6 +8,7 @@ using Newtonsoft.Json;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty
{
@@ -19,6 +20,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
[JsonProperty("aim_difficulty")]
public double AimDifficulty { get; set; }
/// <summary>
/// The number of <see cref="Slider"/>s weighted by difficulty.
/// </summary>
[JsonProperty("aim_difficult_slider_count")]
public double AimDifficultSliderCount { get; set; }
/// <summary>
/// The difficulty corresponding to the speed skill.
/// </summary>
@@ -52,24 +59,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
[JsonProperty("speed_difficult_strain_count")]
public double SpeedDifficultStrainCount { get; set; }
/// <summary>
/// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc).
/// </summary>
/// <remarks>
/// Rate-adjusting mods don't directly affect the approach rate difficulty value, but have a perceived effect as a result of adjusting audio timing.
/// </remarks>
[JsonProperty("approach_rate")]
public double ApproachRate { get; set; }
/// <summary>
/// The perceived overall difficulty inclusive of rate-adjusting mods (DT/HT/etc).
/// </summary>
/// <remarks>
/// Rate-adjusting mods don't directly affect the overall difficulty value, but have a perceived effect as a result of adjusting audio timing.
/// </remarks>
[JsonProperty("overall_difficulty")]
public double OverallDifficulty { get; set; }
/// <summary>
/// The beatmap's drain rate. This doesn't scale with rate-adjusting mods.
/// </summary>
@@ -97,8 +86,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
yield return (ATTRIB_ID_AIM, AimDifficulty);
yield return (ATTRIB_ID_SPEED, SpeedDifficulty);
yield return (ATTRIB_ID_OVERALL_DIFFICULTY, OverallDifficulty);
yield return (ATTRIB_ID_APPROACH_RATE, ApproachRate);
yield return (ATTRIB_ID_DIFFICULTY, StarRating);
if (ShouldSerializeFlashlightDifficulty())
@@ -109,6 +96,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
yield return (ATTRIB_ID_AIM_DIFFICULT_STRAIN_COUNT, AimDifficultStrainCount);
yield return (ATTRIB_ID_SPEED_DIFFICULT_STRAIN_COUNT, SpeedDifficultStrainCount);
yield return (ATTRIB_ID_SPEED_NOTE_COUNT, SpeedNoteCount);
yield return (ATTRIB_ID_AIM_DIFFICULT_SLIDER_COUNT, AimDifficultSliderCount);
}
public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
@@ -117,14 +105,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
AimDifficulty = values[ATTRIB_ID_AIM];
SpeedDifficulty = values[ATTRIB_ID_SPEED];
OverallDifficulty = values[ATTRIB_ID_OVERALL_DIFFICULTY];
ApproachRate = values[ATTRIB_ID_APPROACH_RATE];
StarRating = values[ATTRIB_ID_DIFFICULTY];
FlashlightDifficulty = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT);
SliderFactor = values[ATTRIB_ID_SLIDER_FACTOR];
AimDifficultStrainCount = values[ATTRIB_ID_AIM_DIFFICULT_STRAIN_COUNT];
SpeedDifficultStrainCount = values[ATTRIB_ID_SPEED_DIFFICULT_STRAIN_COUNT];
SpeedNoteCount = values[ATTRIB_ID_SPEED_NOTE_COUNT];
AimDifficultSliderCount = values[ATTRIB_ID_AIM_DIFFICULT_SLIDER_COUNT];
DrainRate = onlineInfo.DrainRate;
HitCircleCount = onlineInfo.CircleCount;
SliderCount = onlineInfo.SliderCount;
@@ -15,8 +15,6 @@ using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Skills;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Difficulty
{
@@ -24,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
private const double difficulty_multiplier = 0.0675;
public override int Version => 20241007;
public override int Version => 20250306;
public OsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
@@ -36,20 +34,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (beatmap.HitObjects.Count == 0)
return new OsuDifficultyAttributes { Mods = mods };
double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
double speedRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
double speedNotes = ((Speed)skills[2]).RelevantNoteCount();
double flashlightRating = 0.0;
if (mods.Any(h => h is OsuModFlashlight))
flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;
var aim = skills.OfType<Aim>().Single(a => a.IncludeSliders);
double aimRating = Math.Sqrt(aim.DifficultyValue()) * difficulty_multiplier;
double aimDifficultyStrainCount = aim.CountTopWeightedStrains();
double difficultSliders = aim.GetDifficultSliders();
var aimWithoutSliders = skills.OfType<Aim>().Single(a => !a.IncludeSliders);
double aimRatingNoSliders = Math.Sqrt(aimWithoutSliders.DifficultyValue()) * difficulty_multiplier;
double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
double aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountTopWeightedStrains();
double speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountTopWeightedStrains();
var speed = skills.OfType<Speed>().Single();
double speedRating = Math.Sqrt(speed.DifficultyValue()) * difficulty_multiplier;
double speedNotes = speed.RelevantNoteCount();
double speedDifficultyStrainCount = speed.CountTopWeightedStrains();
var flashlight = skills.OfType<Flashlight>().SingleOrDefault();
double flashlightRating = flashlight == null ? 0.0 : Math.Sqrt(flashlight.DifficultyValue()) * difficulty_multiplier;
if (mods.Any(m => m is OsuModTouchDevice))
{
@@ -63,6 +63,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
speedRating = 0.0;
flashlightRating *= 0.7;
}
else if (mods.Any(h => h is OsuModAutopilot))
{
speedRating *= 0.5;
aimRating = 0.0;
flashlightRating *= 0.4;
}
double baseAimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating);
double baseSpeedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating);
@@ -82,31 +88,24 @@ namespace osu.Game.Rulesets.Osu.Difficulty
? Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
: 0;
double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
double drainRate = beatmap.Difficulty.DrainRate;
int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
HitWindows hitWindows = new OsuHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
{
StarRating = starRating,
Mods = mods,
AimDifficulty = aimRating,
AimDifficultSliderCount = difficultSliders,
SpeedDifficulty = speedRating,
SpeedNoteCount = speedNotes,
FlashlightDifficulty = flashlightRating,
SliderFactor = sliderFactor,
AimDifficultStrainCount = aimDifficultyStrainCount,
SpeedDifficultStrainCount = speedDifficultyStrainCount,
ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
OverallDifficulty = (80 - hitWindowGreat) / 6,
DrainRate = drainRate,
MaxCombo = beatmap.GetMaxCombo(),
HitCircleCount = hitCirclesCount,
@@ -24,6 +24,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
[JsonProperty("effective_miss_count")]
public double EffectiveMissCount { get; set; }
[JsonProperty("speed_deviation")]
public double? SpeedDeviation { get; set; }
public override IEnumerable<PerformanceDisplayAttribute> GetAttributesForDisplay()
{
foreach (var attribute in base.GetAttributesForDisplay())
@@ -4,9 +4,15 @@
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Skills;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
@@ -40,6 +46,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty
/// </summary>
private double effectiveMissCount;
private double clockRate;
private double greatHitWindow;
private double okHitWindow;
private double mehHitWindow;
private double overallDifficulty;
private double approachRate;
private double? speedDeviation;
public OsuPerformanceCalculator()
: base(new OsuRuleset())
{
@@ -61,6 +76,26 @@ namespace osu.Game.Rulesets.Osu.Difficulty
countSliderTickMiss = score.Statistics.GetValueOrDefault(HitResult.LargeTickMiss);
effectiveMissCount = countMiss;
var difficulty = score.BeatmapInfo!.Difficulty.Clone();
score.Mods.OfType<IApplicableToDifficulty>().ForEach(m => m.ApplyToDifficulty(difficulty));
var track = new TrackVirtual(10000);
score.Mods.OfType<IApplicableToTrack>().ForEach(m => m.ApplyToTrack(track));
clockRate = track.Rate;
HitWindows hitWindows = new OsuHitWindows();
hitWindows.SetDifficulty(difficulty.OverallDifficulty);
greatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate;
okHitWindow = hitWindows.WindowFor(HitResult.Ok) / clockRate;
mehHitWindow = hitWindows.WindowFor(HitResult.Meh) / clockRate;
double preempt = IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
overallDifficulty = (80 - greatHitWindow) / 6;
approachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5;
if (osuAttributes.SliderCount > 0)
{
if (usingClassicSliderAccuracy)
@@ -103,17 +138,20 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// https://www.desmos.com/calculator/bc9eybdthb
// we use OD13.3 as maximum since it's the value at which great hitwidow becomes 0
// this is well beyond currently maximum achievable OD which is 12.17 (DTx2 + DA with OD11)
double okMultiplier = Math.Max(0.0, osuAttributes.OverallDifficulty > 0.0 ? 1 - Math.Pow(osuAttributes.OverallDifficulty / 13.33, 1.8) : 1.0);
double mehMultiplier = Math.Max(0.0, osuAttributes.OverallDifficulty > 0.0 ? 1 - Math.Pow(osuAttributes.OverallDifficulty / 13.33, 5) : 1.0);
double okMultiplier = Math.Max(0.0, overallDifficulty > 0.0 ? 1 - Math.Pow(overallDifficulty / 13.33, 1.8) : 1.0);
double mehMultiplier = Math.Max(0.0, overallDifficulty > 0.0 ? 1 - Math.Pow(overallDifficulty / 13.33, 5) : 1.0);
// As we're adding Oks and Mehs to an approximated number of combo breaks the result can be higher than total hits in specific scenarios (which breaks some calculations) so we need to clamp it.
effectiveMissCount = Math.Min(effectiveMissCount + countOk * okMultiplier + countMeh * mehMultiplier, totalHits);
}
speedDeviation = calculateSpeedDeviation(osuAttributes);
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) +
@@ -129,13 +167,40 @@ namespace osu.Game.Rulesets.Osu.Difficulty
Accuracy = accuracyValue,
Flashlight = flashlightValue,
EffectiveMissCount = effectiveMissCount,
SpeedDeviation = speedDeviation,
Total = totalValue
};
}
private double computeAimValue(ScoreInfo score, OsuDifficultyAttributes attributes)
{
double aimValue = OsuStrainSkill.DifficultyToPerformance(attributes.AimDifficulty);
if (score.Mods.Any(h => h is OsuModAutopilot))
return 0.0;
double aimDifficulty = attributes.AimDifficulty;
if (attributes.SliderCount > 0 && attributes.AimDifficultSliderCount > 0)
{
double estimateImproperlyFollowedDifficultSliders;
if (usingClassicSliderAccuracy)
{
// When the score is considered classic (regardless if it was made on old client or not) we consider all missing combo to be dropped difficult sliders
int maximumPossibleDroppedSliders = totalImperfectHits;
estimateImproperlyFollowedDifficultSliders = Math.Clamp(Math.Min(maximumPossibleDroppedSliders, attributes.MaxCombo - scoreMaxCombo), 0, attributes.AimDifficultSliderCount);
}
else
{
// We add tick misses here since they too mean that the player didn't follow the slider properly
// We however aren't adding misses here because missing slider heads has a harsh penalty by itself and doesn't mean that the rest of the slider wasn't followed properly
estimateImproperlyFollowedDifficultSliders = Math.Clamp(countSliderEndsDropped + countSliderTickMiss, 0, attributes.AimDifficultSliderCount);
}
double sliderNerfFactor = (1 - attributes.SliderFactor) * Math.Pow(1 - estimateImproperlyFollowedDifficultSliders / attributes.AimDifficultSliderCount, 3) + attributes.SliderFactor;
aimDifficulty *= sliderNerfFactor;
}
double aimValue = OsuStrainSkill.DifficultyToPerformance(aimDifficulty);
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
@@ -145,10 +210,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
aimValue *= calculateMissPenalty(effectiveMissCount, attributes.AimDifficultStrainCount);
double approachRateFactor = 0.0;
if (attributes.ApproachRate > 10.33)
approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);
else if (attributes.ApproachRate < 8.0)
approachRateFactor = 0.05 * (8.0 - attributes.ApproachRate);
if (approachRate > 10.33)
approachRateFactor = 0.3 * (approachRate - 10.33);
else if (approachRate < 8.0)
approachRateFactor = 0.05 * (8.0 - approachRate);
if (score.Mods.Any(h => h is OsuModRelax))
approachRateFactor = 0.0;
@@ -160,43 +225,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty
else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
aimValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
}
// We assume 15% of sliders in a map are difficult since there's no way to tell from the performance calculator.
double estimateDifficultSliders = attributes.SliderCount * 0.15;
if (attributes.SliderCount > 0)
{
double estimateImproperlyFollowedDifficultSliders;
if (usingClassicSliderAccuracy)
{
// When the score is considered classic (regardless if it was made on old client or not) we consider all missing combo to be dropped difficult sliders
int maximumPossibleDroppedSliders = totalImperfectHits;
estimateImproperlyFollowedDifficultSliders = Math.Clamp(Math.Min(maximumPossibleDroppedSliders, attributes.MaxCombo - scoreMaxCombo), 0, estimateDifficultSliders);
}
else
{
// We add tick misses here since they too mean that the player didn't follow the slider properly
// We however aren't adding misses here because missing slider heads has a harsh penalty by itself and doesn't mean that the rest of the slider wasn't followed properly
estimateImproperlyFollowedDifficultSliders = Math.Clamp(countSliderEndsDropped + countSliderTickMiss, 0, estimateDifficultSliders);
}
double sliderNerfFactor = (1 - attributes.SliderFactor) * Math.Pow(1 - estimateImproperlyFollowedDifficultSliders / estimateDifficultSliders, 3) + attributes.SliderFactor;
aimValue *= sliderNerfFactor;
aimValue *= 1.0 + 0.04 * (12.0 - approachRate);
}
aimValue *= accuracy;
// It is important to consider accuracy difficulty when scaling with accuracy.
aimValue *= 0.98 + Math.Pow(attributes.OverallDifficulty, 2) / 2500;
aimValue *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
return aimValue;
}
private double computeSpeedValue(ScoreInfo score, OsuDifficultyAttributes attributes)
{
if (score.Mods.Any(h => h is OsuModRelax))
if (score.Mods.Any(h => h is OsuModRelax) || speedDeviation == null)
return 0.0;
double speedValue = OsuStrainSkill.DifficultyToPerformance(attributes.SpeedDifficulty);
@@ -209,8 +250,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
speedValue *= calculateMissPenalty(effectiveMissCount, attributes.SpeedDifficultStrainCount);
double approachRateFactor = 0.0;
if (attributes.ApproachRate > 10.33)
approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);
if (approachRate > 10.33)
approachRateFactor = 0.3 * (approachRate - 10.33);
if (score.Mods.Any(h => h is OsuModAutopilot))
approachRateFactor = 0.0;
speedValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
@@ -222,21 +266,21 @@ namespace osu.Game.Rulesets.Osu.Difficulty
else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
speedValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
speedValue *= 1.0 + 0.04 * (12.0 - approachRate);
}
double speedHighDeviationMultiplier = calculateSpeedHighDeviationNerf(attributes);
speedValue *= speedHighDeviationMultiplier;
// Calculate accuracy assuming the worst case scenario
double relevantTotalDiff = totalHits - attributes.SpeedNoteCount;
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);
// Scale the speed value with accuracy and OD.
speedValue *= (0.95 + Math.Pow(attributes.OverallDifficulty, 2) / 750) * Math.Pow((accuracy + relevantAccuracy) / 2.0, (14.5 - attributes.OverallDifficulty) / 2);
// Scale the speed value with # of 50s to punish doubletapping.
speedValue *= Math.Pow(0.99, countMeh < totalHits / 500.0 ? 0 : countMeh - totalHits / 500.0);
speedValue *= (0.95 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 750) * Math.Pow((accuracy + relevantAccuracy) / 2.0, (14.5 - overallDifficulty) / 2);
return speedValue;
}
@@ -253,7 +297,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
amountHitObjectsWithAccuracy += attributes.SliderCount;
if (amountHitObjectsWithAccuracy > 0)
betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6);
betterAccuracyPercentage = ((countGreat - Math.Max(totalHits - amountHitObjectsWithAccuracy, 0)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6);
else
betterAccuracyPercentage = 0;
@@ -263,7 +307,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Lots of arbitrary values from testing.
// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution.
double accuracyValue = Math.Pow(1.52163, attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;
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));
@@ -300,17 +344,117 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Scale the flashlight value with accuracy _slightly_.
flashlightValue *= 0.5 + accuracy / 2.0;
// It is important to also consider accuracy difficulty when doing that.
flashlightValue *= 0.98 + Math.Pow(attributes.OverallDifficulty, 2) / 2500;
flashlightValue *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
return flashlightValue;
}
/// <summary>
/// Estimates player's deviation on speed notes using <see cref="calculateDeviation"/>, assuming worst-case.
/// Treats all speed notes as hit circles.
/// </summary>
private double? calculateSpeedDeviation(OsuDifficultyAttributes attributes)
{
if (totalSuccessfulHits == 0)
return null;
// Calculate accuracy assuming the worst case scenario
double speedNoteCount = attributes.SpeedNoteCount;
speedNoteCount += (totalHits - attributes.SpeedNoteCount) * 0.1;
// Assume worst case: all mistakes were on speed notes
double relevantCountMiss = Math.Min(countMiss, speedNoteCount);
double relevantCountMeh = Math.Min(countMeh, speedNoteCount - relevantCountMiss);
double relevantCountOk = Math.Min(countOk, speedNoteCount - relevantCountMiss - relevantCountMeh);
double relevantCountGreat = Math.Max(0, speedNoteCount - relevantCountMiss - relevantCountMeh - relevantCountOk);
return calculateDeviation(attributes, relevantCountGreat, relevantCountOk, relevantCountMeh, relevantCountMiss);
}
/// <summary>
/// Estimates the player's tap deviation based on the OD, given number of greats, oks, mehs and misses,
/// assuming the player's mean hit error is 0. The estimation is consistent in that two SS scores on the same map with the same settings
/// will always return the same deviation. Misses are ignored because they are usually due to misaiming.
/// Greats and oks are assumed to follow a normal distribution, whereas mehs are assumed to follow a uniform distribution.
/// </summary>
private double? calculateDeviation(OsuDifficultyAttributes attributes, double relevantCountGreat, double relevantCountOk, double relevantCountMeh, double relevantCountMiss)
{
if (relevantCountGreat + relevantCountOk + relevantCountMeh <= 0)
return null;
double objectCount = relevantCountGreat + relevantCountOk + relevantCountMeh + relevantCountMiss;
// The probability that a player hits a circle is unknown, but we can estimate it to be
// the number of greats on circles divided by the number of circles, and then add one
// to the number of circles as a bias correction.
double n = Math.Max(1, objectCount - relevantCountMiss - relevantCountMeh);
const double z = 2.32634787404; // 99% critical value for the normal distribution (one-tailed).
// Proportion of greats hit on circles, ignoring misses and 50s.
double p = relevantCountGreat / n;
// We can be 99% confident that p is at least this value.
double pLowerBound = (n * p + z * z / 2) / (n + z * z) - z / (n + z * z) * Math.Sqrt(n * p * (1 - p) + z * z / 4);
// Compute the deviation assuming greats and oks are normally distributed, and mehs are uniformly distributed.
// Begin with greats and oks first. Ignoring mehs, we can be 99% confident that the deviation is not higher than:
double deviation = greatHitWindow / (Math.Sqrt(2) * DifficultyCalculationUtils.ErfInv(pLowerBound));
double randomValue = Math.Sqrt(2 / Math.PI) * okHitWindow * Math.Exp(-0.5 * Math.Pow(okHitWindow / deviation, 2))
/ (deviation * DifficultyCalculationUtils.Erf(okHitWindow / (Math.Sqrt(2) * deviation)));
deviation *= Math.Sqrt(1 - randomValue);
// Value deviation approach as greatCount approaches 0
double limitValue = okHitWindow / Math.Sqrt(3);
// If precision is not enough to compute true deviation - use limit value
if (pLowerBound == 0 || randomValue >= 1 || deviation > limitValue)
deviation = limitValue;
// Then compute the variance for mehs.
double mehVariance = (mehHitWindow * mehHitWindow + okHitWindow * mehHitWindow + okHitWindow * okHitWindow) / 3;
// Find the total deviation.
deviation = Math.Sqrt(((relevantCountGreat + relevantCountOk) * Math.Pow(deviation, 2) + relevantCountMeh * mehVariance) / (relevantCountGreat + relevantCountOk + relevantCountMeh));
return deviation;
}
// Calculates multiplier for speed to account for improper tapping based on the deviation and speed difficulty
// https://www.desmos.com/calculator/dmogdhzofn
private double calculateSpeedHighDeviationNerf(OsuDifficultyAttributes attributes)
{
if (speedDeviation == null)
return 0;
double speedValue = OsuStrainSkill.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.
double excessSpeedDifficultyCutoff = 100 + 220 * Math.Pow(22 / speedDeviation.Value, 6.5);
if (speedValue <= excessSpeedDifficultyCutoff)
return 1.0;
const double scale = 50;
double adjustedSpeedValue = scale * (Math.Log((speedValue - excessSpeedDifficultyCutoff) / scale + 1) + excessSpeedDifficultyCutoff / scale);
// 220 UR and less are considered tapped correctly to ensure that normal scores will be punished as little as possible
double lerp = 1 - DifficultyCalculationUtils.ReverseLerp(speedDeviation.Value, 22.0, 27.0);
adjustedSpeedValue = double.Lerp(adjustedSpeedValue, speedValue, lerp);
return adjustedSpeedValue / speedValue;
}
// 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 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;
private int totalSuccessfulHits => countGreat + countOk + countMeh;
private int totalImperfectHits => countOk + countMeh + countMiss;
}
}
+28 -6
View File
@@ -2,9 +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.Evaluators;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
@@ -13,19 +16,21 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
/// </summary>
public class Aim : OsuStrainSkill
{
public Aim(Mod[] mods, bool withSliders)
public readonly bool IncludeSliders;
public Aim(Mod[] mods, bool includeSliders)
: base(mods)
{
this.withSliders = withSliders;
IncludeSliders = includeSliders;
}
private readonly bool withSliders;
private double currentStrain;
private double skillMultiplier => 25.18;
private double skillMultiplier => 25.6;
private double strainDecayBase => 0.15;
private readonly List<double> sliderStrains = new List<double>();
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * strainDecay(time - current.Previous(0).StartTime);
@@ -33,9 +38,26 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
protected override double StrainValueAt(DifficultyHitObject current)
{
currentStrain *= strainDecay(current.DeltaTime);
currentStrain += AimEvaluator.EvaluateDifficultyOf(current, withSliders) * skillMultiplier;
currentStrain += AimEvaluator.EvaluateDifficultyOf(current, IncludeSliders) * skillMultiplier;
if (current.BaseObject is Slider)
{
sliderStrains.Add(currentStrain);
}
return currentStrain;
}
public double GetDifficultSliders()
{
if (sliderStrains.Count == 0)
return 0;
double maxSliderStrain = sliderStrains.Max();
if (maxSliderStrain == 0)
return 0;
return sliderStrains.Sum(strain => 1.0 / (1.0 + Math.Exp(-(strain / maxSliderStrain * 12.0 - 6.0))));
}
}
}
@@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
/// </summary>
public class Speed : OsuStrainSkill
{
private double skillMultiplier => 1.430;
private double skillMultiplier => 1.46;
private double strainDecayBase => 0.3;
private double currentStrain;
@@ -35,7 +35,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
protected override double StrainValueAt(DifficultyHitObject current)
{
currentStrain *= strainDecay(((OsuDifficultyHitObject)current).StrainTime);
currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current) * skillMultiplier;
currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current, Mods) * skillMultiplier;
currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current);
@@ -3,6 +3,7 @@
#nullable disable
using System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
@@ -76,7 +77,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components
if (hasReachedObject && showHitMarkers.Value)
{
float alpha = Interpolation.ValueAt(editorTime, 0, 1f, hitObjectTime, hitObjectTime + FADE_OUT_EXTENSION, Easing.In);
float ringScale = MathHelper.Clamp(Interpolation.ValueAt(editorTime, 0, 1f, hitObjectTime, hitObjectTime + FADE_OUT_EXTENSION / 2, Easing.OutQuint), 0, 1);
float ringScale = Math.Clamp(Interpolation.ValueAt(editorTime, 0, 1f, hitObjectTime, hitObjectTime + FADE_OUT_EXTENSION / 2, Easing.OutQuint), 0, 1);
ring.Scale = new Vector2(1 + 0.1f * ringScale);
content.Alpha = 0.9f * (1 - alpha);
@@ -484,7 +484,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
// Snap the path to the current beat divisor before checking length validity.
hitObject.SnapTo(distanceSnapProvider);
if (!hitObject.Path.HasValidLength)
if (!hitObject.Path.HasValidLengthForPlacement)
{
for (int i = 0; i < hitObject.Path.ControlPoints.Count; i++)
hitObject.Path.ControlPoints[i].Position = oldControlPoints[i];
@@ -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.HasValidLength;
protected override bool IsValidForPlacement => HitObject.Path.HasValidLengthForPlacement;
public SliderPlacementBlueprint()
: base(new Slider())
@@ -270,14 +270,14 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
if (adjustVelocity)
{
proposedVelocity = proposedDistance / oldDuration;
proposedDistance = MathHelper.Clamp(proposedDistance, 0.1 * oldDuration, 10 * oldDuration);
proposedDistance = Math.Clamp(proposedDistance, 0.1 * oldDuration, 10 * oldDuration);
}
else
{
double minDistance = distanceSnapProvider?.GetBeatSnapDistance() * oldVelocityMultiplier ?? 1;
// Add a small amount to the proposed distance to make it easier to snap to the full length of the slider.
proposedDistance = distanceSnapProvider?.FindSnappedDistance((float)proposedDistance + 1, HitObject.StartTime, HitObject) ?? proposedDistance;
proposedDistance = MathHelper.Clamp(proposedDistance, minDistance, HitObject.Path.CalculatedDistance);
proposedDistance = Math.Clamp(proposedDistance, minDistance, HitObject.Path.CalculatedDistance);
}
if (Precision.AlmostEquals(proposedDistance, HitObject.Path.Distance) && Precision.AlmostEquals(proposedVelocity, HitObject.SliderVelocityMultiplier))
@@ -476,7 +476,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
HitObject.SnapTo(distanceSnapProvider);
// If there are 0 or 1 remaining control points, or the slider has an invalid length, it is in a degenerate form and should be deleted
if (controlPoints.Count <= 1 || !HitObject.Path.HasValidLength)
if (controlPoints.Count <= 1 || !HitObject.Path.HasValidLengthForPlacement)
{
placementHandler?.Delete(HitObject);
return;
@@ -626,7 +626,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
{
if (BodyPiece.ReceivePositionalInputAt(screenSpacePos) && (IsSelected || DrawableObject.Body.Alpha > 0))
if (BodyPiece.ReceivePositionalInputAt(screenSpacePos) && (IsSelected || DrawableObject.Body.Alpha > 0 || DrawableObject.HeadCircle.Alpha > 0))
return true;
if (ControlPointVisualiser == null)
@@ -57,7 +57,7 @@ namespace osu.Game.Rulesets.Osu.Edit
public BindableFloat Spacing { get; } = new BindableFloat(4f)
{
MinValue = 4f,
MaxValue = 128f,
MaxValue = 256f,
Precision = 0.01f,
};
@@ -30,6 +30,7 @@ using osu.Game.Rulesets.UI;
using osu.Game.Screens.Edit.Components.TernaryButtons;
using osu.Game.Screens.Edit.Compose.Components;
using osuTK;
using osuTK.Input;
namespace osu.Game.Rulesets.Osu.Edit
{
@@ -351,6 +352,35 @@ namespace osu.Game.Rulesets.Osu.Edit
}
}
protected override bool OnMouseDown(MouseDownEvent e)
{
// Why is this logic here and not in `OsuSelectionHandler`?
// Because we only want to handle this toggle after all other right-click handling completes.
//
// Consider that input is handled from the most nested child first:
//
// ComposeScreen
// |- OsuContextMenuContainer // right click for context
// |- TimelineBlueprintContainer
// |- TimelineSelectionHandler
// |- (Osu)HitObjectComposer // right click for toggle new combo
// |- (Osu)EditorBlueprintContainer // right click for select
// |- (Osu)EditorSelectionHandler // right click for delete
if (e.Button == MouseButton.Right)
{
var osuSelectionHandler = (OsuSelectionHandler)BlueprintContainer.SelectionHandler;
if (!osuSelectionHandler.SelectedItems.Any())
{
osuSelectionHandler.SelectionNewComboState.Value =
osuSelectionHandler.SelectionNewComboState.Value == TernaryState.False ? TernaryState.True : TernaryState.False;
return true;
}
}
return base.OnMouseDown(e);
}
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.Repeat)
@@ -180,7 +180,7 @@ namespace osu.Game.Rulesets.Osu.Edit
Quad scaledQuad = GeometryUtils.GetSurroundingQuad(new OsuHitObject[] { slider });
(bool xInBounds, bool yInBounds) = isQuadInBounds(scaledQuad);
if (xInBounds && yInBounds && slider.Path.HasValidLength)
if (xInBounds && yInBounds && slider.Path.HasValidLengthForPlacement)
return;
for (int i = 0; i < slider.Path.ControlPoints.Count; i++)
@@ -263,12 +263,12 @@ namespace osu.Game.Rulesets.Osu.Edit
{
case Axes.X:
(sLowerBound, sUpperBound) = computeBounds(lowerBounds - b, upperBounds - b, a);
s.X = MathHelper.Clamp(s.X, sLowerBound, sUpperBound);
s.X = Math.Clamp(s.X, sLowerBound, sUpperBound);
break;
case Axes.Y:
(sLowerBound, sUpperBound) = computeBounds(lowerBounds - a, upperBounds - a, b);
s.Y = MathHelper.Clamp(s.Y, sLowerBound, sUpperBound);
s.Y = Math.Clamp(s.Y, sLowerBound, sUpperBound);
break;
case Axes.Both:
@@ -276,11 +276,11 @@ namespace osu.Game.Rulesets.Osu.Edit
// Therefore the ratio s.X / s.Y will be maintained
(sLowerBound, sUpperBound) = computeBounds(lowerBounds, upperBounds, a * s.X + b * s.Y);
s.X = s.X < 0
? MathHelper.Clamp(s.X, s.X * sUpperBound, s.X * sLowerBound)
: MathHelper.Clamp(s.X, s.X * sLowerBound, s.X * sUpperBound);
? Math.Clamp(s.X, s.X * sUpperBound, s.X * sLowerBound)
: Math.Clamp(s.X, s.X * sLowerBound, s.X * sUpperBound);
s.Y = s.Y < 0
? MathHelper.Clamp(s.Y, s.Y * sUpperBound, s.Y * sLowerBound)
: MathHelper.Clamp(s.Y, s.Y * sLowerBound, s.Y * sUpperBound);
? Math.Clamp(s.Y, s.Y * sUpperBound, s.Y * sLowerBound)
: Math.Clamp(s.Y, s.Y * sLowerBound, s.Y * sUpperBound);
break;
}
@@ -103,7 +103,7 @@ namespace osu.Game.Rulesets.Osu.Edit
Current = new BindableNumber<int>(3)
{
MinValue = 3,
MaxValue = 10,
MaxValue = 32,
Precision = 1,
},
Instantaneous = true
@@ -1,6 +1,7 @@
// 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.Diagnostics;
using System.Linq;
@@ -127,8 +128,11 @@ namespace osu.Game.Rulesets.Osu.Edit
if (relativeCheckbox.Current.Value)
{
(xBindable.MinValue, xBindable.MaxValue) = (0 - initialSurroundingQuad.TopLeft.X, OsuPlayfield.BASE_SIZE.X - initialSurroundingQuad.BottomRight.X);
(yBindable.MinValue, yBindable.MaxValue) = (0 - initialSurroundingQuad.TopLeft.Y, OsuPlayfield.BASE_SIZE.Y - initialSurroundingQuad.BottomRight.Y);
xBindable.MinValue = 0 - Math.Max(initialSurroundingQuad.TopLeft.X, 0);
xBindable.MaxValue = OsuPlayfield.BASE_SIZE.X - Math.Min(initialSurroundingQuad.BottomRight.X, OsuPlayfield.BASE_SIZE.X);
yBindable.MinValue = 0 - Math.Max(initialSurroundingQuad.TopLeft.Y, 0);
yBindable.MaxValue = OsuPlayfield.BASE_SIZE.Y - Math.Min(initialSurroundingQuad.BottomRight.Y, OsuPlayfield.BASE_SIZE.Y);
xBindable.Default = yBindable.Default = 0;
@@ -146,8 +150,21 @@ namespace osu.Game.Rulesets.Osu.Edit
var quadRelativeToPosition = new RectangleF(initialSurroundingQuad.Location - initialPosition, initialSurroundingQuad.Size);
(xBindable.MinValue, xBindable.MaxValue) = (0 - quadRelativeToPosition.TopLeft.X, OsuPlayfield.BASE_SIZE.X - quadRelativeToPosition.BottomRight.X);
(yBindable.MinValue, yBindable.MaxValue) = (0 - quadRelativeToPosition.TopLeft.Y, OsuPlayfield.BASE_SIZE.Y - quadRelativeToPosition.BottomRight.Y);
if (initialSurroundingQuad.Width < OsuPlayfield.BASE_SIZE.X)
{
xBindable.MinValue = 0 - quadRelativeToPosition.TopLeft.X;
xBindable.MaxValue = OsuPlayfield.BASE_SIZE.X - quadRelativeToPosition.BottomRight.X;
}
else
xBindable.MinValue = xBindable.MaxValue = initialPosition.X;
if (initialSurroundingQuad.Height < OsuPlayfield.BASE_SIZE.Y)
{
yBindable.MinValue = 0 - quadRelativeToPosition.TopLeft.Y;
yBindable.MaxValue = OsuPlayfield.BASE_SIZE.Y - quadRelativeToPosition.BottomRight.Y;
}
else
yBindable.MinValue = yBindable.MaxValue = initialPosition.Y;
xBindable.Default = initialPosition.X;
yBindable.Default = initialPosition.Y;
@@ -91,6 +91,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Setup
{
Caption = EditorSetupStrings.BaseVelocity,
HintText = EditorSetupStrings.BaseVelocityDescription,
KeyboardStep = 0.1f,
Current = new BindableDouble(Beatmap.Difficulty.SliderMultiplier)
{
Default = 1.4,
@@ -105,6 +106,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Setup
{
Caption = EditorSetupStrings.TickRate,
HintText = EditorSetupStrings.TickRateDescription,
KeyboardStep = 1,
Current = new BindableDouble(Beatmap.Difficulty.SliderTickRate)
{
Default = 1,
@@ -119,6 +121,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Setup
{
Caption = "Stack Leniency",
HintText = "In play mode, osu! automatically stacks notes which occur at the same location. Increasing this value means it is more likely to snap notes of further time-distance.",
KeyboardStep = 0.1f,
Current = new BindableFloat(Beatmap.StackLeniency)
{
Default = 0.7f,
@@ -1,7 +1,7 @@
// 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 System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
@@ -36,19 +36,18 @@ namespace osu.Game.Rulesets.Osu.Mods
ReadCurrentFromDifficulty = diff => diff.ApproachRate,
};
public override string SettingDescription
public override IEnumerable<(LocalisableString setting, LocalisableString value)> SettingDescription
{
get
{
string circleSize = CircleSize.IsDefault ? string.Empty : $"CS {CircleSize.Value:N1}";
string approachRate = ApproachRate.IsDefault ? string.Empty : $"AR {ApproachRate.Value:N1}";
if (!CircleSize.IsDefault)
yield return ("Circle size", $"{CircleSize.Value:N1}");
return string.Join(", ", new[]
{
circleSize,
base.SettingDescription,
approachRate
}.Where(s => !string.IsNullOrEmpty(s)));
foreach (var setting in base.SettingDescription)
yield return setting;
if (!ApproachRate.IsDefault)
yield return ("Approach rate", $"{ApproachRate.Value:N1}");
}
}
+1 -1
View File
@@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{
var spinner = (DrawableSpinner)drawable;
spinner.RotationTracker.Tracking = true;
spinner.RotationTracker.Tracking = spinner.RotationTracker.IsSpinnableTime;
// early-return if we were paused to avoid division-by-zero in the subsequent calculations.
if (Precision.AlmostEquals(spinner.Clock.Rate, 0))
@@ -5,6 +5,7 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
@@ -149,5 +150,24 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected float CalculateDrawableRelativePosition(Drawable drawable) => (drawable.ScreenSpaceDrawQuad.Centre.X - parentScreenSpaceRectangle.X) / parentScreenSpaceRectangle.Width;
protected override JudgementResult CreateResult(Judgement judgement) => new OsuJudgementResult(HitObject, judgement);
protected void ApplyRepeatFadeIn(Drawable target, double fadeTime)
{
DrawableSlider slider = (DrawableSlider)ParentHitObject;
int repeatIndex = ((SliderEndCircle)HitObject).RepeatIndex;
Debug.Assert(slider != null);
// When snaking in is enabled, the first end circle needs to be delayed until the snaking completes.
bool delayFadeIn = slider.SliderBody?.SnakingIn.Value == true && repeatIndex == 0;
if (repeatIndex > 0)
fadeTime = Math.Min(slider.HitObject.SpanDuration, fadeTime);
target
.FadeOut()
.Delay(delayFadeIn ? (slider.HitObject.TimePreempt) / 3 : 0)
.FadeIn(fadeTime);
}
}
}
@@ -27,8 +27,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
public DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;
private double animDuration;
public SkinnableDrawable CirclePiece { get; private set; }
public SkinnableDrawable Arrow { get; private set; }
@@ -87,21 +85,18 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected override void UpdateInitialTransforms()
{
// When snaking in is enabled, the first end circle needs to be delayed until the snaking completes.
bool delayFadeIn = DrawableSlider.SliderBody?.SnakingIn.Value == true && HitObject.RepeatIndex == 0;
base.UpdateInitialTransforms();
animDuration = Math.Min(300, HitObject.SpanDuration);
this
.FadeOut()
.Delay(delayFadeIn ? (Slider?.TimePreempt ?? 0) / 3 : 0)
.FadeIn(HitObject.RepeatIndex == 0 ? HitObject.TimeFadeIn : animDuration);
ApplyRepeatFadeIn(CirclePiece, HitObject.TimeFadeIn);
ApplyRepeatFadeIn(Arrow, 150);
}
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateHitStateTransforms(state);
double animDuration = Math.Min(300, HitObject.SpanDuration);
switch (state)
{
case ArmedState.Idle:
@@ -86,13 +86,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
base.UpdateInitialTransforms();
// When snaking in is enabled, the first end circle needs to be delayed until the snaking completes.
bool delayFadeIn = DrawableSlider.SliderBody?.SnakingIn.Value == true && HitObject.RepeatIndex == 0;
CirclePiece
.FadeOut()
.Delay(delayFadeIn ? (Slider?.TimePreempt ?? 0) / 3 : 0)
.FadeIn(HitObject.TimeFadeIn);
ApplyRepeatFadeIn(CirclePiece, HitObject.TimeFadeIn);
}
protected override void UpdateHitStateTransforms(ArmedState state)
@@ -277,13 +277,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
base.Update();
if (HandleUserInput)
{
bool isValidSpinningTime = Time.Current >= HitObject.StartTime && Time.Current <= HitObject.EndTime;
RotationTracker.Tracking = !Result.HasResult
&& correctButtonPressed()
&& isValidSpinningTime;
}
RotationTracker.Tracking = RotationTracker.IsSpinnableTime && !Result.HasResult && correctButtonPressed();
if (spinningSample != null && spinnerFrequencyModulate)
spinningSample.Frequency.Value = spinning_sample_modulated_base_frequency + Progress;
@@ -85,9 +85,12 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
{
double animDuration = Math.Min(300, drawableRepeat.HitObject.SpanDuration);
Scale = new Vector2(Interpolation.ValueAt(Time.Current, 1, 1.5f, drawableRepeat.HitStateUpdateTime, drawableRepeat.HitStateUpdateTime + animDuration, Easing.Out));
// When hit, don't animate further. This avoids a scale being applied on a scale and looking very weird.
return;
}
else
Scale = Vector2.One;
Scale = Vector2.One;
const float move_distance = -12;
const float scale_amount = 1.3f;
@@ -52,7 +52,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
/// <summary>
/// Whether currently in the correct time range to allow spinning.
/// </summary>
private bool isSpinnableTime => drawableSpinner.HitObject.StartTime <= Time.Current && drawableSpinner.HitObject.EndTime > Time.Current;
public bool IsSpinnableTime => drawableSpinner.HitObject.StartTime <= Time.Current && drawableSpinner.HitObject.EndTime > Time.Current;
protected override bool OnMouseMove(MouseMoveEvent e)
{
@@ -79,7 +79,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
lastAngle = thisAngle;
}
IsSpinning.Value = isSpinnableTime && Math.Abs(currentRotation - Rotation) > 10f;
IsSpinning.Value = IsSpinnableTime && Math.Abs(currentRotation - Rotation) > 10f;
Rotation = (float)Interpolation.Damp(Rotation, currentRotation, 0.99, Math.Abs(Time.Elapsed));
}
@@ -92,7 +92,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
/// <param name="delta">The delta angle.</param>
public void AddRotation(float delta)
{
if (!isSpinnableTime)
if (!IsSpinnableTime)
return;
if (!rotationTransferred)
@@ -3,9 +3,7 @@
using System.Linq;
using NUnit.Framework;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Testing;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Tests.Visual;
@@ -31,7 +29,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Editor
AddStep("hover over first hit", () => InputManager.MoveMouseTo(Editor.ChildrenOfType<DrawableHit>().ElementAt(1)));
AddStep("hover over second hit", () => InputManager.MoveMouseTo(Editor.ChildrenOfType<DrawableHit>().ElementAt(0)));
AddStep("right click", () => InputManager.Click(MouseButton.Right));
AddUntilStep("context menu open", () => Editor.ChildrenOfType<OsuContextMenu>().Any(menu => menu.State == MenuState.Open));
AddUntilStep("second hit deleted", () => Editor.ChildrenOfType<DrawableHit>().Count(), () => Is.EqualTo(1));
}
}
}
@@ -14,13 +14,13 @@ namespace osu.Game.Rulesets.Taiko.Tests
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko";
[TestCase(3.0920212594351191d, 200, "diffcalc-test")]
[TestCase(3.0920212594351191d, 200, "diffcalc-test-strong")]
[TestCase(3.305554470092722d, 200, "diffcalc-test")]
[TestCase(3.305554470092722d, 200, "diffcalc-test-strong")]
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
=> base.Test(expectedStarRating, expectedMaxCombo, name);
[TestCase(4.0789820318081444d, 200, "diffcalc-test")]
[TestCase(4.0789820318081444d, 200, "diffcalc-test-strong")]
[TestCase(4.4472572672057815d, 200, "diffcalc-test")]
[TestCase(4.4472572672057815d, 200, "diffcalc-test-strong")]
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new TaikoModDoubleTime());
@@ -0,0 +1,102 @@
// 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.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Replays;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Replays;
using osu.Game.Scoring;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Taiko.Tests
{
[Ignore("These tests are expected to fail until an acceptable solution for various replay playback issues concerning rounding of replay frame times & hit windows is found.")]
public partial class TestSceneLegacyReplayPlayback : LegacyReplayPlaybackTestScene
{
protected override string? ExportLocation => null;
protected override Ruleset CreateRuleset() => new TaikoRuleset();
private static readonly object[][] test_cases =
{
// With respect to notation,
// square brackets `[]` represent *closed* or *inclusive* bounds,
// while round brackets `()` represent *open* or *exclusive* bounds.
// OD = 5 test cases.
// GREAT hit window is (-35ms, 35ms)
// OK hit window is (-80ms, 80ms)
new object[] { 5f, -33d, HitResult.Great },
new object[] { 5f, -34d, HitResult.Great },
new object[] { 5f, -35d, HitResult.Ok },
new object[] { 5f, -36d, HitResult.Ok },
new object[] { 5f, -78d, HitResult.Ok },
new object[] { 5f, -79d, HitResult.Ok },
new object[] { 5f, -80d, HitResult.Miss },
new object[] { 5f, -81d, HitResult.Miss },
// OD = 7.8 test cases.
// GREAT hit window is (-26ms, 26ms)
// OK hit window is (-63ms, 63ms)
new object[] { 7.8f, -24d, HitResult.Great },
new object[] { 7.8f, -25d, HitResult.Great },
new object[] { 7.8f, -26d, HitResult.Ok },
new object[] { 7.8f, -27d, HitResult.Ok },
new object[] { 7.8f, -61d, HitResult.Ok },
new object[] { 7.8f, -62d, HitResult.Ok },
new object[] { 7.8f, -63d, HitResult.Miss },
new object[] { 7.8f, -64d, HitResult.Miss },
};
[TestCaseSource(nameof(test_cases))]
public void TestHitWindowTreatment(float overallDifficulty, double hitOffset, HitResult expectedResult)
{
const double hit_time = 100;
var cpi = new ControlPointInfo();
cpi.Add(0, new TimingControlPoint { BeatLength = 1000 });
var beatmap = new TaikoBeatmap
{
HitObjects =
{
new Hit
{
StartTime = hit_time,
Type = HitType.Centre,
}
},
Difficulty = new BeatmapDifficulty { OverallDifficulty = overallDifficulty },
BeatmapInfo =
{
Ruleset = new TaikoRuleset().RulesetInfo,
},
ControlPointInfo = cpi,
};
var replay = new Replay
{
Frames =
{
new TaikoReplayFrame(0),
new TaikoReplayFrame(hit_time + hitOffset, TaikoAction.LeftCentre),
new TaikoReplayFrame(hit_time + hitOffset + 20),
}
};
var score = new Score
{
Replay = replay,
ScoreInfo = new ScoreInfo
{
Ruleset = CreateRuleset().RulesetInfo,
}
};
RunTest($@"single hit @ OD{overallDifficulty}", beatmap, $@"{hitOffset}ms @ OD{overallDifficulty} = {expectedResult}", score, [expectedResult]);
}
}
}
@@ -0,0 +1,96 @@
// 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.Game.Beatmaps;
using osu.Game.Replays;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Replays;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Taiko.Tests
{
[Ignore("These tests are expected to fail until an acceptable solution for various replay playback issues concerning rounding of replay frame times & hit windows is found.")]
public partial class TestSceneReplayStability : ReplayStabilityTestScene
{
private static readonly object[][] test_cases =
{
// With respect to notation,
// square brackets `[]` represent *closed* or *inclusive* bounds,
// while round brackets `()` represent *open* or *exclusive* bounds.
// OD = 5 test cases.
// GREAT hit window is [-35ms, 35ms]
// OK hit window is [-80ms, 80ms]
// MISS hit window is [-95ms, 95ms]
new object[] { 5f, -34d, HitResult.Great },
new object[] { 5f, -34.2d, HitResult.Great },
new object[] { 5f, -34.7d, HitResult.Great },
new object[] { 5f, -35d, HitResult.Great },
new object[] { 5f, -35.2d, HitResult.Ok },
new object[] { 5f, -35.8d, HitResult.Ok },
new object[] { 5f, -36d, HitResult.Ok },
new object[] { 5f, -79d, HitResult.Ok },
new object[] { 5f, -79.3d, HitResult.Ok },
new object[] { 5f, -79.7d, HitResult.Ok },
new object[] { 5f, -80d, HitResult.Ok },
new object[] { 5f, -80.2d, HitResult.Miss },
new object[] { 5f, -80.8d, HitResult.Miss },
new object[] { 5f, -81d, HitResult.Miss },
// OD = 7.8 test cases.
// GREAT hit window is [-26.6ms, 26.6ms]
// OK hit window is [-63.2ms, 63.2ms]
// MISS hit window is [-81.0ms, 81.0ms]
new object[] { 7.8f, -26d, HitResult.Great },
new object[] { 7.8f, -26.4d, HitResult.Great },
new object[] { 7.8f, -26.59d, HitResult.Great },
new object[] { 7.8f, -26.8d, HitResult.Ok },
new object[] { 7.8f, -27d, HitResult.Ok },
new object[] { 7.8f, -27.1d, HitResult.Ok },
new object[] { 7.8f, -63d, HitResult.Ok },
new object[] { 7.8f, -63.18d, HitResult.Ok },
new object[] { 7.8f, -63.4d, HitResult.Ok },
new object[] { 7.8f, -63.7d, HitResult.Miss },
new object[] { 7.8f, -64d, HitResult.Miss },
new object[] { 7.8f, -64.2d, HitResult.Miss },
};
[TestCaseSource(nameof(test_cases))]
public void TestHitWindowStability(float overallDifficulty, double hitOffset, HitResult expectedResult)
{
const double hit_time = 100;
var beatmap = new TaikoBeatmap
{
HitObjects =
{
new Hit
{
StartTime = hit_time,
Type = HitType.Centre,
}
},
Difficulty = new BeatmapDifficulty { OverallDifficulty = overallDifficulty },
BeatmapInfo =
{
Ruleset = new TaikoRuleset().RulesetInfo,
},
};
var replay = new Replay
{
Frames =
{
new TaikoReplayFrame(0),
new TaikoReplayFrame(hit_time + hitOffset, TaikoAction.LeftCentre),
new TaikoReplayFrame(hit_time + hitOffset + 20),
}
};
RunTest(beatmap, replay, [expectedResult]);
}
}
}
@@ -1,6 +1,7 @@
// 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.Game.Beatmaps;
@@ -15,26 +16,30 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
int hits = HitObjects.Count(s => s is Hit);
int drumRolls = HitObjects.Count(s => s is DrumRoll);
int swells = HitObjects.Count(s => s is Swell);
int sum = Math.Max(1, hits + drumRolls);
return new[]
{
new BeatmapStatistic
{
Name = @"Hit Count",
Name = @"Hits",
CreateIcon = () => new BeatmapStatisticIcon(BeatmapStatisticsIconType.Circles),
Content = hits.ToString(),
BarDisplayLength = hits / (float)sum,
},
new BeatmapStatistic
{
Name = @"Drumroll Count",
Name = @"Drumrolls",
CreateIcon = () => new BeatmapStatisticIcon(BeatmapStatisticsIconType.Sliders),
Content = drumRolls.ToString(),
BarDisplayLength = drumRolls / (float)sum,
},
new BeatmapStatistic
{
Name = @"Swell Count",
Name = @"Swells",
CreateIcon = () => new BeatmapStatisticIcon(BeatmapStatisticsIconType.Spinners),
Content = swells.ToString(),
BarDisplayLength = Math.Min(swells / 10f, 1),
}
};
}
@@ -210,7 +210,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
double osuVelocity = taikoVelocity * (1000f / beatLength);
// osu-stable always uses the speed-adjusted beatlength to determine the osu! velocity, but only uses it for conversion if beatmap version < 8
if (beatmap.BeatmapInfo.BeatmapVersion >= 8)
if (beatmap.BeatmapVersion >= 8)
beatLength = timingPoint.BeatLength;
// If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat
@@ -10,45 +10,82 @@ using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
{
public class ColourEvaluator
public static class ColourEvaluator
{
/// <summary>
/// Evaluate the difficulty of the first note of a <see cref="MonoStreak"/>.
/// Calculates a consistency penalty based on the number of consecutive consistent intervals,
/// considering the delta time between each colour sequence.
/// </summary>
public static double EvaluateDifficultyOf(MonoStreak monoStreak)
/// <param name="hitObject">The current hitObject to consider.</param>
/// <param name="threshold"> The allowable margin of error for determining whether ratios are consistent.</param>
/// <param name="maxObjectsToCheck">The maximum objects to check per count of consistent ratio.</param>
private static double consistentRatioPenalty(TaikoDifficultyHitObject hitObject, double threshold = 0.01, int maxObjectsToCheck = 64)
{
return DifficultyCalculationUtils.Logistic(exponent: Math.E * monoStreak.Index - 2 * Math.E) * EvaluateDifficultyOf(monoStreak.Parent) * 0.5;
int consistentRatioCount = 0;
double totalRatioCount = 0.0;
TaikoDifficultyHitObject current = hitObject;
for (int i = 0; i < maxObjectsToCheck; i++)
{
// Break if there is no valid previous object
if (current.Index <= 1)
break;
var previousHitObject = (TaikoDifficultyHitObject)current.Previous(1);
double currentRatio = current.RhythmData.Ratio;
double previousRatio = previousHitObject.RhythmData.Ratio;
// A consistent interval is defined as the percentage difference between the two rhythmic ratios with the margin of error.
if (Math.Abs(1 - currentRatio / previousRatio) <= threshold)
{
consistentRatioCount++;
totalRatioCount += currentRatio;
break;
}
// Move to the previous object
current = previousHitObject;
}
// Ensure no division by zero
double ratioPenalty = 1 - totalRatioCount / (consistentRatioCount + 1) * 0.80;
return ratioPenalty;
}
/// <summary>
/// Evaluate the difficulty of the first note of a <see cref="AlternatingMonoPattern"/>.
/// Evaluate the difficulty of the first hitobject within a colour streak.
/// </summary>
public static double EvaluateDifficultyOf(AlternatingMonoPattern alternatingMonoPattern)
{
return DifficultyCalculationUtils.Logistic(exponent: Math.E * alternatingMonoPattern.Index - 2 * Math.E) * EvaluateDifficultyOf(alternatingMonoPattern.Parent);
}
/// <summary>
/// Evaluate the difficulty of the first note of a <see cref="RepeatingHitPatterns"/>.
/// </summary>
public static double EvaluateDifficultyOf(RepeatingHitPatterns repeatingHitPattern)
{
return 2 * (1 - DifficultyCalculationUtils.Logistic(exponent: Math.E * repeatingHitPattern.RepetitionInterval - 2 * Math.E));
}
public static double EvaluateDifficultyOf(DifficultyHitObject hitObject)
{
TaikoDifficultyHitObjectColour colour = ((TaikoDifficultyHitObject)hitObject).Colour;
var taikoObject = (TaikoDifficultyHitObject)hitObject;
TaikoColourData colourData = taikoObject.ColourData;
double difficulty = 0.0d;
if (colour.MonoStreak?.FirstHitObject == hitObject) // Difficulty for MonoStreak
difficulty += EvaluateDifficultyOf(colour.MonoStreak);
if (colour.AlternatingMonoPattern?.FirstHitObject == hitObject) // Difficulty for AlternatingMonoPattern
difficulty += EvaluateDifficultyOf(colour.AlternatingMonoPattern);
if (colour.RepeatingHitPattern?.FirstHitObject == hitObject) // Difficulty for RepeatingHitPattern
difficulty += EvaluateDifficultyOf(colour.RepeatingHitPattern);
if (colourData.MonoStreak?.FirstHitObject == hitObject) // Difficulty for MonoStreak
difficulty += evaluateMonoStreakDifficulty(colourData.MonoStreak);
if (colourData.AlternatingMonoPattern?.FirstHitObject == hitObject) // Difficulty for AlternatingMonoPattern
difficulty += evaluateAlternatingMonoPatternDifficulty(colourData.AlternatingMonoPattern);
if (colourData.RepeatingHitPattern?.FirstHitObject == hitObject) // Difficulty for RepeatingHitPattern
difficulty += evaluateRepeatingHitPatternsDifficulty(colourData.RepeatingHitPattern);
double consistencyPenalty = consistentRatioPenalty(taikoObject);
difficulty *= consistencyPenalty;
return difficulty;
}
private static double evaluateMonoStreakDifficulty(MonoStreak monoStreak) =>
DifficultyCalculationUtils.Logistic(exponent: Math.E * monoStreak.Index - 2 * Math.E) * evaluateAlternatingMonoPatternDifficulty(monoStreak.Parent) * 0.5;
private static double evaluateAlternatingMonoPatternDifficulty(AlternatingMonoPattern alternatingMonoPattern) =>
DifficultyCalculationUtils.Logistic(exponent: Math.E * alternatingMonoPattern.Index - 2 * Math.E) * evaluateRepeatingHitPatternsDifficulty(alternatingMonoPattern.Parent);
private static double evaluateRepeatingHitPatternsDifficulty(RepeatingHitPatterns repeatingHitPattern) =>
2 * (1 - DifficultyCalculationUtils.Logistic(exponent: Math.E * repeatingHitPattern.RepetitionInterval - 2 * Math.E));
}
}
@@ -0,0 +1,56 @@
// 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.Utils;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
{
public static class ReadingEvaluator
{
private readonly struct VelocityRange
{
public double Min { get; }
public double Max { get; }
public double Center => (Max + Min) / 2;
public double Range => Max - Min;
public VelocityRange(double min, double max)
{
Min = min;
Max = max;
}
}
/// <summary>
/// Calculates the influence of higher slider velocities on hitobject difficulty.
/// The bonus is determined based on the EffectiveBPM, shifting within a defined range
/// between the upper and lower boundaries to reflect how increased slider velocity impacts difficulty.
/// </summary>
/// <param name="noteObject">The hit object to evaluate.</param>
/// <returns>The reading difficulty value for the given hit object.</returns>
public static double EvaluateDifficultyOf(TaikoDifficultyHitObject noteObject)
{
var highVelocity = new VelocityRange(480, 640);
var midVelocity = new VelocityRange(360, 480);
// Apply a cap to prevent outlier values on maps that exceed the editor's parameters.
double effectiveBPM = Math.Max(1.0, noteObject.EffectiveBPM);
double midVelocityDifficulty = 0.5 * DifficultyCalculationUtils.Logistic(effectiveBPM, midVelocity.Center, 1.0 / (midVelocity.Range / 10));
// Expected DeltaTime is the DeltaTime this note would need to be spaced equally to a base slider velocity 1/4 note.
double expectedDeltaTime = 21000.0 / effectiveBPM;
double objectDensity = expectedDeltaTime / Math.Max(1.0, noteObject.DeltaTime);
// High density is penalised at high velocity as it is generally considered easier to read. See https://www.desmos.com/calculator/u63f3ntdsi
double densityPenalty = DifficultyCalculationUtils.Logistic(objectDensity, 0.925, 15);
double highVelocityDifficulty = (1.0 - 0.33 * densityPenalty)
* DifficultyCalculationUtils.Logistic(effectiveBPM, highVelocity.Center + 8 * densityPenalty, (1.0 + 0.5 * densityPenalty) / (highVelocity.Range / 10));
return midVelocityDifficulty + highVelocityDifficulty;
}
}
}
@@ -0,0 +1,156 @@
// 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.Preprocessing;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data;
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
{
public class RhythmEvaluator
{
/// <summary>
/// Evaluate the difficulty of a hitobject considering its interval change.
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject hitObject, double hitWindow)
{
TaikoRhythmData rhythmData = ((TaikoDifficultyHitObject)hitObject).RhythmData;
double difficulty = 0.0d;
double sameRhythm = 0;
double samePattern = 0;
double intervalPenalty = 0;
if (rhythmData.SameRhythmGroupedHitObjects?.FirstHitObject == hitObject) // Difficulty for SameRhythmGroupedHitObjects
{
sameRhythm += 10.0 * evaluateDifficultyOf(rhythmData.SameRhythmGroupedHitObjects, hitWindow);
intervalPenalty = repeatedIntervalPenalty(rhythmData.SameRhythmGroupedHitObjects, hitWindow);
}
if (rhythmData.SamePatternsGroupedHitObjects?.FirstHitObject == hitObject) // Difficulty for SamePatternsGroupedHitObjects
samePattern += 1.15 * ratioDifficulty(rhythmData.SamePatternsGroupedHitObjects.IntervalRatio);
difficulty += Math.Max(sameRhythm, samePattern) * intervalPenalty;
return difficulty;
}
private static double evaluateDifficultyOf(SameRhythmHitObjectGrouping sameRhythmGroupedHitObjects, double hitWindow)
{
double intervalDifficulty = ratioDifficulty(sameRhythmGroupedHitObjects.HitObjectIntervalRatio);
double? previousInterval = sameRhythmGroupedHitObjects.Previous?.HitObjectInterval;
intervalDifficulty *= repeatedIntervalPenalty(sameRhythmGroupedHitObjects, hitWindow);
// If a previous interval exists and there are multiple hit objects in the sequence:
if (previousInterval != null && sameRhythmGroupedHitObjects.HitObjects.Count > 1)
{
double expectedDurationFromPrevious = (double)previousInterval * sameRhythmGroupedHitObjects.HitObjects.Count;
double durationDifference = sameRhythmGroupedHitObjects.Duration - expectedDurationFromPrevious;
if (durationDifference > 0)
{
intervalDifficulty *= DifficultyCalculationUtils.Logistic(
durationDifference / hitWindow,
midpointOffset: 0.7,
multiplier: 1.0,
maxValue: 1);
}
}
// Penalise patterns that can be hit within a single hit window.
intervalDifficulty *= DifficultyCalculationUtils.Logistic(
sameRhythmGroupedHitObjects.Duration / hitWindow,
midpointOffset: 0.6,
multiplier: 1,
maxValue: 1);
return Math.Pow(intervalDifficulty, 0.75);
}
/// <summary>
/// Determines if the changes in hit object intervals is consistent based on a given threshold.
/// </summary>
private static double repeatedIntervalPenalty(SameRhythmHitObjectGrouping sameRhythmGroupedHitObjects, double hitWindow, double threshold = 0.1)
{
double longIntervalPenalty = sameInterval(sameRhythmGroupedHitObjects, 3);
double shortIntervalPenalty = sameRhythmGroupedHitObjects.HitObjects.Count < 6
? sameInterval(sameRhythmGroupedHitObjects, 4)
: 1.0; // Returns a non-penalty if there are 6 or more notes within an interval.
// The duration penalty is based on hit object duration relative to hitWindow.
double durationPenalty = Math.Max(1 - sameRhythmGroupedHitObjects.Duration * 2 / hitWindow, 0.5);
return Math.Min(longIntervalPenalty, shortIntervalPenalty) * durationPenalty;
double sameInterval(SameRhythmHitObjectGrouping startObject, int intervalCount)
{
List<double?> intervals = new List<double?>();
var currentObject = startObject;
for (int i = 0; i < intervalCount && currentObject != null; i++)
{
intervals.Add(currentObject.HitObjectInterval);
currentObject = currentObject.Previous;
}
intervals.RemoveAll(interval => interval == null);
if (intervals.Count < intervalCount)
return 1.0; // No penalty if there aren't enough valid intervals.
for (int i = 0; i < intervals.Count; i++)
{
for (int j = i + 1; j < intervals.Count; j++)
{
double ratio = intervals[i]!.Value / intervals[j]!.Value;
if (Math.Abs(1 - ratio) <= threshold) // If any two intervals are similar, apply a penalty.
return 0.80;
}
}
return 1.0; // No penalty if all intervals are different.
}
}
/// <summary>
/// Calculates the difficulty of a given ratio using a combination of periodic penalties and bonuses.
/// </summary>
private static double ratioDifficulty(double ratio, int terms = 8)
{
double difficulty = 0;
// Validate the ratio by ensuring it is a normal number in cases where maps breach regular mapping conditions.
ratio = double.IsNormal(ratio) ? ratio : 0;
for (int i = 1; i <= terms; ++i)
{
difficulty += termPenalty(ratio, i, 4, 1);
}
difficulty += terms / (1 + ratio);
// Give bonus to near-1 ratios
difficulty += DifficultyCalculationUtils.BellCurve(ratio, 1, 0.5);
// Penalize ratios that are VERY near 1
difficulty -= DifficultyCalculationUtils.BellCurve(ratio, 1, 0.3);
difficulty = Math.Max(difficulty, 0);
difficulty /= Math.Sqrt(8);
return difficulty;
}
/// <summary>
/// Multiplier for a given denominator term.
/// </summary>
private static double termPenalty(double ratio, int denominator, double power, double multiplier) =>
-multiplier * Math.Pow(Math.Cos(denominator * Math.PI * ratio), power);
}
}
@@ -8,43 +8,8 @@ using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
{
public class StaminaEvaluator
public static class StaminaEvaluator
{
/// <summary>
/// Applies a speed bonus dependent on the time since the last hit performed using this finger.
/// </summary>
/// <param name="interval">The interval between the current and previous note hit using the same finger.</param>
private static double speedBonus(double interval)
{
// Interval is capped at a very small value to prevent infinite values.
interval = Math.Max(interval, 1);
return 30 / interval;
}
/// <summary>
/// Determines the number of fingers available to hit the current <see cref="TaikoDifficultyHitObject"/>.
/// Any mono notes that is more than 300ms apart from a colour change will be considered to have more than 2
/// fingers available, since players can hit the same key with multiple fingers.
/// </summary>
private static int availableFingersFor(TaikoDifficultyHitObject hitObject)
{
DifficultyHitObject? previousColourChange = hitObject.Colour.PreviousColourChange;
DifficultyHitObject? nextColourChange = hitObject.Colour.NextColourChange;
if (previousColourChange != null && hitObject.StartTime - previousColourChange.StartTime < 300)
{
return 2;
}
if (nextColourChange != null && nextColourChange.StartTime - hitObject.StartTime < 300)
{
return 2;
}
return 4;
}
/// <summary>
/// Evaluates the minimum mechanical stamina required to play the current object. This is calculated using the
/// maximum possible interval between two hits using the same key, by alternating available fingers for each colour.
@@ -59,17 +24,51 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
// Find the previous hit object hit by the current finger, which is n notes prior, n being the number of
// available fingers.
TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current;
TaikoDifficultyHitObject? keyPrevious = taikoCurrent.PreviousMono(availableFingersFor(taikoCurrent) - 1);
if (keyPrevious == null)
{
// There is no previous hit object hit by the current finger
return 0.0;
}
TaikoDifficultyHitObject? taikoPrevious = current.Previous(1) as TaikoDifficultyHitObject;
TaikoDifficultyHitObject? previousMono = taikoCurrent.PreviousMono(availableFingersFor(taikoCurrent) - 1);
double objectStrain = 0.5; // Add a base strain to all objects
objectStrain += speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime);
if (taikoPrevious == null) return objectStrain;
if (previousMono != null)
objectStrain += speedBonus(taikoCurrent.StartTime - previousMono.StartTime) + 0.5 * speedBonus(taikoCurrent.StartTime - taikoPrevious.StartTime);
return objectStrain;
}
/// <summary>
/// Applies a speed bonus dependent on the time since the last hit performed using this finger.
/// </summary>
/// <param name="interval">The interval between the current and previous note hit using the same finger.</param>
private static double speedBonus(double interval)
{
// Interval is capped at a very small value to prevent infinite values.
interval = Math.Max(interval, 1);
return 20 / interval;
}
/// <summary>
/// Determines the number of fingers available to hit the current <see cref="TaikoDifficultyHitObject"/>.
/// Any mono notes that is more than 300ms apart from a colour change will be considered to have more than 2
/// fingers available, since players can hit the same key with multiple fingers.
/// </summary>
private static int availableFingersFor(TaikoDifficultyHitObject hitObject)
{
DifficultyHitObject? previousColourChange = hitObject.ColourData.PreviousColourChange;
DifficultyHitObject? nextColourChange = hitObject.ColourData.NextColourChange;
if (previousColourChange != null && hitObject.StartTime - previousColourChange.StartTime < 300)
{
return 2;
}
if (nextColourChange != null && nextColourChange.StartTime - hitObject.StartTime < 300)
{
return 2;
}
return 8;
}
}
}
@@ -8,7 +8,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
/// <summary>
/// Stores colour compression information for a <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
public class TaikoDifficultyHitObjectColour
public class TaikoColourData
{
/// <summary>
/// The <see cref="MonoStreak"/> that encodes this note.
@@ -14,8 +14,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
public static class TaikoColourDifficultyPreprocessor
{
/// <summary>
/// Processes and encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="TaikoDifficultyHitObjectColour"/>s,
/// assigning the appropriate <see cref="TaikoDifficultyHitObjectColour"/>s to each <see cref="TaikoDifficultyHitObject"/>.
/// Processes and encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="TaikoColourData"/>s,
/// assigning the appropriate <see cref="TaikoColourData"/>s to each <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
public static void ProcessAndAssign(List<DifficultyHitObject> hitObjects)
{
@@ -41,9 +41,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
foreach (var hitObject in monoStreak.HitObjects)
{
hitObject.Colour.RepeatingHitPattern = repeatingHitPattern;
hitObject.Colour.AlternatingMonoPattern = monoPattern;
hitObject.Colour.MonoStreak = monoStreak;
hitObject.ColourData.RepeatingHitPattern = repeatingHitPattern;
hitObject.ColourData.AlternatingMonoPattern = monoPattern;
hitObject.ColourData.MonoStreak = monoStreak;
}
}
}
@@ -0,0 +1,40 @@
// 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;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data
{
/// <summary>
/// Represents <see cref="SameRhythmHitObjectGrouping"/> grouped by their <see cref="SameRhythmHitObjectGrouping.StartTime"/>'s interval.
/// </summary>
public class SamePatternsGroupedHitObjects
{
public IReadOnlyList<SameRhythmHitObjectGrouping> Groups { get; }
public SamePatternsGroupedHitObjects? Previous { get; }
/// <summary>
/// The <see cref="SameRhythmHitObjectGrouping.Interval"/> between groups <see cref="SameRhythmHitObjectGrouping"/>.
/// If there is only one group, this will have the value of the first group's <see cref="SameRhythmHitObjectGrouping.Interval"/>.
/// </summary>
public double GroupInterval => Groups.Count > 1 ? Groups[1].Interval : Groups[0].Interval;
/// <summary>
/// The ratio of <see cref="GroupInterval"/> between this and the previous <see cref="SamePatternsGroupedHitObjects"/>. In the
/// case where there is no previous <see cref="SamePatternsGroupedHitObjects"/>, this will have a value of 1.
/// </summary>
public double IntervalRatio => GroupInterval / Previous?.GroupInterval ?? 1.0d;
public TaikoDifficultyHitObject FirstHitObject => Groups[0].FirstHitObject;
public IEnumerable<TaikoDifficultyHitObject> AllHitObjects => Groups.SelectMany(hitObject => hitObject.HitObjects);
public SamePatternsGroupedHitObjects(SamePatternsGroupedHitObjects? previous, List<SameRhythmHitObjectGrouping> groups)
{
Previous = previous;
Groups = groups;
}
}
}
@@ -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.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Utils;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data
{
/// <summary>
/// Represents a group of <see cref="TaikoDifficultyHitObject"/>s with no rhythm variation.
/// </summary>
public class SameRhythmHitObjectGrouping : IHasInterval
{
public readonly List<TaikoDifficultyHitObject> HitObjects;
public TaikoDifficultyHitObject FirstHitObject => HitObjects[0];
public readonly SameRhythmHitObjectGrouping? Previous;
/// <summary>
/// <see cref="DifficultyHitObject.StartTime"/> of the first hit object.
/// </summary>
public double StartTime => HitObjects[0].StartTime;
/// <summary>
/// The interval between the first and final hit object within this group.
/// </summary>
public double Duration => HitObjects[^1].StartTime - HitObjects[0].StartTime;
/// <summary>
/// The interval in ms of each hit object in this <see cref="SameRhythmHitObjectGrouping"/>. This is only defined if there is
/// more than two hit objects in this <see cref="SameRhythmHitObjectGrouping"/>.
/// </summary>
public readonly double? HitObjectInterval;
/// <summary>
/// The ratio of <see cref="HitObjectInterval"/> between this and the previous <see cref="SameRhythmHitObjectGrouping"/>. In the
/// case where one or both of the <see cref="HitObjectInterval"/> is undefined, this will have a value of 1.
/// </summary>
public readonly double HitObjectIntervalRatio;
/// <inheritdoc/>
public double Interval { get; }
public SameRhythmHitObjectGrouping(SameRhythmHitObjectGrouping? previous, List<TaikoDifficultyHitObject> hitObjects)
{
Previous = previous;
HitObjects = hitObjects;
// Calculate the average interval between hitobjects, or null if there are fewer than two
HitObjectInterval = HitObjects.Count < 2 ? null : Duration / (HitObjects.Count - 1);
// Calculate the ratio between this group's interval and the previous group's interval
HitObjectIntervalRatio = Previous?.HitObjectInterval != null && HitObjectInterval != null
? HitObjectInterval.Value / Previous.HitObjectInterval.Value
: 1;
// Calculate the interval from the previous group's start time
Interval = Previous != null ? StartTime - Previous.StartTime : double.PositiveInfinity;
}
}
}
@@ -1,35 +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.
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm
{
/// <summary>
/// Represents a rhythm change in a taiko map.
/// </summary>
public class TaikoDifficultyHitObjectRhythm
{
/// <summary>
/// The difficulty multiplier associated with this rhythm change.
/// </summary>
public readonly double Difficulty;
/// <summary>
/// The ratio of current <see cref="osu.Game.Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/>
/// to previous <see cref="osu.Game.Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/> for the rhythm change.
/// A <see cref="Ratio"/> above 1 indicates a slow-down; a <see cref="Ratio"/> below 1 indicates a speed-up.
/// </summary>
public readonly double Ratio;
/// <summary>
/// Creates an object representing a rhythm change.
/// </summary>
/// <param name="numerator">The numerator for <see cref="Ratio"/>.</param>
/// <param name="denominator">The denominator for <see cref="Ratio"/></param>
/// <param name="difficulty">The difficulty multiplier associated with this rhythm change.</param>
public TaikoDifficultyHitObjectRhythm(int numerator, int denominator, double difficulty)
{
Ratio = numerator / (double)denominator;
Difficulty = difficulty;
}
}
}
@@ -0,0 +1,79 @@
// 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.Linq;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm
{
/// <summary>
/// Stores rhythm data for a <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
public class TaikoRhythmData
{
/// <summary>
/// The group of hit objects with consistent rhythm that this object belongs to.
/// </summary>
public SameRhythmHitObjectGrouping? SameRhythmGroupedHitObjects;
/// <summary>
/// The larger pattern of rhythm groups that this object is part of.
/// </summary>
public SamePatternsGroupedHitObjects? SamePatternsGroupedHitObjects;
/// <summary>
/// The ratio of current <see cref="Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/>
/// to previous <see cref="Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/> for the rhythm change.
/// A <see cref="Ratio"/> above 1 indicates a slow-down; a <see cref="Ratio"/> below 1 indicates a speed-up.
/// </summary>
/// <remarks>
/// This is snapped to the closest matching <see cref="common_ratios"/>.
/// </remarks>
public readonly double Ratio;
/// <summary>
/// Initialises a new instance of <see cref="TaikoRhythmData"/>s,
/// calculating the closest rhythm change and its associated difficulty for the current hit object.
/// </summary>
/// <param name="current">The current <see cref="TaikoDifficultyHitObject"/> being processed.</param>
public TaikoRhythmData(TaikoDifficultyHitObject current)
{
var previous = current.Previous(0);
if (previous == null)
{
Ratio = 1;
return;
}
double actualRatio = current.DeltaTime / previous.DeltaTime;
double closestRatio = common_ratios.MinBy(r => Math.Abs(r - actualRatio));
Ratio = closestRatio;
}
/// <summary>
/// List of most common rhythm changes in taiko maps. Based on how each object's interval compares to the previous object.
/// </summary>
/// <remarks>
/// The general guidelines for the values are:
/// <list type="bullet">
/// <item>rhythm changes with ratio closer to 1 (that are <i>not</i> 1) are harder to play,</item>
/// <item>speeding up is <i>generally</i> harder than slowing down (with exceptions of rhythm changes requiring a hand switch).</item>
/// </list>
/// </remarks>
private static readonly double[] common_ratios =
[
1.0 / 1,
2.0 / 1,
1.0 / 2,
3.0 / 1,
1.0 / 3,
3.0 / 2,
2.0 / 3,
5.0 / 4,
4.0 / 5
];
}
}
@@ -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 System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data;
using osu.Game.Rulesets.Taiko.Difficulty.Utils;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm
{
public static class TaikoRhythmDifficultyPreprocessor
{
public static void ProcessAndAssign(List<TaikoDifficultyHitObject> hitObjects)
{
var rhythmGroups = createSameRhythmGroupedHitObjects(hitObjects);
foreach (var rhythmGroup in rhythmGroups)
{
foreach (var hitObject in rhythmGroup.HitObjects)
hitObject.RhythmData.SameRhythmGroupedHitObjects = rhythmGroup;
}
var patternGroups = createSamePatternGroupedHitObjects(rhythmGroups);
foreach (var patternGroup in patternGroups)
{
foreach (var hitObject in patternGroup.AllHitObjects)
hitObject.RhythmData.SamePatternsGroupedHitObjects = patternGroup;
}
}
private static List<SameRhythmHitObjectGrouping> createSameRhythmGroupedHitObjects(List<TaikoDifficultyHitObject> hitObjects)
{
var rhythmGroups = new List<SameRhythmHitObjectGrouping>();
foreach (var grouped in IntervalGroupingUtils.GroupByInterval(hitObjects))
rhythmGroups.Add(new SameRhythmHitObjectGrouping(rhythmGroups.LastOrDefault(), grouped));
return rhythmGroups;
}
private static List<SamePatternsGroupedHitObjects> createSamePatternGroupedHitObjects(List<SameRhythmHitObjectGrouping> rhythmGroups)
{
var patternGroups = new List<SamePatternsGroupedHitObjects>();
foreach (var grouped in IntervalGroupingUtils.GroupByInterval(rhythmGroups))
patternGroups.Add(new SamePatternsGroupedHitObjects(patternGroups.LastOrDefault(), grouped));
return patternGroups;
}
}
}
@@ -1,21 +1,23 @@
// 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.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm;
using osu.Game.Rulesets.Taiko.Difficulty.Utils;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{
/// <summary>
/// Represents a single hit object in taiko difficulty calculation.
/// </summary>
public class TaikoDifficultyHitObject : DifficultyHitObject
public class TaikoDifficultyHitObject : DifficultyHitObject, IHasInterval
{
/// <summary>
/// The list of all <see cref="TaikoDifficultyHitObject"/> of the same colour as this <see cref="TaikoDifficultyHitObject"/> in the beatmap.
@@ -38,98 +40,89 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
public readonly int NoteIndex;
/// <summary>
/// The rhythm required to hit this hit object.
/// Rhythm data used by <see cref="RhythmEvaluator"/>.
/// This is populated via <see cref="TaikoRhythmDifficultyPreprocessor"/>.
/// </summary>
public readonly TaikoDifficultyHitObjectRhythm Rhythm;
public readonly TaikoRhythmData RhythmData;
/// <summary>
/// Colour data for this hit object. This is used by colour evaluator to calculate colour difficulty, but can be used
/// by other skills in the future.
/// Colour data used by <see cref="ColourEvaluator"/> and <see cref="StaminaEvaluator"/>.
/// This is populated via <see cref="TaikoColourDifficultyPreprocessor"/>.
/// </summary>
public readonly TaikoDifficultyHitObjectColour Colour;
public readonly TaikoColourData ColourData;
/// <summary>
/// The adjusted BPM of this hit object, based on its slider velocity and scroll speed.
/// </summary>
public double EffectiveBPM;
/// <summary>
/// Creates a new difficulty hit object.
/// </summary>
/// <param name="hitObject">The gameplay <see cref="HitObject"/> associated with this difficulty object.</param>
/// <param name="lastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="hitObject"/>.</param>
/// <param name="lastLastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="lastObject"/>.</param>
/// <param name="clockRate">The rate of the gameplay clock. Modified by speed-changing mods.</param>
/// <param name="objects">The list of all <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
/// <param name="centreHitObjects">The list of centre (don) <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
/// <param name="rimHitObjects">The list of rim (kat) <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
/// <param name="noteObjects">The list of <see cref="DifficultyHitObject"/>s that is a hit (i.e. not a drumroll or swell) in the current beatmap.</param>
/// <param name="index">The position of this <see cref="DifficultyHitObject"/> in the <paramref name="objects"/> list.</param>
public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate,
/// <param name="controlPointInfo">The control point info of the beatmap.</param>
/// <param name="globalSliderVelocity">The global slider velocity of the beatmap.</param>
public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate,
List<DifficultyHitObject> objects,
List<TaikoDifficultyHitObject> centreHitObjects,
List<TaikoDifficultyHitObject> rimHitObjects,
List<TaikoDifficultyHitObject> noteObjects, int index)
List<TaikoDifficultyHitObject> noteObjects, int index,
ControlPointInfo controlPointInfo,
double globalSliderVelocity)
: base(hitObject, lastObject, clockRate, objects, index)
{
noteDifficultyHitObjects = noteObjects;
// Create the Colour object, its properties should be filled in by TaikoDifficultyPreprocessor
Colour = new TaikoDifficultyHitObjectColour();
Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate);
ColourData = new TaikoColourData();
RhythmData = new TaikoRhythmData(this);
switch ((hitObject as Hit)?.Type)
if (hitObject is Hit hit)
{
case HitType.Centre:
MonoIndex = centreHitObjects.Count;
centreHitObjects.Add(this);
monoDifficultyHitObjects = centreHitObjects;
break;
switch (hit.Type)
{
case HitType.Centre:
MonoIndex = centreHitObjects.Count;
centreHitObjects.Add(this);
monoDifficultyHitObjects = centreHitObjects;
break;
case HitType.Rim:
MonoIndex = rimHitObjects.Count;
rimHitObjects.Add(this);
monoDifficultyHitObjects = rimHitObjects;
break;
}
case HitType.Rim:
MonoIndex = rimHitObjects.Count;
rimHitObjects.Add(this);
monoDifficultyHitObjects = rimHitObjects;
break;
}
if (hitObject is Hit)
{
NoteIndex = noteObjects.Count;
noteObjects.Add(this);
}
// Using `hitObject.StartTime` causes floating point error differences
double normalisedStartTime = StartTime * clockRate;
// Retrieve the timing point at the note's start time
TimingControlPoint currentControlPoint = controlPointInfo.TimingPointAt(normalisedStartTime);
// Calculate the slider velocity at the note's start time.
double currentSliderVelocity = calculateSliderVelocity(controlPointInfo, globalSliderVelocity, normalisedStartTime, clockRate);
EffectiveBPM = currentControlPoint.BPM * currentSliderVelocity;
}
/// <summary>
/// List of most common rhythm changes in taiko maps.
/// Calculates the slider velocity based on control point info and clock rate.
/// </summary>
/// <remarks>
/// The general guidelines for the values are:
/// <list type="bullet">
/// <item>rhythm changes with ratio closer to 1 (that are <i>not</i> 1) are harder to play,</item>
/// <item>speeding up is <i>generally</i> harder than slowing down (with exceptions of rhythm changes requiring a hand switch).</item>
/// </list>
/// </remarks>
private static readonly TaikoDifficultyHitObjectRhythm[] common_rhythms =
private static double calculateSliderVelocity(ControlPointInfo controlPointInfo, double globalSliderVelocity, double startTime, double clockRate)
{
new TaikoDifficultyHitObjectRhythm(1, 1, 0.0),
new TaikoDifficultyHitObjectRhythm(2, 1, 0.3),
new TaikoDifficultyHitObjectRhythm(1, 2, 0.5),
new TaikoDifficultyHitObjectRhythm(3, 1, 0.3),
new TaikoDifficultyHitObjectRhythm(1, 3, 0.35),
new TaikoDifficultyHitObjectRhythm(3, 2, 0.6), // purposefully higher (requires hand switch in full alternating gameplay style)
new TaikoDifficultyHitObjectRhythm(2, 3, 0.4),
new TaikoDifficultyHitObjectRhythm(5, 4, 0.5),
new TaikoDifficultyHitObjectRhythm(4, 5, 0.7)
};
/// <summary>
/// Returns the closest rhythm change from <see cref="common_rhythms"/> required to hit this object.
/// </summary>
/// <param name="lastObject">The gameplay <see cref="HitObject"/> preceding this one.</param>
/// <param name="lastLastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="lastObject"/>.</param>
/// <param name="clockRate">The rate of the gameplay clock.</param>
private TaikoDifficultyHitObjectRhythm getClosestRhythm(HitObject lastObject, HitObject lastLastObject, double clockRate)
{
double prevLength = (lastObject.StartTime - lastLastObject.StartTime) / clockRate;
double ratio = DeltaTime / prevLength;
return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First();
var activeEffectControlPoint = controlPointInfo.EffectPointAt(startTime);
return globalSliderVelocity * (activeEffectControlPoint.ScrollSpeed) * clockRate;
}
public TaikoDifficultyHitObject? PreviousMono(int backwardsIndex) => monoDifficultyHitObjects?.ElementAtOrDefault(MonoIndex - (backwardsIndex + 1));
@@ -139,5 +132,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
public TaikoDifficultyHitObject? PreviousNote(int backwardsIndex) => noteDifficultyHitObjects.ElementAtOrDefault(NoteIndex - (backwardsIndex + 1));
public TaikoDifficultyHitObject? NextNote(int forwardsIndex) => noteDifficultyHitObjects.ElementAtOrDefault(NoteIndex + (forwardsIndex + 1));
public double Interval => DeltaTime;
}
}
@@ -0,0 +1,48 @@
// 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 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.Taiko.Difficulty.Evaluators;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
/// <summary>
/// Calculates the reading coefficient of taiko difficulty.
/// </summary>
public class Reading : StrainDecaySkill
{
protected override double SkillMultiplier => 1.0;
protected override double StrainDecayBase => 0.4;
private double currentStrain;
public Reading(Mod[] mods)
: base(mods)
{
}
protected override double StrainValueOf(DifficultyHitObject current)
{
// Drum Rolls and Swells are exempt.
if (current.BaseObject is not Hit)
{
return 0.0;
}
var taikoObject = (TaikoDifficultyHitObject)current;
int index = taikoObject.ColourData.MonoStreak?.HitObjects.IndexOf(taikoObject) ?? 0;
currentStrain *= DifficultyCalculationUtils.Logistic(index, 4, -1 / 25.0, 0.5) + 0.5;
currentStrain *= StrainDecayBase;
currentStrain += ReadingEvaluator.EvaluateDifficultyOf(taikoObject) * SkillMultiplier;
return currentStrain;
}
}
}
@@ -1,13 +1,11 @@
// 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.Skills;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Utils;
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
@@ -16,158 +14,26 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
/// </summary>
public class Rhythm : StrainDecaySkill
{
protected override double SkillMultiplier => 10;
protected override double StrainDecayBase => 0;
protected override double SkillMultiplier => 1.0;
protected override double StrainDecayBase => 0.4;
/// <summary>
/// The note-based decay for rhythm strain.
/// </summary>
/// <remarks>
/// <see cref="StrainDecayBase"/> is not used here, as it's time- and not note-based.
/// </remarks>
private const double strain_decay = 0.96;
private readonly double greatHitWindow;
/// <summary>
/// Maximum number of entries in <see cref="rhythmHistory"/>.
/// </summary>
private const int rhythm_history_max_length = 8;
/// <summary>
/// Contains the last <see cref="rhythm_history_max_length"/> changes in note sequence rhythms.
/// </summary>
private readonly LimitedCapacityQueue<TaikoDifficultyHitObject> rhythmHistory = new LimitedCapacityQueue<TaikoDifficultyHitObject>(rhythm_history_max_length);
/// <summary>
/// Contains the rolling rhythm strain.
/// Used to apply per-note decay.
/// </summary>
private double currentStrain;
/// <summary>
/// Number of notes since the last rhythm change has taken place.
/// </summary>
private int notesSinceRhythmChange;
public Rhythm(Mod[] mods)
public Rhythm(Mod[] mods, double greatHitWindow)
: base(mods)
{
this.greatHitWindow = greatHitWindow;
}
protected override double StrainValueOf(DifficultyHitObject current)
{
// drum rolls and swells are exempt.
if (!(current.BaseObject is Hit))
{
resetRhythmAndStrain();
return 0.0;
}
double difficulty = RhythmEvaluator.EvaluateDifficultyOf(current, greatHitWindow);
currentStrain *= strain_decay;
// To prevent abuse of exceedingly long intervals between awkward rhythms, we penalise its difficulty.
double staminaDifficulty = StaminaEvaluator.EvaluateDifficultyOf(current) - 0.5; // Remove base strain
difficulty *= DifficultyCalculationUtils.Logistic(staminaDifficulty, 1 / 15.0, 50.0);
TaikoDifficultyHitObject hitObject = (TaikoDifficultyHitObject)current;
notesSinceRhythmChange += 1;
// rhythm difficulty zero (due to rhythm not changing) => no rhythm strain.
if (hitObject.Rhythm.Difficulty == 0.0)
{
return 0.0;
}
double objectStrain = hitObject.Rhythm.Difficulty;
objectStrain *= repetitionPenalties(hitObject);
objectStrain *= patternLengthPenalty(notesSinceRhythmChange);
objectStrain *= speedPenalty(hitObject.DeltaTime);
// careful - needs to be done here since calls above read this value
notesSinceRhythmChange = 0;
currentStrain += objectStrain;
return currentStrain;
}
/// <summary>
/// Returns a penalty to apply to the current hit object caused by repeating rhythm changes.
/// </summary>
/// <remarks>
/// Repetitions of more recent patterns are associated with a higher penalty.
/// </remarks>
/// <param name="hitObject">The current hit object being considered.</param>
private double repetitionPenalties(TaikoDifficultyHitObject hitObject)
{
double penalty = 1;
rhythmHistory.Enqueue(hitObject);
for (int mostRecentPatternsToCompare = 2; mostRecentPatternsToCompare <= rhythm_history_max_length / 2; mostRecentPatternsToCompare++)
{
for (int start = rhythmHistory.Count - mostRecentPatternsToCompare - 1; start >= 0; start--)
{
if (!samePattern(start, mostRecentPatternsToCompare))
continue;
int notesSince = hitObject.Index - rhythmHistory[start].Index;
penalty *= repetitionPenalty(notesSince);
break;
}
}
return penalty;
}
/// <summary>
/// Determines whether the rhythm change pattern starting at <paramref name="start"/> is a repeat of any of the
/// <paramref name="mostRecentPatternsToCompare"/>.
/// </summary>
private bool samePattern(int start, int mostRecentPatternsToCompare)
{
for (int i = 0; i < mostRecentPatternsToCompare; i++)
{
if (rhythmHistory[start + i].Rhythm != rhythmHistory[rhythmHistory.Count - mostRecentPatternsToCompare + i].Rhythm)
return false;
}
return true;
}
/// <summary>
/// Calculates a single rhythm repetition penalty.
/// </summary>
/// <param name="notesSince">Number of notes since the last repetition of a rhythm change.</param>
private static double repetitionPenalty(int notesSince) => Math.Min(1.0, 0.032 * notesSince);
/// <summary>
/// Calculates a penalty based on the number of notes since the last rhythm change.
/// Both rare and frequent rhythm changes are penalised.
/// </summary>
/// <param name="patternLength">Number of notes since the last rhythm change.</param>
private static double patternLengthPenalty(int patternLength)
{
double shortPatternPenalty = Math.Min(0.15 * patternLength, 1.0);
double longPatternPenalty = Math.Clamp(2.5 - 0.15 * patternLength, 0.0, 1.0);
return Math.Min(shortPatternPenalty, longPatternPenalty);
}
/// <summary>
/// Calculates a penalty for objects that do not require alternating hands.
/// </summary>
/// <param name="deltaTime">Time (in milliseconds) since the last hit object.</param>
private double speedPenalty(double deltaTime)
{
if (deltaTime < 80) return 1;
if (deltaTime < 210) return Math.Max(0, 1.4 - 0.005 * deltaTime);
resetRhythmAndStrain();
return 0.0;
}
/// <summary>
/// Resets the rolling strain value and <see cref="notesSinceRhythmChange"/> counter.
/// </summary>
private void resetRhythmAndStrain()
{
currentStrain = 0.0;
notesSinceRhythmChange = 0;
return difficulty;
}
}
}

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