mirror of
https://github.com/ppy/osu.git
synced 2026-05-15 03:02:36 +08:00
Compare commits
91 Commits
@@ -3,25 +3,28 @@
|
||||
"isRoot": true,
|
||||
"tools": {
|
||||
"jetbrains.resharper.globaltools": {
|
||||
"version": "2025.2.3",
|
||||
"version": "2023.3.3",
|
||||
"commands": [
|
||||
"jb"
|
||||
],
|
||||
"rollForward": false
|
||||
]
|
||||
},
|
||||
"nvika": {
|
||||
"version": "4.0.0",
|
||||
"commands": [
|
||||
"nvika"
|
||||
]
|
||||
},
|
||||
"codefilesanity": {
|
||||
"version": "0.0.37",
|
||||
"commands": [
|
||||
"CodeFileSanity"
|
||||
],
|
||||
"rollForward": false
|
||||
]
|
||||
},
|
||||
"ppy.localisationanalyser.tools": {
|
||||
"version": "2025.1208.0",
|
||||
"commands": [
|
||||
"localisation"
|
||||
],
|
||||
"rollForward": false
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -44,7 +44,7 @@ jobs:
|
||||
|
||||
steps:
|
||||
- name: Checkout diffcalc-sheet-generator
|
||||
uses: actions/checkout@v6
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
path: ${{ inputs.id }}
|
||||
repository: 'smoogipoo/diffcalc-sheet-generator'
|
||||
|
||||
+15
-20
@@ -6,7 +6,6 @@ concurrency:
|
||||
|
||||
permissions:
|
||||
contents: read # to fetch code (actions/checkout)
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||||
security-events: write # for reporting InspectCode issues
|
||||
|
||||
jobs:
|
||||
inspect-code:
|
||||
@@ -14,10 +13,10 @@ jobs:
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||||
runs-on: ubuntu-latest
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||||
steps:
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||||
- name: Checkout
|
||||
uses: actions/checkout@v6
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Install .NET 8.0.x
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||||
uses: actions/setup-dotnet@v5
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||||
uses: actions/setup-dotnet@v4
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||||
with:
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||||
dotnet-version: "8.0.x"
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||||
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||||
@@ -28,7 +27,7 @@ jobs:
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run: dotnet restore osu.Desktop.slnf
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||||
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- name: Restore inspectcode cache
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||||
uses: actions/cache@v5
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||||
uses: actions/cache@v4
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||||
with:
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||||
path: ${{ github.workspace }}/inspectcode
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key: inspectcode-${{ hashFiles('.config/dotnet-tools.json', '.github/workflows/ci.yml', 'osu.sln*', 'osu*.slnf', '.editorconfig', '.globalconfig', 'CodeAnalysis/*', '**/*.csproj', '**/*.props') }}
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||||
@@ -50,14 +49,10 @@ jobs:
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||||
exit $exit_code
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||||
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||||
- name: InspectCode
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||||
uses: JetBrains/ReSharper-InspectCode@v0.11
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||||
with:
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||||
# this is WTF tier but if you don't specify *both* of these the defaults assume `build: true`
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build: false
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no-build: true
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||||
solution: ./osu.Desktop.slnf
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||||
caches-home: inspectcode
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verbosity: WARN
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||||
run: dotnet jb inspectcode $(pwd)/osu.Desktop.slnf --no-build --output="inspectcodereport.xml" --caches-home="inspectcode" --verbosity=WARN
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- name: NVika
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||||
run: dotnet nvika parsereport "${{github.workspace}}/inspectcodereport.xml" --treatwarningsaserrors
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||||
|
||||
test:
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name: Test
|
||||
@@ -76,10 +71,10 @@ jobs:
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||||
timeout-minutes: 120
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||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v6
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Install .NET 8.0.x
|
||||
uses: actions/setup-dotnet@v5
|
||||
uses: actions/setup-dotnet@v4
|
||||
with:
|
||||
dotnet-version: "8.0.x"
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||||
|
||||
@@ -103,7 +98,7 @@ jobs:
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||||
# Attempt to upload results even if test fails.
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||||
# https://docs.github.com/en/actions/reference/context-and-expression-syntax-for-github-actions#always
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||||
- name: Upload Test Results
|
||||
uses: actions/upload-artifact@v7
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||||
uses: actions/upload-artifact@v4
|
||||
if: ${{ always() }}
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||||
with:
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||||
name: osu-test-results-${{matrix.os.prettyname}}-${{matrix.threadingMode}}
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||||
@@ -115,16 +110,16 @@ jobs:
|
||||
timeout-minutes: 60
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||||
steps:
|
||||
- name: Checkout
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||||
uses: actions/checkout@v6
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||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Setup JDK 11
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||||
uses: actions/setup-java@v5
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||||
uses: actions/setup-java@v4
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||||
with:
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||||
distribution: microsoft
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||||
java-version: 11
|
||||
|
||||
- name: Install .NET 8.0.x
|
||||
uses: actions/setup-dotnet@v5
|
||||
uses: actions/setup-dotnet@v4
|
||||
with:
|
||||
dotnet-version: "8.0.x"
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||||
|
||||
@@ -140,10 +135,10 @@ jobs:
|
||||
timeout-minutes: 60
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||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v6
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Install .NET 8.0.x
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||||
uses: actions/setup-dotnet@v5
|
||||
uses: actions/setup-dotnet@v4
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||||
with:
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||||
dotnet-version: "8.0.x"
|
||||
|
||||
|
||||
@@ -3,8 +3,7 @@ name: Pack and nuget
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||||
on:
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||||
push:
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||||
tags:
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||||
- '*.*.*'
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||||
- '!*-*'
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||||
- '*'
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||||
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||||
jobs:
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||||
notify_pending_production_deploy:
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||||
@@ -44,14 +43,14 @@ jobs:
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environment: production
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||||
steps:
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||||
- name: Checkout
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||||
uses: actions/checkout@v6
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||||
uses: actions/checkout@v4
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||||
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||||
- name: Set artifacts directory
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||||
id: artifactsPath
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||||
run: echo "::set-output name=nuget_artifacts::${{github.workspace}}/artifacts"
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||||
|
||||
- name: Install .NET 8.0.x
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||||
uses: actions/setup-dotnet@v5
|
||||
uses: actions/setup-dotnet@v4
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||||
with:
|
||||
dotnet-version: "8.0.x"
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||||
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||||
@@ -77,7 +76,7 @@ jobs:
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||||
dotnet pack -c Release Templates /p:Version=${{ github.ref_name }} -o ${{steps.artifactsPath.outputs.nuget_artifacts}}
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||||
|
||||
- name: Upload artifacts
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||||
uses: actions/upload-artifact@v7
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||||
uses: actions/upload-artifact@v4
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||||
with:
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||||
name: osu
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||||
path: |
|
||||
|
||||
@@ -22,13 +22,13 @@ jobs:
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||||
timeout-minutes: 5
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||||
steps:
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||||
- name: Checkout
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||||
uses: actions/checkout@v6
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||||
uses: actions/checkout@v4
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||||
with:
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||||
repository: ${{ github.event.workflow_run.repository.full_name }}
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||||
ref: ${{ github.event.workflow_run.head_sha }}
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||||
|
||||
- name: Download results
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||||
uses: actions/download-artifact@v8
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||||
uses: actions/download-artifact@v4
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||||
with:
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||||
pattern: osu-test-results-*
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||||
merge-multiple: true
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||||
@@ -36,7 +36,7 @@ jobs:
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||||
github-token: ${{ github.token }}
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||||
|
||||
- name: Annotate CI run with test results
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||||
uses: dorny/test-reporter@v2.6.0
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||||
uses: dorny/test-reporter@v1.8.0
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||||
with:
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||||
name: Results
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||||
path: "*.trx"
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||||
|
||||
@@ -13,12 +13,12 @@ jobs:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v6
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
fetch-depth: 0
|
||||
|
||||
- name: Create Sentry release
|
||||
uses: getsentry/action-release@v3
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||||
uses: getsentry/action-release@v1
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||||
env:
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||||
SENTRY_AUTH_TOKEN: ${{ secrets.SENTRY_AUTH_TOKEN }}
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||||
SENTRY_ORG: ppy
|
||||
|
||||
+3
-3
@@ -19,13 +19,13 @@ namespace osu.Game.Rulesets.EmptyFreeform
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||||
{
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||||
}
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||||
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||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
|
||||
{
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||||
return new DifficultyAttributes(mods, 0);
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||||
}
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||||
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||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Enumerable.Empty<DifficultyHitObject>();
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||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods) => Enumerable.Empty<DifficultyHitObject>();
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||||
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => Array.Empty<Skill>();
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||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => Array.Empty<Skill>();
|
||||
}
|
||||
}
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||||
|
||||
+3
-3
@@ -19,13 +19,13 @@ namespace osu.Game.Rulesets.Pippidon
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||||
{
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||||
}
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||||
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||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
|
||||
{
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||||
return new DifficultyAttributes(mods, 0);
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||||
}
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||||
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Enumerable.Empty<DifficultyHitObject>();
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods) => Enumerable.Empty<DifficultyHitObject>();
|
||||
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||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => Array.Empty<Skill>();
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||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => Array.Empty<Skill>();
|
||||
}
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||||
}
|
||||
|
||||
+3
-3
@@ -19,13 +19,13 @@ namespace osu.Game.Rulesets.EmptyScrolling
|
||||
{
|
||||
}
|
||||
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
|
||||
{
|
||||
return new DifficultyAttributes(mods, 0);
|
||||
}
|
||||
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Enumerable.Empty<DifficultyHitObject>();
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods) => Enumerable.Empty<DifficultyHitObject>();
|
||||
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => Array.Empty<Skill>();
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => Array.Empty<Skill>();
|
||||
}
|
||||
}
|
||||
|
||||
+3
-3
@@ -19,13 +19,13 @@ namespace osu.Game.Rulesets.Pippidon
|
||||
{
|
||||
}
|
||||
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
|
||||
{
|
||||
return new DifficultyAttributes(mods, 0);
|
||||
}
|
||||
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Enumerable.Empty<DifficultyHitObject>();
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods) => Enumerable.Empty<DifficultyHitObject>();
|
||||
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => Array.Empty<Skill>();
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => Array.Empty<Skill>();
|
||||
}
|
||||
}
|
||||
|
||||
+1
-1
@@ -10,7 +10,7 @@
|
||||
<EmbedAssembliesIntoApk>true</EmbedAssembliesIntoApk>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="ppy.osu.Framework.Android" Version="2026.318.0" />
|
||||
<PackageReference Include="ppy.osu.Framework.Android" Version="2026.310.0" />
|
||||
</ItemGroup>
|
||||
<PropertyGroup>
|
||||
<!-- Fody does not handle Android build well, and warns when unchanged.
|
||||
|
||||
@@ -58,7 +58,6 @@ namespace osu.Desktop
|
||||
private readonly RichPresence presence = new RichPresence
|
||||
{
|
||||
Assets = new Assets { LargeImageKey = "osu_logo_lazer" },
|
||||
Timestamps = Timestamps.Now,
|
||||
Secrets = new Secrets
|
||||
{
|
||||
JoinSecret = null,
|
||||
|
||||
@@ -1,55 +0,0 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.IO;
|
||||
using osu.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Localisation;
|
||||
using osu.Game.Overlays;
|
||||
using osu.Game.Overlays.Notifications;
|
||||
|
||||
namespace osu.Desktop.MacOS
|
||||
{
|
||||
/// <summary>
|
||||
/// Checks if the game is located at `Applications` folder and displays a warning notification if not so.
|
||||
/// </summary>
|
||||
public partial class MacOSAppLocationChecker : Component
|
||||
{
|
||||
[Resolved]
|
||||
private INotificationOverlay notification { get; set; } = null!;
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
string assemblyPath = RuntimeInfo.EntryAssembly.Location;
|
||||
|
||||
bool inRootApp = assemblyPath.StartsWith("/Applications/", StringComparison.Ordinal);
|
||||
bool inUserApp = assemblyPath.StartsWith(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile), "Applications/"), StringComparison.Ordinal);
|
||||
|
||||
if (!inRootApp && !inUserApp)
|
||||
notification.Post(new MacOSAppLocationNotification());
|
||||
|
||||
Expire();
|
||||
}
|
||||
|
||||
private partial class MacOSAppLocationNotification : SimpleNotification
|
||||
{
|
||||
public MacOSAppLocationNotification()
|
||||
{
|
||||
Text = NotificationsStrings.MacOSAppLocation(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile));
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
Icon = FontAwesome.Solid.ShieldAlt;
|
||||
IconContent.Colour = colours.YellowDark;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -5,6 +5,7 @@ using System;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
using System.Runtime.Versioning;
|
||||
using System.Threading.Tasks;
|
||||
using Microsoft.Win32;
|
||||
using osu.Desktop.Performance;
|
||||
using osu.Desktop.Security;
|
||||
@@ -14,12 +15,12 @@ using osu.Desktop.Updater;
|
||||
using osu.Framework;
|
||||
using osu.Framework.Logging;
|
||||
using osu.Game.Updater;
|
||||
using osu.Desktop.MacOS;
|
||||
using osu.Desktop.Windows;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.IO;
|
||||
using osu.Game.IPC;
|
||||
using osu.Game.Online.Multiplayer;
|
||||
using osu.Game.Performance;
|
||||
using osu.Game.Utils;
|
||||
|
||||
@@ -122,7 +123,7 @@ namespace osu.Desktop
|
||||
|
||||
public override bool RestartAppWhenExited()
|
||||
{
|
||||
RestartOnExitAction = () => Velopack.UpdateExe.Start(waitPid: (uint)Environment.ProcessId);
|
||||
Task.Run(() => Velopack.UpdateExe.Start(waitPid: (uint)Environment.ProcessId)).FireAndForget();
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -132,17 +133,8 @@ namespace osu.Desktop
|
||||
|
||||
LoadComponentAsync(new DiscordRichPresence(), Add);
|
||||
|
||||
switch (RuntimeInfo.OS)
|
||||
{
|
||||
case RuntimeInfo.Platform.Windows:
|
||||
LoadComponentAsync(new GameplayWinKeyBlocker(), Add);
|
||||
break;
|
||||
|
||||
case RuntimeInfo.Platform.macOS when !IsPackageManaged && IsDeployedBuild:
|
||||
if (!IsPackageManaged && IsDeployedBuild)
|
||||
LoadComponentAsync(new MacOSAppLocationChecker(), Add);
|
||||
break;
|
||||
}
|
||||
if (RuntimeInfo.OS == RuntimeInfo.Platform.Windows)
|
||||
LoadComponentAsync(new GameplayWinKeyBlocker(), Add);
|
||||
|
||||
LoadComponentAsync(new ElevatedPrivilegesChecker(), Add);
|
||||
|
||||
|
||||
@@ -27,8 +27,6 @@ namespace osu.Desktop.Security
|
||||
|
||||
if (Environment.IsPrivilegedProcess)
|
||||
notifications.Post(new ElevatedPrivilegesNotification());
|
||||
|
||||
Expire();
|
||||
}
|
||||
|
||||
private partial class ElevatedPrivilegesNotification : SimpleNotification
|
||||
|
||||
@@ -146,11 +146,11 @@ namespace osu.Desktop.Updater
|
||||
action();
|
||||
}
|
||||
|
||||
private void restartToApplyUpdate(Velopack.UpdateManager updateManager, UpdateInfo update)
|
||||
private void restartToApplyUpdate(Velopack.UpdateManager updateManager, UpdateInfo update) => Task.Run(async () =>
|
||||
{
|
||||
game.RestartOnExitAction = () => updateManager.WaitExitThenApplyUpdates(update.TargetFullRelease);
|
||||
game.AttemptExit();
|
||||
}
|
||||
await updateManager.WaitExitThenApplyUpdatesAsync(update.TargetFullRelease).ConfigureAwait(false);
|
||||
Schedule(() => game.AttemptExit());
|
||||
});
|
||||
|
||||
private static void log(string text) => Logger.Log($"VelopackUpdateManager: {text}");
|
||||
}
|
||||
|
||||
@@ -193,20 +193,20 @@ namespace osu.Game.Rulesets.Catch.Tests
|
||||
{
|
||||
public Color4 HyperDashColour
|
||||
{
|
||||
get => Configuration.CustomColours[nameof(CatchSkinColour.HyperDash)];
|
||||
set => Configuration.CustomColours[nameof(CatchSkinColour.HyperDash)] = value;
|
||||
get => Configuration.CustomColours[CatchSkinColour.HyperDash.ToString()];
|
||||
set => Configuration.CustomColours[CatchSkinColour.HyperDash.ToString()] = value;
|
||||
}
|
||||
|
||||
public Color4 HyperDashAfterImageColour
|
||||
{
|
||||
get => Configuration.CustomColours[nameof(CatchSkinColour.HyperDashAfterImage)];
|
||||
set => Configuration.CustomColours[nameof(CatchSkinColour.HyperDashAfterImage)] = value;
|
||||
get => Configuration.CustomColours[CatchSkinColour.HyperDashAfterImage.ToString()];
|
||||
set => Configuration.CustomColours[CatchSkinColour.HyperDashAfterImage.ToString()] = value;
|
||||
}
|
||||
|
||||
public Color4 HyperDashFruitColour
|
||||
{
|
||||
get => Configuration.CustomColours[nameof(CatchSkinColour.HyperDashFruit)];
|
||||
set => Configuration.CustomColours[nameof(CatchSkinColour.HyperDashFruit)] = value;
|
||||
get => Configuration.CustomColours[CatchSkinColour.HyperDashFruit.ToString()];
|
||||
set => Configuration.CustomColours[CatchSkinColour.HyperDashFruit.ToString()] = value;
|
||||
}
|
||||
|
||||
public TestSkin()
|
||||
|
||||
@@ -15,6 +15,7 @@ using osu.Game.Rulesets.Difficulty;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Skills;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Utils;
|
||||
|
||||
namespace osu.Game.Rulesets.Catch.Difficulty
|
||||
{
|
||||
@@ -22,8 +23,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
|
||||
{
|
||||
private const double difficulty_multiplier = 4.59;
|
||||
|
||||
private float halfCatcherWidth;
|
||||
|
||||
public override int Version => 20251020;
|
||||
|
||||
public CatchDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
|
||||
@@ -31,7 +30,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
|
||||
{
|
||||
}
|
||||
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
|
||||
{
|
||||
if (beatmap.HitObjects.Count == 0)
|
||||
return new CatchDifficultyAttributes { Mods = mods };
|
||||
@@ -46,12 +45,19 @@ namespace osu.Game.Rulesets.Catch.Difficulty
|
||||
return attributes;
|
||||
}
|
||||
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods)
|
||||
{
|
||||
CatchHitObject? lastObject = null;
|
||||
|
||||
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
|
||||
|
||||
double clockRate = ModUtils.CalculateRateWithMods(mods);
|
||||
|
||||
float halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.Difficulty) * 0.5f;
|
||||
|
||||
// For circle sizes above 5.5, reduce the catcher width further to simulate imperfect gameplay.
|
||||
halfCatcherWidth *= 1 - (Math.Max(0, beatmap.Difficulty.CircleSize - 5.5f) * 0.0625f);
|
||||
|
||||
// In 2B beatmaps, it is possible that a normal Fruit is placed in the middle of a JuiceStream.
|
||||
foreach (var hitObject in CatchBeatmap.GetPalpableObjects(beatmap.HitObjects))
|
||||
{
|
||||
@@ -68,16 +74,11 @@ namespace osu.Game.Rulesets.Catch.Difficulty
|
||||
return objects;
|
||||
}
|
||||
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods)
|
||||
{
|
||||
halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.Difficulty) * 0.5f;
|
||||
|
||||
// For circle sizes above 5.5, reduce the catcher width further to simulate imperfect gameplay.
|
||||
halfCatcherWidth *= 1 - (Math.Max(0, beatmap.Difficulty.CircleSize - 5.5f) * 0.0625f);
|
||||
|
||||
return new Skill[]
|
||||
{
|
||||
new Movement(mods, halfCatcherWidth, clockRate),
|
||||
new Movement(mods),
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -11,12 +11,16 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Evaluators
|
||||
{
|
||||
private const double direction_change_bonus = 21.0;
|
||||
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current, double catcherSpeedMultiplier)
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current)
|
||||
{
|
||||
var catchCurrent = (CatchDifficultyHitObject)current;
|
||||
var catchLast = (CatchDifficultyHitObject)current.Previous(0);
|
||||
var catchLastLast = (CatchDifficultyHitObject)current.Previous(1);
|
||||
|
||||
// In catch, clockrate adjustments do not only affect the timings of hitobjects,
|
||||
// but also the speed of the player's catcher, which has an impact on difficulty
|
||||
double catcherSpeedMultiplier = current.ClockRate;
|
||||
|
||||
double weightedStrainTime = catchCurrent.StrainTime + 13 + (3 / catcherSpeedMultiplier);
|
||||
|
||||
double distanceAddition = (Math.Pow(Math.Abs(catchCurrent.DistanceMoved), 1.3) / 510);
|
||||
@@ -40,6 +44,30 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Evaluators
|
||||
/ (CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH * 6) / sqrtStrain;
|
||||
}
|
||||
|
||||
// Linear spacing nerf.
|
||||
double linearSpacingCount = 0;
|
||||
|
||||
for (int i = 0; i < Math.Min(current.Index, 10); i++)
|
||||
{
|
||||
var catchPrevObj = (CatchDifficultyHitObject)catchCurrent.Previous(i);
|
||||
|
||||
// Only same direction movements matter as they do not take any additional inputs.
|
||||
if (Math.Sign(catchCurrent.DistanceMoved) != Math.Sign(catchPrevObj.DistanceMoved) || catchCurrent.DistanceMoved == 0 || catchPrevObj.DistanceMoved == 0)
|
||||
break;
|
||||
|
||||
double currentSpacing = Math.Abs(catchCurrent.DistanceMoved / catchCurrent.StrainTime);
|
||||
double prevSpacing = Math.Abs(catchPrevObj.DistanceMoved / catchPrevObj.StrainTime);
|
||||
|
||||
double relativeDifference = Math.Abs(currentSpacing / prevSpacing - 1);
|
||||
|
||||
if (relativeDifference > 0.05)
|
||||
break;
|
||||
|
||||
linearSpacingCount++;
|
||||
}
|
||||
|
||||
distanceAddition *= Math.Pow(0.7, linearSpacingCount);
|
||||
|
||||
// Bonus for edge dashes.
|
||||
if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f)
|
||||
{
|
||||
|
||||
@@ -17,28 +17,14 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
|
||||
|
||||
protected override int SectionLength => 750;
|
||||
|
||||
protected readonly float HalfCatcherWidth;
|
||||
|
||||
/// <summary>
|
||||
/// The speed multiplier applied to the player's catcher.
|
||||
/// </summary>
|
||||
private readonly double catcherSpeedMultiplier;
|
||||
|
||||
public Movement(Mod[] mods, float halfCatcherWidth, double clockRate)
|
||||
public Movement(Mod[] mods)
|
||||
: base(mods)
|
||||
{
|
||||
HalfCatcherWidth = halfCatcherWidth;
|
||||
|
||||
// In catch, clockrate adjustments do not only affect the timings of hitobjects,
|
||||
// but also the speed of the player's catcher, which has an impact on difficulty
|
||||
// TODO: Support variable clockrates caused by mods such as ModTimeRamp
|
||||
// (perhaps by using IApplicableToRate within the CatchDifficultyHitObject constructor to set a catcher speed for each object before processing)
|
||||
catcherSpeedMultiplier = clockRate;
|
||||
}
|
||||
|
||||
protected override double StrainValueOf(DifficultyHitObject current)
|
||||
{
|
||||
return MovementEvaluator.EvaluateDifficultyOf(current, catcherSpeedMultiplier);
|
||||
return MovementEvaluator.EvaluateDifficultyOf(current);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,7 +10,6 @@ using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Replays;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Mania.Objects;
|
||||
using osu.Game.Rulesets.Mania.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Mania.Replays;
|
||||
using osu.Game.Rulesets.Mania.Scoring;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
@@ -506,29 +505,6 @@ namespace osu.Game.Rulesets.Mania.Tests
|
||||
.All(j => j.Type.IsHit()));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This ensures that the value of <see cref="DrawableHoldNote.MissingStartTime"/>
|
||||
/// will be set correctly when the body receives a judgment during the hold.
|
||||
///
|
||||
/// -----[ ]-----
|
||||
/// x o
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestReleaseDuringHoldMissingStartTime()
|
||||
{
|
||||
performTest([
|
||||
new ManiaReplayFrame(time_head, ManiaAction.Key1),
|
||||
new ManiaReplayFrame(time_during_hold_1)
|
||||
]);
|
||||
|
||||
assertHeadJudgement(HitResult.Perfect);
|
||||
assertTailJudgement(HitResult.Miss);
|
||||
assertNoteJudgement(HitResult.IgnoreMiss);
|
||||
|
||||
AddAssert("body judgement is miss", () => !judgementResults.Single(j => j.HitObject is HoldNoteBody).IsHit);
|
||||
AddAssert("body judgement time indicates during hold", () => judgementResults.Single(j => j.HitObject is HoldNoteBody).TimeAbsolute, () => Is.EqualTo(time_during_hold_1).Within(100));
|
||||
}
|
||||
|
||||
private void assertHitObjectJudgement(HitObject hitObject, HitResult result)
|
||||
=> AddAssert($"object judged as {result}", () => judgementResults.First(j => j.HitObject == hitObject).Type, () => Is.EqualTo(result));
|
||||
|
||||
|
||||
@@ -19,6 +19,7 @@ using osu.Game.Rulesets.Mania.Scoring;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Utils;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Difficulty
|
||||
{
|
||||
@@ -36,7 +37,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
|
||||
isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.MatchesOnlineID(ruleset);
|
||||
}
|
||||
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
|
||||
{
|
||||
if (beatmap.HitObjects.Count == 0)
|
||||
return new ManiaDifficultyAttributes { Mods = mods };
|
||||
@@ -62,11 +63,13 @@ namespace osu.Game.Rulesets.Mania.Difficulty
|
||||
return 1;
|
||||
}
|
||||
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods)
|
||||
{
|
||||
var sortedObjects = beatmap.HitObjects.ToArray();
|
||||
int totalColumns = ((ManiaBeatmap)beatmap).TotalColumns;
|
||||
|
||||
double clockRate = ModUtils.CalculateRateWithMods(mods);
|
||||
|
||||
LegacySortHelper<HitObject>.Sort(sortedObjects, Comparer<HitObject>.Create((a, b) => (int)Math.Round(a.StartTime) - (int)Math.Round(b.StartTime)));
|
||||
|
||||
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
|
||||
@@ -88,7 +91,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
|
||||
// Sorting is done in CreateDifficultyHitObjects, since the full list of hitobjects is required.
|
||||
protected override IEnumerable<DifficultyHitObject> SortObjects(IEnumerable<DifficultyHitObject> input) => input;
|
||||
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[]
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[]
|
||||
{
|
||||
new Strain(mods, ((ManiaBeatmap)Beatmap).TotalColumns)
|
||||
};
|
||||
|
||||
@@ -31,21 +31,10 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
|
||||
{
|
||||
public override bool DisplayResult => false;
|
||||
|
||||
/// <summary>
|
||||
/// Whether the user is currently pressing the hold note.
|
||||
/// </summary>
|
||||
public IBindable<bool> IsHolding => isHolding;
|
||||
|
||||
private readonly Bindable<bool> isHolding = new Bindable<bool>();
|
||||
|
||||
/// <summary>
|
||||
/// The time at which the user starting missing the hold note.
|
||||
/// This could be the time at which they missed the head, broke on the body, or missed the tail.
|
||||
/// </summary>
|
||||
public IBindable<double?> MissingStartTime => missingStartTime;
|
||||
|
||||
private readonly Bindable<double?> missingStartTime = new Bindable<double?>();
|
||||
|
||||
public DrawableHoldNoteHead Head => headContainer.Child;
|
||||
public DrawableHoldNoteTail Tail => tailContainer.Child;
|
||||
public DrawableHoldNoteBody Body => bodyContainer.Child;
|
||||
@@ -208,13 +197,11 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
|
||||
public override void OnKilled()
|
||||
{
|
||||
base.OnKilled();
|
||||
|
||||
// flush the final state of holding on kill.
|
||||
// this matters because some skin implementations like legacy skin
|
||||
// insert drawables in the hierarchy that are not a child of this DHO
|
||||
// (see `LegacyBodyPiece` and related machinations with `lightContainer` being added at column level)
|
||||
isHolding.Value = Result.IsHolding(Time.Current);
|
||||
missingStartTime.Value = null;
|
||||
(bodyPiece.Drawable as IHoldNoteBody)?.Recycle();
|
||||
}
|
||||
|
||||
@@ -222,13 +209,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
|
||||
{
|
||||
base.Update();
|
||||
|
||||
if (Head.Judged && !Head.IsHit)
|
||||
missingStartTime.Value ??= Head.Result.TimeAbsolute;
|
||||
if (Body.HasHoldBreak)
|
||||
missingStartTime.Value ??= Body.Result.TimeAbsolute;
|
||||
if (Tail.Judged && !Tail.IsHit)
|
||||
missingStartTime.Value ??= Tail.Result.TimeAbsolute;
|
||||
|
||||
isHolding.Value = Result.IsHolding(Time.Current);
|
||||
|
||||
// Pad the full size container so its contents (i.e. the masking container) reach under the tail.
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
|
||||
#nullable disable
|
||||
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
@@ -15,12 +14,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
|
||||
/// </summary>
|
||||
public partial class DrawableHoldNoteHead : DrawableNote
|
||||
{
|
||||
/// <summary>
|
||||
/// The time at which the user starting missing the hold note.
|
||||
/// This could be the time at which they missed the head, broke on the body, or missed the tail.
|
||||
/// </summary>
|
||||
public readonly IBindable<double?> MissingStartTime = new Bindable<double?>();
|
||||
|
||||
protected override ManiaSkinComponents Component => ManiaSkinComponents.HoldNoteHead;
|
||||
|
||||
public DrawableHoldNoteHead()
|
||||
@@ -35,22 +28,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
|
||||
Origin = Anchor.TopCentre;
|
||||
}
|
||||
|
||||
protected override void OnApply()
|
||||
{
|
||||
base.OnApply();
|
||||
|
||||
if (ParentHitObject is DrawableHoldNote parentHold)
|
||||
MissingStartTime.BindTo(parentHold.MissingStartTime);
|
||||
}
|
||||
|
||||
protected override void OnFree()
|
||||
{
|
||||
base.OnFree();
|
||||
|
||||
if (ParentHitObject is DrawableHoldNote parentHold)
|
||||
MissingStartTime.UnbindFrom(parentHold.MissingStartTime);
|
||||
}
|
||||
|
||||
public bool UpdateResult() => base.UpdateResult(true);
|
||||
|
||||
protected override void UpdateHitStateTransforms(ArmedState state)
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
|
||||
#nullable disable
|
||||
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
@@ -15,12 +14,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
|
||||
/// </summary>
|
||||
public partial class DrawableHoldNoteTail : DrawableNote
|
||||
{
|
||||
/// <summary>
|
||||
/// The time at which the user starting missing the hold note.
|
||||
/// This could be the time at which they missed the head, broke on the body, or missed the tail.
|
||||
/// </summary>
|
||||
public readonly IBindable<double?> MissingStartTime = new Bindable<double?>();
|
||||
|
||||
protected override ManiaSkinComponents Component => ManiaSkinComponents.HoldNoteTail;
|
||||
|
||||
protected internal DrawableHoldNote HoldNote => (DrawableHoldNote)ParentHitObject;
|
||||
@@ -37,22 +30,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
|
||||
Origin = Anchor.TopCentre;
|
||||
}
|
||||
|
||||
protected override void OnApply()
|
||||
{
|
||||
base.OnApply();
|
||||
|
||||
if (ParentHitObject is DrawableHoldNote parentHold)
|
||||
MissingStartTime.BindTo(parentHold.MissingStartTime);
|
||||
}
|
||||
|
||||
protected override void OnFree()
|
||||
{
|
||||
base.OnFree();
|
||||
|
||||
if (ParentHitObject is DrawableHoldNote parentHold)
|
||||
MissingStartTime.UnbindFrom(parentHold.MissingStartTime);
|
||||
}
|
||||
|
||||
public void UpdateResult() => base.UpdateResult(true);
|
||||
|
||||
protected override void CheckForResult(bool userTriggered, double timeOffset) =>
|
||||
|
||||
@@ -118,8 +118,7 @@ namespace osu.Game.Rulesets.Mania.Objects
|
||||
AddNested(Body = new HoldNoteBody
|
||||
{
|
||||
StartTime = StartTime,
|
||||
Column = Column,
|
||||
Duration = Duration
|
||||
Column = Column
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Mania.Judgements;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Objects
|
||||
@@ -14,11 +13,9 @@ namespace osu.Game.Rulesets.Mania.Objects
|
||||
/// On hit - the hold note was held correctly for the full duration.<br />
|
||||
/// On miss - the hold note was released at some point during its judgement period.
|
||||
/// </summary>
|
||||
public class HoldNoteBody : ManiaHitObject, IHasDuration
|
||||
public class HoldNoteBody : ManiaHitObject
|
||||
{
|
||||
public override Judgement CreateJudgement() => new HoldNoteBodyJudgement();
|
||||
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
|
||||
public double Duration { get; set; }
|
||||
public double EndTime => StartTime + Duration;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -25,10 +25,17 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
|
||||
|
||||
private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
|
||||
private readonly IBindable<bool> isHitting = new Bindable<bool>();
|
||||
private readonly IBindable<double?> missingStartTime = new Bindable<double?>();
|
||||
|
||||
/// <summary>
|
||||
/// Stores the start time of the fade animation that plays when any of the nested
|
||||
/// hitobjects of the hold note are missed.
|
||||
/// </summary>
|
||||
private readonly Bindable<double?> missFadeTime = new Bindable<double?>();
|
||||
|
||||
private Drawable? bodySprite;
|
||||
|
||||
private Drawable? lightContainer;
|
||||
|
||||
private Drawable? light;
|
||||
private LegacyNoteBodyStyle? bodyStyle;
|
||||
|
||||
@@ -80,7 +87,6 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
|
||||
|
||||
direction.BindTo(scrollingInfo.Direction);
|
||||
isHitting.BindTo(holdNote.IsHolding);
|
||||
missingStartTime.BindTo(holdNote.MissingStartTime);
|
||||
|
||||
bodySprite = skin.GetAnimation(imageName, wrapMode, wrapMode, true, true, frameLength: 30)?.With(d =>
|
||||
{
|
||||
@@ -103,9 +109,26 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
|
||||
|
||||
direction.BindValueChanged(onDirectionChanged, true);
|
||||
isHitting.BindValueChanged(onIsHittingChanged, true);
|
||||
missingStartTime.BindValueChanged(onMissingStartTimeChanged, true);
|
||||
missFadeTime.BindValueChanged(onMissFadeTimeChanged, true);
|
||||
|
||||
holdNote.ApplyCustomUpdateState += onApplyCustomUpdateState;
|
||||
holdNote.ApplyCustomUpdateState += applyCustomUpdateState;
|
||||
applyCustomUpdateState(holdNote, holdNote.State.Value);
|
||||
}
|
||||
|
||||
private void applyCustomUpdateState(DrawableHitObject hitObject, ArmedState state)
|
||||
{
|
||||
switch (hitObject)
|
||||
{
|
||||
// Ensure that the hold note is also faded out when the head/tail/body is missed.
|
||||
// Importantly, we filter out unrelated objects like DrawableNotePerfectBonus.
|
||||
case DrawableHoldNoteTail:
|
||||
case DrawableHoldNoteHead:
|
||||
case DrawableHoldNoteBody:
|
||||
if (state == ArmedState.Miss)
|
||||
missFadeTime.Value ??= hitObject.HitStateUpdateTime;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void onIsHittingChanged(ValueChangedEvent<bool> isHitting)
|
||||
@@ -164,19 +187,23 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
|
||||
}
|
||||
}
|
||||
|
||||
private void onMissingStartTimeChanged(ValueChangedEvent<double?> startTime)
|
||||
=> applyMissingDim();
|
||||
|
||||
private void onApplyCustomUpdateState(DrawableHitObject obj, ArmedState state)
|
||||
=> applyMissingDim();
|
||||
|
||||
private void applyMissingDim()
|
||||
private void onMissFadeTimeChanged(ValueChangedEvent<double?> missFadeTimeChange)
|
||||
{
|
||||
if (missingStartTime.Value == null)
|
||||
if (missFadeTimeChange.NewValue == null)
|
||||
return;
|
||||
|
||||
using (BeginAbsoluteSequence(missingStartTime.Value.Value))
|
||||
this.FadeColour(Colour4.DarkGray, 60);
|
||||
// this update could come from any nested object of the hold note (or even from an input).
|
||||
// make sure the transforms are consistent across all affected parts.
|
||||
using (BeginAbsoluteSequence(missFadeTimeChange.NewValue.Value))
|
||||
{
|
||||
// colour and duration matches stable
|
||||
// transforms not applied to entire hold note in order to not affect hit lighting
|
||||
const double fade_duration = 60;
|
||||
|
||||
holdNote.Head.FadeColour(Colour4.DarkGray, fade_duration);
|
||||
holdNote.Tail.FadeColour(Colour4.DarkGray, fade_duration);
|
||||
bodySprite?.FadeColour(Colour4.DarkGray, fade_duration);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
@@ -186,6 +213,9 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
|
||||
if (!isHitting.Value)
|
||||
(bodySprite as TextureAnimation)?.GotoFrame(0);
|
||||
|
||||
if (holdNote.Body.HasHoldBreak)
|
||||
missFadeTime.Value = holdNote.Body.Result.TimeAbsolute;
|
||||
|
||||
int scaleDirection = (direction.Value == ScrollingDirection.Down ? 1 : -1);
|
||||
|
||||
// here we go...
|
||||
@@ -221,7 +251,7 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
|
||||
base.Dispose(isDisposing);
|
||||
|
||||
if (holdNote.IsNotNull())
|
||||
holdNote.ApplyCustomUpdateState -= onApplyCustomUpdateState;
|
||||
holdNote.ApplyCustomUpdateState -= applyCustomUpdateState;
|
||||
|
||||
lightContainer?.Expire();
|
||||
}
|
||||
|
||||
@@ -1,61 +1,18 @@
|
||||
// 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.Bindables;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Rulesets.Mania.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Skinning.Legacy
|
||||
{
|
||||
public partial class LegacyHoldNoteHeadPiece : LegacyNotePiece
|
||||
{
|
||||
private readonly IBindable<double?> missingStartTime = new Bindable<double?>();
|
||||
|
||||
[Resolved]
|
||||
private DrawableHitObject drawableObject { get; set; } = null!;
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
missingStartTime.BindTo(((DrawableHoldNoteHead)drawableObject).MissingStartTime);
|
||||
missingStartTime.BindValueChanged(onMissingStartTimeChanged, true);
|
||||
|
||||
drawableObject.ApplyCustomUpdateState += onApplyCustomUpdateState;
|
||||
}
|
||||
|
||||
private void onMissingStartTimeChanged(ValueChangedEvent<double?> startTime)
|
||||
=> applyMissingDim();
|
||||
|
||||
private void onApplyCustomUpdateState(DrawableHitObject obj, ArmedState state)
|
||||
=> applyMissingDim();
|
||||
|
||||
private void applyMissingDim()
|
||||
{
|
||||
if (missingStartTime.Value == null)
|
||||
return;
|
||||
|
||||
using (BeginAbsoluteSequence(missingStartTime.Value.Value))
|
||||
this.FadeColour(Colour4.DarkGray, 60);
|
||||
}
|
||||
|
||||
protected override Drawable? GetAnimation(ISkinSource skin)
|
||||
{
|
||||
// TODO: Should fallback to the head from default legacy skin instead of note.
|
||||
return GetAnimationFromLookup(skin, LegacyManiaSkinConfigurationLookups.HoldNoteHeadImage)
|
||||
?? GetAnimationFromLookup(skin, LegacyManiaSkinConfigurationLookups.NoteImage);
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
|
||||
if (drawableObject.IsNotNull())
|
||||
drawableObject.ApplyCustomUpdateState -= onApplyCustomUpdateState;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +1,8 @@
|
||||
// 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.Bindables;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Rulesets.Mania.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.UI.Scrolling;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
@@ -14,36 +10,6 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
|
||||
{
|
||||
public partial class LegacyHoldNoteTailPiece : LegacyNotePiece
|
||||
{
|
||||
private readonly IBindable<double?> missingStartTime = new Bindable<double?>();
|
||||
|
||||
[Resolved]
|
||||
private DrawableHitObject drawableObject { get; set; } = null!;
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
missingStartTime.BindTo(((DrawableHoldNoteTail)drawableObject).MissingStartTime);
|
||||
missingStartTime.BindValueChanged(onMissingStartTimeChanged, true);
|
||||
|
||||
drawableObject.ApplyCustomUpdateState += onApplyCustomUpdateState;
|
||||
}
|
||||
|
||||
private void onMissingStartTimeChanged(ValueChangedEvent<double?> startTime)
|
||||
=> applyMissingDim();
|
||||
|
||||
private void onApplyCustomUpdateState(DrawableHitObject obj, ArmedState state)
|
||||
=> applyMissingDim();
|
||||
|
||||
private void applyMissingDim()
|
||||
{
|
||||
if (missingStartTime.Value == null)
|
||||
return;
|
||||
|
||||
using (BeginAbsoluteSequence(missingStartTime.Value.Value))
|
||||
this.FadeColour(Colour4.DarkGray, 60);
|
||||
}
|
||||
|
||||
protected override void OnDirectionChanged(ValueChangedEvent<ScrollingDirection> direction)
|
||||
{
|
||||
// Invert the direction
|
||||
@@ -59,13 +25,5 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
|
||||
?? GetAnimationFromLookup(skin, LegacyManiaSkinConfigurationLookups.HoldNoteHeadImage)
|
||||
?? GetAnimationFromLookup(skin, LegacyManiaSkinConfigurationLookups.NoteImage);
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
|
||||
if (drawableObject.IsNotNull())
|
||||
drawableObject.ApplyCustomUpdateState -= onApplyCustomUpdateState;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -73,7 +73,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
|
||||
|
||||
Vector2 oldStartPos = default;
|
||||
Vector2 oldEndPos = default;
|
||||
double oldDistance = 0;
|
||||
double oldDistance = default;
|
||||
var oldControlPointTypes = controlPoints.Select(p => p.Type);
|
||||
|
||||
AddStep("Add slider", () =>
|
||||
@@ -255,7 +255,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
|
||||
|
||||
Vector2 oldStartPos = default;
|
||||
Vector2 oldEndPos = default;
|
||||
double oldDistance = 0;
|
||||
double oldDistance = default;
|
||||
|
||||
var oldControlPointTypes = segmentedSliderPath.Select(p => p.Type);
|
||||
|
||||
|
||||
@@ -34,6 +34,30 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
public void TestClassicMod(double expectedStarRating, int expectedMaxCombo, string name)
|
||||
=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModClassic());
|
||||
|
||||
[TestCase(239, "diffcalc-test")]
|
||||
[TestCase(54, "zero-length-sliders")]
|
||||
[TestCase(4, "very-fast-slider")]
|
||||
public void TestOffsetChanges(int expectedMaxCombo, string name)
|
||||
{
|
||||
const double offset_iterations = 400;
|
||||
var beatmap = GetBeatmap(name);
|
||||
|
||||
var attributes = CreateDifficultyCalculator(beatmap).Calculate();
|
||||
double expectedStarRating = attributes.StarRating;
|
||||
|
||||
for (int i = 0; i < offset_iterations; i++)
|
||||
{
|
||||
foreach (var beatmapHitObject in beatmap.Beatmap.HitObjects)
|
||||
beatmapHitObject.StartTime++;
|
||||
|
||||
attributes = CreateDifficultyCalculator(beatmap).Calculate();
|
||||
|
||||
// Platform-dependent math functions (Pow, Cbrt, Exp, etc) may result in minute differences.
|
||||
Assert.That(attributes.StarRating, Is.EqualTo(expectedStarRating).Within(0.00001));
|
||||
Assert.That(attributes.MaxCombo, Is.EqualTo(expectedMaxCombo));
|
||||
}
|
||||
}
|
||||
|
||||
protected override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => new OsuDifficultyCalculator(new OsuRuleset().RulesetInfo, beatmap);
|
||||
|
||||
protected override Ruleset CreateRuleset() => new OsuRuleset();
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Aim
|
||||
{
|
||||
public static class AgilityEvaluator
|
||||
{
|
||||
private const double distance_cap = OsuDifficultyHitObject.NORMALISED_DIAMETER * 1.2; // 1.2 circles distance between centers
|
||||
|
||||
/// <summary>
|
||||
/// Evaluates the difficulty of fast aiming
|
||||
/// </summary>
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current)
|
||||
{
|
||||
if (current.BaseObject is Spinner)
|
||||
return 0;
|
||||
|
||||
var osuCurrObj = (OsuDifficultyHitObject)current;
|
||||
var osuPrevObj = current.Index > 0 ? (OsuDifficultyHitObject)current.Previous(0) : null;
|
||||
|
||||
double travelDistance = osuPrevObj?.LazyTravelDistance ?? 0;
|
||||
double distance = travelDistance + osuCurrObj.LazyJumpDistance;
|
||||
|
||||
double distanceScaled = Math.Min(distance, distance_cap) / distance_cap;
|
||||
|
||||
double agilityDifficulty = distanceScaled * 1000 / osuCurrObj.AdjustedDeltaTime;
|
||||
|
||||
agilityDifficulty *= Math.Pow(osuCurrObj.SmallCircleBonus, 1.5);
|
||||
|
||||
agilityDifficulty *= highBpmBonus(osuCurrObj.AdjustedDeltaTime);
|
||||
|
||||
return agilityDifficulty;
|
||||
}
|
||||
|
||||
private static double highBpmBonus(double ms) => 1 / (1 - Math.Pow(0.2, ms / 1000));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,126 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Aim
|
||||
{
|
||||
public static class FlowAimEvaluator
|
||||
{
|
||||
private const double velocity_change_multiplier = 0.52;
|
||||
|
||||
/// <summary>
|
||||
/// Evaluates difficulty of "flow aim" - aiming pattern where player doesn't stop their cursor on every object and instead "flows" through them.
|
||||
/// </summary>
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliderTravelDistance)
|
||||
{
|
||||
if (current.BaseObject is Spinner || current.Index <= 1 || current.Previous(0).BaseObject is Spinner)
|
||||
return 0;
|
||||
|
||||
var osuCurrObj = (OsuDifficultyHitObject)current;
|
||||
var osuLastObj = (OsuDifficultyHitObject)current.Previous(0);
|
||||
var osuLastLastObj = (OsuDifficultyHitObject)current.Previous(1);
|
||||
|
||||
double currDistance = withSliderTravelDistance ? osuCurrObj.LazyJumpDistance : osuCurrObj.JumpDistance;
|
||||
double prevDistance = withSliderTravelDistance ? osuLastObj.LazyJumpDistance : osuLastObj.JumpDistance;
|
||||
|
||||
double currVelocity = currDistance / osuCurrObj.AdjustedDeltaTime;
|
||||
|
||||
if (osuLastObj.BaseObject is Slider && withSliderTravelDistance)
|
||||
{
|
||||
// If the last object is a slider, then we extend the travel velocity through the slider into the current object.
|
||||
double sliderDistance = osuLastObj.LazyTravelDistance + osuCurrObj.LazyJumpDistance;
|
||||
currVelocity = Math.Max(currVelocity, sliderDistance / osuCurrObj.AdjustedDeltaTime);
|
||||
}
|
||||
|
||||
double prevVelocity = prevDistance / osuLastObj.AdjustedDeltaTime;
|
||||
|
||||
double flowDifficulty = currVelocity;
|
||||
|
||||
// Apply high circle size bonus to the base velocity.
|
||||
// We use reduced CS bonus here because the bonus was made for an evaluator with a different d/t scaling
|
||||
flowDifficulty *= Math.Sqrt(osuCurrObj.SmallCircleBonus);
|
||||
|
||||
// Rhythm changes are harder to flow
|
||||
flowDifficulty *= 1 + Math.Min(0.25,
|
||||
Math.Pow((Math.Max(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime) - Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime)) / 50, 4));
|
||||
|
||||
if (osuCurrObj.Angle != null && osuLastObj.Angle != null)
|
||||
{
|
||||
double angleDifference = Math.Abs(osuCurrObj.Angle.Value - osuLastObj.Angle.Value);
|
||||
double angleDifferenceAdjusted = Math.Sin(angleDifference / 2) * 180.0;
|
||||
double angularVelocity = angleDifferenceAdjusted / (osuCurrObj.AdjustedDeltaTime * 0.1);
|
||||
|
||||
// Low angular velocity flow (angles are consistent) is easier to follow than erratic flow
|
||||
flowDifficulty *= 0.8 + Math.Sqrt(angularVelocity / 270.0);
|
||||
}
|
||||
|
||||
// If all three notes are overlapping - don't reward bonuses as you don't have to do additional movement
|
||||
double overlappedNotesWeight = 1;
|
||||
|
||||
if (current.Index > 2)
|
||||
{
|
||||
double o1 = calculateOverlapFactor(osuCurrObj, osuLastObj);
|
||||
double o2 = calculateOverlapFactor(osuCurrObj, osuLastLastObj);
|
||||
double o3 = calculateOverlapFactor(osuLastObj, osuLastLastObj);
|
||||
|
||||
overlappedNotesWeight = 1 - o1 * o2 * o3;
|
||||
}
|
||||
|
||||
if (osuCurrObj.Angle != null)
|
||||
{
|
||||
// Acute angles are also hard to flow
|
||||
flowDifficulty += currVelocity *
|
||||
SnapAimEvaluator.CalcAngleAcuteness(osuCurrObj.Angle.Value) *
|
||||
overlappedNotesWeight;
|
||||
}
|
||||
|
||||
if (Math.Max(prevVelocity, currVelocity) != 0)
|
||||
{
|
||||
if (withSliderTravelDistance)
|
||||
{
|
||||
currVelocity = currDistance / osuCurrObj.AdjustedDeltaTime;
|
||||
}
|
||||
|
||||
// Scale with ratio of difference compared to 0.5 * max dist.
|
||||
double distRatio = DifficultyCalculationUtils.Smoothstep(Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity), 0, 1);
|
||||
|
||||
// Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing.
|
||||
double overlapVelocityBuff = Math.Min(OsuDifficultyHitObject.NORMALISED_DIAMETER * 1.25 / Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime),
|
||||
Math.Abs(prevVelocity - currVelocity));
|
||||
|
||||
flowDifficulty += overlapVelocityBuff *
|
||||
distRatio *
|
||||
overlappedNotesWeight *
|
||||
velocity_change_multiplier;
|
||||
}
|
||||
|
||||
if (osuCurrObj.BaseObject is Slider && withSliderTravelDistance)
|
||||
{
|
||||
// Include slider velocity to make velocity more consistent with snap
|
||||
flowDifficulty += osuCurrObj.TravelDistance / osuCurrObj.TravelTime;
|
||||
}
|
||||
|
||||
// Final velocity is being raised to a power because flow difficulty scales harder with both high distance and time, and we want to account for that
|
||||
flowDifficulty = Math.Pow(flowDifficulty, 1.45);
|
||||
|
||||
// Reduce difficulty for low spacing since spacing below radius is always to be flowed
|
||||
return flowDifficulty * DifficultyCalculationUtils.Smootherstep(currDistance, 0, OsuDifficultyHitObject.NORMALISED_RADIUS);
|
||||
}
|
||||
|
||||
private static double calculateOverlapFactor(OsuDifficultyHitObject first, OsuDifficultyHitObject second)
|
||||
{
|
||||
var firstBase = (OsuHitObject)first.BaseObject;
|
||||
var secondBase = (OsuHitObject)second.BaseObject;
|
||||
double objectRadius = firstBase.Radius;
|
||||
|
||||
double distance = Vector2.Distance(firstBase.StackedPosition, secondBase.StackedPosition);
|
||||
return Math.Clamp(1 - Math.Pow(Math.Max(distance - objectRadius, 0) / objectRadius, 2), 0, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,220 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Aim
|
||||
{
|
||||
public static class SnapAimEvaluator
|
||||
{
|
||||
private const double wide_angle_multiplier = 9.67;
|
||||
private const double acute_angle_multiplier = 2.41;
|
||||
private const double slider_multiplier = 1.5;
|
||||
private const double velocity_change_multiplier = 0.9;
|
||||
private const double wiggle_multiplier = 1.02; // WARNING: Increasing this multiplier beyond 1.02 reduces difficulty as distance increases. Refer to the desmos link above the wiggle bonus calculation
|
||||
private const double maximum_repetition_nerf = 0.15;
|
||||
private const double maximum_vector_influence = 0.5;
|
||||
|
||||
/// <summary>
|
||||
/// Evaluates the difficulty of aiming the current object, based on:
|
||||
/// <list type="bullet">
|
||||
/// <item><description>cursor velocity to the current object,</description></item>
|
||||
/// <item><description>angle difficulty,</description></item>
|
||||
/// <item><description>sharp velocity increases,</description></item>
|
||||
/// <item><description>and slider difficulty.</description></item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliderTravelDistance)
|
||||
{
|
||||
if (current.BaseObject is Spinner || current.Index <= 1 || current.Previous(0).BaseObject is Spinner)
|
||||
return 0;
|
||||
|
||||
var osuCurrObj = (OsuDifficultyHitObject)current;
|
||||
var osuLastObj = (OsuDifficultyHitObject)current.Previous(0);
|
||||
var osuLast2Obj = (OsuDifficultyHitObject)current.Previous(2);
|
||||
|
||||
const int radius = OsuDifficultyHitObject.NORMALISED_RADIUS;
|
||||
const int diameter = OsuDifficultyHitObject.NORMALISED_DIAMETER;
|
||||
|
||||
// Calculate the velocity to the current hitobject, which starts with a base distance / time assuming the last object is a hitcircle.
|
||||
double currDistance = withSliderTravelDistance ? osuCurrObj.LazyJumpDistance : osuCurrObj.JumpDistance;
|
||||
double currVelocity = currDistance / osuCurrObj.AdjustedDeltaTime;
|
||||
|
||||
// But if the last object is a slider, then we extend the travel velocity through the slider into the current object.
|
||||
if (osuLastObj.BaseObject is Slider && withSliderTravelDistance)
|
||||
{
|
||||
double sliderDistance = osuLastObj.LazyTravelDistance + osuCurrObj.LazyJumpDistance;
|
||||
currVelocity = Math.Max(currVelocity, sliderDistance / osuCurrObj.AdjustedDeltaTime);
|
||||
}
|
||||
|
||||
double prevDistance = withSliderTravelDistance ? osuLastObj.LazyJumpDistance : osuLastObj.JumpDistance;
|
||||
double prevVelocity = prevDistance / osuLastObj.AdjustedDeltaTime;
|
||||
|
||||
double snapDifficulty = currVelocity; // Start difficulty with regular velocity.
|
||||
|
||||
// Penalize angle repetition.
|
||||
snapDifficulty *= vectorAngleRepetition(osuCurrObj, osuLastObj);
|
||||
|
||||
if (osuCurrObj.Angle != null && osuLastObj.Angle != null)
|
||||
{
|
||||
double currAngle = osuCurrObj.Angle.Value;
|
||||
double lastAngle = osuLastObj.Angle.Value;
|
||||
|
||||
// Rewarding angles, take the smaller velocity as base.
|
||||
double velocityInfluence = Math.Min(currVelocity, prevVelocity);
|
||||
|
||||
double acuteAngleBonus = 0;
|
||||
|
||||
if (Math.Max(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime) < 1.25 * Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime)) // If rhythms are the same.
|
||||
{
|
||||
acuteAngleBonus = CalcAngleAcuteness(currAngle);
|
||||
|
||||
// Penalize angle repetition. It is important to do it _before_ multiplying by anything because we compare raw acuteness here
|
||||
acuteAngleBonus *= 0.08 + 0.92 * (1 - Math.Min(acuteAngleBonus, Math.Pow(CalcAngleAcuteness(lastAngle), 3)));
|
||||
|
||||
// Apply acute angle bonus for BPM above 300 1/2 and distance more than one diameter
|
||||
acuteAngleBonus *= velocityInfluence * DifficultyCalculationUtils.Smootherstep(DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.AdjustedDeltaTime, 2), 300, 400) *
|
||||
DifficultyCalculationUtils.Smootherstep(currDistance, 0, diameter * 2);
|
||||
}
|
||||
|
||||
double wideAngleBonus = calcAngleWideness(currAngle);
|
||||
|
||||
// Penalize angle repetition. It is important to do it _before_ multiplying by velocity because we compare raw wideness here
|
||||
wideAngleBonus *= 0.25 + 0.75 * (1 - Math.Min(wideAngleBonus, Math.Pow(calcAngleWideness(lastAngle), 3)));
|
||||
|
||||
// Rescaling velocity for the wide angle bonus
|
||||
const double wide_angle_time_scale = 1.45;
|
||||
double wideAngleCurrVelocity = currDistance / Math.Pow(osuCurrObj.AdjustedDeltaTime, wide_angle_time_scale);
|
||||
double wideAnglePrevVelocity = prevDistance / Math.Pow(osuLastObj.AdjustedDeltaTime, wide_angle_time_scale);
|
||||
|
||||
if (osuLastObj.BaseObject is Slider && withSliderTravelDistance)
|
||||
{
|
||||
double sliderDistance = osuLastObj.LazyTravelDistance + osuCurrObj.LazyJumpDistance;
|
||||
wideAngleCurrVelocity = Math.Max(wideAngleCurrVelocity, sliderDistance / Math.Pow(osuCurrObj.AdjustedDeltaTime, wide_angle_time_scale));
|
||||
}
|
||||
|
||||
wideAngleBonus *= Math.Min(wideAngleCurrVelocity, wideAnglePrevVelocity);
|
||||
|
||||
if (osuLast2Obj != null)
|
||||
{
|
||||
// If objects just go back and forth through a middle point - don't give as much wide bonus
|
||||
// Use Previous(2) and Previous(0) because angles calculation is done prevprev-prev-curr, so any object's angle's center point is always the previous object
|
||||
var lastBaseObject = (OsuHitObject)osuLastObj.BaseObject;
|
||||
var last2BaseObject = (OsuHitObject)osuLast2Obj.BaseObject;
|
||||
|
||||
float distance = (last2BaseObject.StackedPosition - lastBaseObject.StackedPosition).Length;
|
||||
|
||||
if (distance < 1)
|
||||
{
|
||||
wideAngleBonus *= 1 - 0.55 * (1 - distance);
|
||||
}
|
||||
}
|
||||
|
||||
// Add in acute angle bonus or wide angle bonus, whichever is larger.
|
||||
snapDifficulty += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier);
|
||||
|
||||
// Apply wiggle bonus for jumps that are [radius, 3*diameter] in distance, with < 110 angle
|
||||
// https://www.desmos.com/calculator/dp0v0nvowc
|
||||
double wiggleBonus = velocityInfluence
|
||||
* DifficultyCalculationUtils.Smootherstep(currDistance, radius, diameter)
|
||||
* Math.Pow(DifficultyCalculationUtils.ReverseLerp(currDistance, diameter * 3, diameter), 1.8)
|
||||
* DifficultyCalculationUtils.Smootherstep(currAngle, double.DegreesToRadians(110), double.DegreesToRadians(60))
|
||||
* DifficultyCalculationUtils.Smootherstep(prevDistance, radius, diameter)
|
||||
* Math.Pow(DifficultyCalculationUtils.ReverseLerp(prevDistance, diameter * 3, diameter), 1.8)
|
||||
* DifficultyCalculationUtils.Smootherstep(lastAngle, double.DegreesToRadians(110), double.DegreesToRadians(60));
|
||||
|
||||
snapDifficulty += wiggleBonus * wiggle_multiplier;
|
||||
}
|
||||
|
||||
if (Math.Max(prevVelocity, currVelocity) != 0)
|
||||
{
|
||||
if (withSliderTravelDistance)
|
||||
{
|
||||
// We want to use just the object jump without slider velocity when awarding differences
|
||||
currVelocity = currDistance / osuCurrObj.AdjustedDeltaTime;
|
||||
}
|
||||
|
||||
// Scale with ratio of difference compared to 0.5 * max dist.
|
||||
double distRatio = DifficultyCalculationUtils.Smoothstep(Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity), 0, 1);
|
||||
|
||||
// Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing.
|
||||
double overlapVelocityBuff = Math.Min(diameter * 1.25 / Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime), Math.Abs(prevVelocity - currVelocity));
|
||||
|
||||
double velocityChangeBonus = overlapVelocityBuff * distRatio;
|
||||
|
||||
// Penalize for rhythm changes.
|
||||
velocityChangeBonus *= Math.Pow(Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime) / Math.Max(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime), 2);
|
||||
|
||||
snapDifficulty += velocityChangeBonus * velocity_change_multiplier;
|
||||
}
|
||||
|
||||
// Reward sliders based on velocity.
|
||||
if (osuCurrObj.BaseObject is Slider && withSliderTravelDistance)
|
||||
{
|
||||
double sliderBonus = osuCurrObj.TravelDistance / osuCurrObj.TravelTime;
|
||||
snapDifficulty += (sliderBonus < 1 ? sliderBonus : Math.Pow(sliderBonus, 0.75)) * slider_multiplier;
|
||||
}
|
||||
|
||||
// Apply high circle size bonus
|
||||
snapDifficulty *= osuCurrObj.SmallCircleBonus;
|
||||
|
||||
snapDifficulty *= highBpmBonus(osuCurrObj.AdjustedDeltaTime);
|
||||
|
||||
return snapDifficulty;
|
||||
}
|
||||
|
||||
private static double highBpmBonus(double ms) => 1 / (1 - Math.Pow(0.03, Math.Pow(ms / 1000, 0.65)));
|
||||
|
||||
private static double vectorAngleRepetition(OsuDifficultyHitObject current, OsuDifficultyHitObject previous)
|
||||
{
|
||||
if (current.Angle == null || previous.Angle == null)
|
||||
return 1;
|
||||
|
||||
const double note_limit = 6;
|
||||
|
||||
double constantAngleCount = 0;
|
||||
|
||||
for (int index = 0; index < note_limit; index++)
|
||||
{
|
||||
var loopObj = (OsuDifficultyHitObject)current.Previous(index);
|
||||
|
||||
if (loopObj.IsNull())
|
||||
break;
|
||||
|
||||
// Only consider vectors in the same jump section, stopping to change rhythm ruins momentum
|
||||
if (Math.Max(current.AdjustedDeltaTime, loopObj.AdjustedDeltaTime) > 1.1 * Math.Min(current.AdjustedDeltaTime, loopObj.AdjustedDeltaTime))
|
||||
break;
|
||||
|
||||
if (loopObj.NormalisedVectorAngle.IsNotNull() && current.NormalisedVectorAngle.IsNotNull())
|
||||
{
|
||||
double angleDifference = Math.Abs(current.NormalisedVectorAngle.Value - loopObj.NormalisedVectorAngle.Value);
|
||||
// Refer to this desmos for tuning, constants need to be precise so that values stay within the range of 0 and 1.
|
||||
// https://www.desmos.com/calculator/a8jesv5sv2
|
||||
constantAngleCount += Math.Cos(8 * Math.Min(double.DegreesToRadians(11.25), angleDifference));
|
||||
}
|
||||
}
|
||||
|
||||
double vectorRepetition = Math.Pow(Math.Min(0.5 / constantAngleCount, 1), 2);
|
||||
|
||||
double stackFactor = DifficultyCalculationUtils.Smootherstep(current.LazyJumpDistance, 0, OsuDifficultyHitObject.NORMALISED_DIAMETER);
|
||||
|
||||
double currAngle = current.Angle.Value;
|
||||
double lastAngle = previous.Angle.Value;
|
||||
|
||||
double angleDifferenceAdjusted = Math.Cos(2 * Math.Min(double.DegreesToRadians(45), Math.Abs(currAngle - lastAngle) * stackFactor));
|
||||
|
||||
double baseNerf = 1 - maximum_repetition_nerf * CalcAngleAcuteness(lastAngle) * angleDifferenceAdjusted;
|
||||
|
||||
return Math.Pow(baseNerf + (1 - baseNerf) * vectorRepetition * maximum_vector_influence * stackFactor, 2);
|
||||
}
|
||||
|
||||
private static double calcAngleWideness(double angle) => DifficultyCalculationUtils.Smoothstep(angle, double.DegreesToRadians(40), double.DegreesToRadians(140));
|
||||
|
||||
public static double CalcAngleAcuteness(double angle) => DifficultyCalculationUtils.Smoothstep(angle, double.DegreesToRadians(140), double.DegreesToRadians(40));
|
||||
}
|
||||
}
|
||||
@@ -1,172 +0,0 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
{
|
||||
public static class AimEvaluator
|
||||
{
|
||||
private const double wide_angle_multiplier = 1.5;
|
||||
private const double acute_angle_multiplier = 2.55;
|
||||
private const double slider_multiplier = 1.35;
|
||||
private const double velocity_change_multiplier = 0.75;
|
||||
private const double wiggle_multiplier = 1.02;
|
||||
|
||||
/// <summary>
|
||||
/// Evaluates the difficulty of aiming the current object, based on:
|
||||
/// <list type="bullet">
|
||||
/// <item><description>cursor velocity to the current object,</description></item>
|
||||
/// <item><description>angle difficulty,</description></item>
|
||||
/// <item><description>sharp velocity increases,</description></item>
|
||||
/// <item><description>and slider difficulty.</description></item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliderTravelDistance)
|
||||
{
|
||||
if (current.BaseObject is Spinner || current.Index <= 1 || current.Previous(0).BaseObject is Spinner)
|
||||
return 0;
|
||||
|
||||
var osuCurrObj = (OsuDifficultyHitObject)current;
|
||||
var osuLastObj = (OsuDifficultyHitObject)current.Previous(0);
|
||||
var osuLastLastObj = (OsuDifficultyHitObject)current.Previous(1);
|
||||
var osuLast2Obj = (OsuDifficultyHitObject)current.Previous(2);
|
||||
|
||||
const int radius = OsuDifficultyHitObject.NORMALISED_RADIUS;
|
||||
const int diameter = OsuDifficultyHitObject.NORMALISED_DIAMETER;
|
||||
|
||||
// Calculate the velocity to the current hitobject, which starts with a base distance / time assuming the last object is a hitcircle.
|
||||
double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.AdjustedDeltaTime;
|
||||
|
||||
// But if the last object is a slider, then we extend the travel velocity through the slider into the current object.
|
||||
if (osuLastObj.BaseObject is Slider && withSliderTravelDistance)
|
||||
{
|
||||
double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime; // calculate the slider velocity from slider head to slider end.
|
||||
double movementVelocity = osuCurrObj.MinimumJumpDistance / osuCurrObj.MinimumJumpTime; // calculate the movement velocity from slider end to current object
|
||||
|
||||
currVelocity = Math.Max(currVelocity, movementVelocity + travelVelocity); // take the larger total combined velocity.
|
||||
}
|
||||
|
||||
// As above, do the same for the previous hitobject.
|
||||
double prevVelocity = osuLastObj.LazyJumpDistance / osuLastObj.AdjustedDeltaTime;
|
||||
|
||||
if (osuLastLastObj.BaseObject is Slider && withSliderTravelDistance)
|
||||
{
|
||||
double travelVelocity = osuLastLastObj.TravelDistance / osuLastLastObj.TravelTime;
|
||||
double movementVelocity = osuLastObj.MinimumJumpDistance / osuLastObj.MinimumJumpTime;
|
||||
|
||||
prevVelocity = Math.Max(prevVelocity, movementVelocity + travelVelocity);
|
||||
}
|
||||
|
||||
double wideAngleBonus = 0;
|
||||
double acuteAngleBonus = 0;
|
||||
double sliderBonus = 0;
|
||||
double velocityChangeBonus = 0;
|
||||
double wiggleBonus = 0;
|
||||
|
||||
double aimStrain = currVelocity; // Start strain with regular velocity.
|
||||
|
||||
if (osuCurrObj.Angle != null && osuLastObj.Angle != null)
|
||||
{
|
||||
double currAngle = osuCurrObj.Angle.Value;
|
||||
double lastAngle = osuLastObj.Angle.Value;
|
||||
|
||||
// Rewarding angles, take the smaller velocity as base.
|
||||
double angleBonus = Math.Min(currVelocity, prevVelocity);
|
||||
|
||||
if (Math.Max(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime) < 1.25 * Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime)) // If rhythms are the same.
|
||||
{
|
||||
acuteAngleBonus = calcAcuteAngleBonus(currAngle);
|
||||
|
||||
// Penalize angle repetition.
|
||||
acuteAngleBonus *= 0.08 + 0.92 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastAngle), 3)));
|
||||
|
||||
// Apply acute angle bonus for BPM above 300 1/2 and distance more than one diameter
|
||||
acuteAngleBonus *= angleBonus *
|
||||
DifficultyCalculationUtils.Smootherstep(DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.AdjustedDeltaTime, 2), 300, 400) *
|
||||
DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, diameter, diameter * 2);
|
||||
}
|
||||
|
||||
wideAngleBonus = calcWideAngleBonus(currAngle);
|
||||
|
||||
// Penalize angle repetition.
|
||||
wideAngleBonus *= 1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3));
|
||||
|
||||
// Apply full wide angle bonus for distance more than one diameter
|
||||
wideAngleBonus *= angleBonus * DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, 0, diameter);
|
||||
|
||||
// Apply wiggle bonus for jumps that are [radius, 3*diameter] in distance, with < 110 angle
|
||||
// https://www.desmos.com/calculator/dp0v0nvowc
|
||||
wiggleBonus = angleBonus
|
||||
* DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, radius, diameter)
|
||||
* Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuCurrObj.LazyJumpDistance, diameter * 3, diameter), 1.8)
|
||||
* DifficultyCalculationUtils.Smootherstep(currAngle, double.DegreesToRadians(110), double.DegreesToRadians(60))
|
||||
* DifficultyCalculationUtils.Smootherstep(osuLastObj.LazyJumpDistance, radius, diameter)
|
||||
* Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuLastObj.LazyJumpDistance, diameter * 3, diameter), 1.8)
|
||||
* DifficultyCalculationUtils.Smootherstep(lastAngle, double.DegreesToRadians(110), double.DegreesToRadians(60));
|
||||
|
||||
if (osuLast2Obj != null)
|
||||
{
|
||||
// If objects just go back and forth through a middle point - don't give as much wide bonus
|
||||
// Use Previous(2) and Previous(0) because angles calculation is done prevprev-prev-curr, so any object's angle's center point is always the previous object
|
||||
var lastBaseObject = (OsuHitObject)osuLastObj.BaseObject;
|
||||
var last2BaseObject = (OsuHitObject)osuLast2Obj.BaseObject;
|
||||
|
||||
float distance = (last2BaseObject.StackedPosition - lastBaseObject.StackedPosition).Length;
|
||||
|
||||
if (distance < 1)
|
||||
{
|
||||
wideAngleBonus *= 1 - 0.35 * (1 - distance);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Math.Max(prevVelocity, currVelocity) != 0)
|
||||
{
|
||||
// We want to use the average velocity over the whole object when awarding differences, not the individual jump and slider path velocities.
|
||||
prevVelocity = (osuLastObj.LazyJumpDistance + osuLastLastObj.TravelDistance) / osuLastObj.AdjustedDeltaTime;
|
||||
currVelocity = (osuCurrObj.LazyJumpDistance + osuLastObj.TravelDistance) / osuCurrObj.AdjustedDeltaTime;
|
||||
|
||||
// Scale with ratio of difference compared to 0.5 * max dist.
|
||||
double distRatio = DifficultyCalculationUtils.Smoothstep(Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity), 0, 1);
|
||||
|
||||
// Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing.
|
||||
double overlapVelocityBuff = Math.Min(diameter * 1.25 / Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime), Math.Abs(prevVelocity - currVelocity));
|
||||
|
||||
velocityChangeBonus = overlapVelocityBuff * distRatio;
|
||||
|
||||
// Penalize for rhythm changes.
|
||||
velocityChangeBonus *= Math.Pow(Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime) / Math.Max(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime), 2);
|
||||
}
|
||||
|
||||
if (osuLastObj.BaseObject is Slider)
|
||||
{
|
||||
// Reward sliders based on velocity.
|
||||
sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
|
||||
}
|
||||
|
||||
aimStrain += wiggleBonus * wiggle_multiplier;
|
||||
aimStrain += velocityChangeBonus * velocity_change_multiplier;
|
||||
|
||||
// Add in acute angle bonus or wide angle bonus, whichever is larger.
|
||||
aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier);
|
||||
|
||||
// Apply high circle size bonus
|
||||
aimStrain *= osuCurrObj.SmallCircleBonus;
|
||||
|
||||
// Add in additional slider velocity bonus.
|
||||
if (withSliderTravelDistance)
|
||||
aimStrain += sliderBonus * slider_multiplier;
|
||||
|
||||
return aimStrain;
|
||||
}
|
||||
|
||||
private static double calcWideAngleBonus(double angle) => DifficultyCalculationUtils.Smoothstep(angle, double.DegreesToRadians(40), double.DegreesToRadians(140));
|
||||
|
||||
private static double calcAcuteAngleBonus(double angle) => DifficultyCalculationUtils.Smoothstep(angle, double.DegreesToRadians(140), double.DegreesToRadians(40));
|
||||
}
|
||||
}
|
||||
@@ -2,8 +2,12 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
@@ -28,7 +32,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
/// <item><description>and whether the hidden mod is enabled.</description></item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden)
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current, IReadOnlyList<Mod> mods)
|
||||
{
|
||||
if (current.BaseObject is Spinner)
|
||||
return 0;
|
||||
@@ -40,7 +44,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
double smallDistNerf = 1.0;
|
||||
double cumulativeStrainTime = 0.0;
|
||||
|
||||
double result = 0.0;
|
||||
double flashlightDifficulty = 0.0;
|
||||
|
||||
OsuDifficultyHitObject lastObj = osuCurrent;
|
||||
|
||||
@@ -66,9 +70,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
double stackNerf = Math.Min(1.0, (currentObj.LazyJumpDistance / scalingFactor) / 25.0);
|
||||
|
||||
// Bonus based on how visible the object is.
|
||||
double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, hidden));
|
||||
double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, mods.OfType<OsuModHidden>().Any(m => !m.OnlyFadeApproachCircles.Value)));
|
||||
|
||||
result += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
|
||||
flashlightDifficulty += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
|
||||
|
||||
if (currentObj.Angle != null && osuCurrent.Angle != null)
|
||||
{
|
||||
@@ -81,14 +85,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
lastObj = currentObj;
|
||||
}
|
||||
|
||||
result = Math.Pow(smallDistNerf * result, 2.0);
|
||||
flashlightDifficulty = Math.Pow(smallDistNerf * flashlightDifficulty, 2.0);
|
||||
|
||||
// Additional bonus for Hidden due to there being no approach circles.
|
||||
if (hidden)
|
||||
result *= 1.0 + hidden_bonus;
|
||||
if (mods.OfType<OsuModHidden>().Any())
|
||||
flashlightDifficulty *= 1.0 + hidden_bonus;
|
||||
|
||||
// Nerf patterns with repeated angles.
|
||||
result *= min_angle_multiplier + (1.0 - min_angle_multiplier) / (angleRepeatCount + 1.0);
|
||||
flashlightDifficulty *= min_angle_multiplier + (1.0 - min_angle_multiplier) / (angleRepeatCount + 1.0);
|
||||
|
||||
double sliderBonus = 0.0;
|
||||
|
||||
@@ -108,9 +112,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
sliderBonus /= (osuSlider.RepeatCount + 1);
|
||||
}
|
||||
|
||||
result += sliderBonus * slider_multiplier;
|
||||
flashlightDifficulty += sliderBonus * slider_multiplier;
|
||||
|
||||
return result;
|
||||
return flashlightDifficulty;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,272 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
{
|
||||
public static class ReadingEvaluator
|
||||
{
|
||||
private const double reading_window_size = 3000; // 3 seconds
|
||||
private const double distance_influence_threshold = OsuDifficultyHitObject.NORMALISED_DIAMETER * 1.5; // 1.5 circles distance between centers
|
||||
private const double hidden_multiplier = 0.28;
|
||||
private const double density_multiplier = 2.4;
|
||||
private const double density_difficulty_base = 2.5;
|
||||
private const double preempt_balancing_factor = 140000;
|
||||
private const double preempt_starting_point = 500; // AR 9.66 in milliseconds
|
||||
private const double minimum_angle_relevancy_time = 2000; // 2 seconds
|
||||
private const double maximum_angle_relevancy_time = 200;
|
||||
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden)
|
||||
{
|
||||
if (current.BaseObject is Spinner || current.Index == 0)
|
||||
return 0;
|
||||
|
||||
var currObj = (OsuDifficultyHitObject)current;
|
||||
var nextObj = (OsuDifficultyHitObject)current.Next(0);
|
||||
|
||||
double velocity = Math.Max(1, currObj.LazyJumpDistance / currObj.AdjustedDeltaTime); // Only allow velocity to buff
|
||||
|
||||
double currentVisibleObjectDensity = retrieveCurrentVisibleObjectDensity(currObj);
|
||||
double pastObjectDifficultyInfluence = getPastObjectDifficultyInfluence(currObj);
|
||||
|
||||
double constantAngleNerfFactor = getConstantAngleNerfFactor(currObj);
|
||||
|
||||
double noteDensityDifficulty = calculateDensityDifficulty(nextObj, velocity, constantAngleNerfFactor, pastObjectDifficultyInfluence, currentVisibleObjectDensity);
|
||||
|
||||
double hiddenDifficulty = hidden
|
||||
? calculateHiddenDifficulty(currObj, pastObjectDifficultyInfluence, currentVisibleObjectDensity, velocity, constantAngleNerfFactor)
|
||||
: 0;
|
||||
|
||||
double preemptDifficulty = calculatePreemptDifficulty(velocity, constantAngleNerfFactor, currObj.Preempt);
|
||||
|
||||
double readingDifficulty = DifficultyCalculationUtils.Norm(1.5, preemptDifficulty, hiddenDifficulty, noteDensityDifficulty);
|
||||
|
||||
// Having less time to process information is harder
|
||||
readingDifficulty *= highBpmBonus(currObj.AdjustedDeltaTime);
|
||||
|
||||
return readingDifficulty;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the density difficulty of the current object and how hard it is to aim it because of it based on:
|
||||
/// <list type="bullet">
|
||||
/// <item><description>cursor velocity to the current object,</description></item>
|
||||
/// <item><description>how many times the current object's angle was repeated,</description></item>
|
||||
/// <item><description>density of objects visible when the current object appears,</description></item>
|
||||
/// <item><description>density of objects visible when the current object needs to be clicked,</description></item>
|
||||
/// /// </list>
|
||||
/// </summary>
|
||||
private static double calculateDensityDifficulty(OsuDifficultyHitObject? nextObj, double velocity, double constantAngleNerfFactor,
|
||||
double pastObjectDifficultyInfluence, double currentVisibleObjectDensity)
|
||||
{
|
||||
// Consider future densities too because it can make the path the cursor takes less clear
|
||||
double futureObjectDifficultyInfluence = Math.Sqrt(currentVisibleObjectDensity);
|
||||
|
||||
if (nextObj != null)
|
||||
{
|
||||
// Reduce difficulty if movement to next object is small
|
||||
futureObjectDifficultyInfluence *= DifficultyCalculationUtils.Smootherstep(nextObj.LazyJumpDistance, 15, distance_influence_threshold);
|
||||
}
|
||||
|
||||
// Value higher note densities exponentially
|
||||
double noteDensityDifficulty = Math.Pow(pastObjectDifficultyInfluence + futureObjectDifficultyInfluence, 1.7) * 0.4 * constantAngleNerfFactor * velocity;
|
||||
|
||||
// Award only denser than average maps.
|
||||
noteDensityDifficulty = Math.Max(0, noteDensityDifficulty - density_difficulty_base);
|
||||
|
||||
// Apply a soft cap to general density reading to account for partial memorization
|
||||
noteDensityDifficulty = Math.Pow(noteDensityDifficulty, 0.45) * density_multiplier;
|
||||
|
||||
return noteDensityDifficulty;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the difficulty of aiming the current object when the approach rate is very high based on:
|
||||
/// <list type="bullet">
|
||||
/// <item><description>cursor velocity to the current object,</description></item>
|
||||
/// <item><description>how many times the current object's angle was repeated,</description></item>
|
||||
/// <item><description>how many milliseconds elapse between the approach circle appearing and touching the inner circle</description></item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
private static double calculatePreemptDifficulty(double velocity, double constantAngleNerfFactor, double preempt)
|
||||
{
|
||||
// Arbitrary curve for the base value preempt difficulty should have as approach rate increases.
|
||||
// https://www.desmos.com/calculator/c175335a71
|
||||
double preemptDifficulty = Math.Pow((preempt_starting_point - preempt + Math.Abs(preempt - preempt_starting_point)) / 2, 2.5) / preempt_balancing_factor;
|
||||
|
||||
preemptDifficulty *= constantAngleNerfFactor * velocity;
|
||||
|
||||
return preemptDifficulty;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the difficulty of aiming the current object when the hidden mod is active based on:
|
||||
/// <list type="bullet">
|
||||
/// <item><description>cursor velocity to the current object,</description></item>
|
||||
/// <item><description>time the current object spends invisible,</description></item>
|
||||
/// <item><description>density of objects visible when the current object appears,</description></item>
|
||||
/// <item><description>density of objects visible when the current object needs to be clicked,</description></item>
|
||||
/// <item><description>how many times the current object's angle was repeated,</description></item>
|
||||
/// <item><description>if the current object is perfectly stacked to the previous one</description></item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
private static double calculateHiddenDifficulty(OsuDifficultyHitObject currObj, double pastObjectDifficultyInfluence, double currentVisibleObjectDensity, double velocity,
|
||||
double constantAngleNerfFactor)
|
||||
{
|
||||
// Higher preempt means that time spent invisible is higher too, we want to reward that
|
||||
double preemptFactor = Math.Pow(currObj.Preempt, 2.2) * 0.01;
|
||||
|
||||
// Account for both past and current densities
|
||||
double densityFactor = Math.Pow(currentVisibleObjectDensity + pastObjectDifficultyInfluence, 3.3) * 3;
|
||||
|
||||
double hiddenDifficulty = (preemptFactor + densityFactor) * constantAngleNerfFactor * velocity * 0.01;
|
||||
|
||||
// Apply a soft cap to general HD reading to account for partial memorization
|
||||
hiddenDifficulty = Math.Pow(hiddenDifficulty, 0.4) * hidden_multiplier;
|
||||
|
||||
var previousObj = (OsuDifficultyHitObject)currObj.Previous(0);
|
||||
|
||||
// Buff perfect stacks only if current note is completely invisible at the time you click the previous note.
|
||||
if (currObj.LazyJumpDistance == 0 && currObj.OpacityAt(previousObj.BaseObject.StartTime, true) == 0 && previousObj.StartTime > currObj.StartTime - currObj.Preempt)
|
||||
hiddenDifficulty += hidden_multiplier * 2500 / Math.Pow(currObj.AdjustedDeltaTime, 1.5); // Perfect stacks are harder the less time between notes
|
||||
|
||||
return hiddenDifficulty;
|
||||
}
|
||||
|
||||
private static double getPastObjectDifficultyInfluence(OsuDifficultyHitObject currObj)
|
||||
{
|
||||
double pastObjectDifficultyInfluence = 0;
|
||||
|
||||
foreach (var loopObj in retrievePastVisibleObjects(currObj))
|
||||
{
|
||||
double loopDifficulty = currObj.OpacityAt(loopObj.BaseObject.StartTime, false);
|
||||
|
||||
// When aiming an object small distances mean previous objects may be cheesed, so it doesn't matter whether they were arranged confusingly.
|
||||
loopDifficulty *= DifficultyCalculationUtils.Smootherstep(loopObj.LazyJumpDistance, 15, distance_influence_threshold);
|
||||
|
||||
// Account less for objects close to the max reading window
|
||||
double timeBetweenCurrAndLoopObj = currObj.StartTime - loopObj.StartTime;
|
||||
double timeNerfFactor = getTimeNerfFactor(timeBetweenCurrAndLoopObj);
|
||||
|
||||
loopDifficulty *= timeNerfFactor;
|
||||
pastObjectDifficultyInfluence += loopDifficulty;
|
||||
}
|
||||
|
||||
return pastObjectDifficultyInfluence;
|
||||
}
|
||||
|
||||
// Returns a list of objects that are visible on screen at the point in time the current object becomes visible.
|
||||
private static IEnumerable<OsuDifficultyHitObject> retrievePastVisibleObjects(OsuDifficultyHitObject current)
|
||||
{
|
||||
for (int i = 0; i < current.Index; i++)
|
||||
{
|
||||
OsuDifficultyHitObject hitObject = (OsuDifficultyHitObject)current.Previous(i);
|
||||
|
||||
if (hitObject.IsNull() ||
|
||||
current.StartTime - hitObject.StartTime > reading_window_size ||
|
||||
hitObject.StartTime < current.StartTime - current.Preempt) // Current object not visible at the time object needs to be clicked
|
||||
break;
|
||||
|
||||
yield return hitObject;
|
||||
}
|
||||
}
|
||||
|
||||
// Returns the density of objects visible at the point in time the current object needs to be clicked capped by the reading window.
|
||||
private static double retrieveCurrentVisibleObjectDensity(OsuDifficultyHitObject current)
|
||||
{
|
||||
double visibleObjectCount = 0;
|
||||
|
||||
OsuDifficultyHitObject? hitObject = (OsuDifficultyHitObject)current.Next(0);
|
||||
|
||||
while (hitObject != null)
|
||||
{
|
||||
if (hitObject.StartTime - current.StartTime > reading_window_size ||
|
||||
current.StartTime < hitObject.StartTime - hitObject.Preempt) // Object not visible at the time current object needs to be clicked.
|
||||
break;
|
||||
|
||||
double timeBetweenCurrAndLoopObj = hitObject.StartTime - current.StartTime;
|
||||
double timeNerfFactor = getTimeNerfFactor(timeBetweenCurrAndLoopObj);
|
||||
|
||||
visibleObjectCount += hitObject.OpacityAt(current.BaseObject.StartTime, false) * timeNerfFactor;
|
||||
|
||||
hitObject = (OsuDifficultyHitObject?)hitObject.Next(0);
|
||||
}
|
||||
|
||||
return visibleObjectCount;
|
||||
}
|
||||
|
||||
// Returns a factor of how often the current object's angle has been repeated in a certain time frame.
|
||||
// It does this by checking the difference in angle between current and past objects and sums them based on a range of similarity.
|
||||
// https://www.desmos.com/calculator/eb057a4822
|
||||
private static double getConstantAngleNerfFactor(OsuDifficultyHitObject current)
|
||||
{
|
||||
double constantAngleCount = 0;
|
||||
int index = 0;
|
||||
double currentTimeGap = 0;
|
||||
|
||||
OsuDifficultyHitObject loopObjPrev0 = current;
|
||||
OsuDifficultyHitObject? loopObjPrev1 = null;
|
||||
OsuDifficultyHitObject? loopObjPrev2 = null;
|
||||
|
||||
while (currentTimeGap < minimum_angle_relevancy_time)
|
||||
{
|
||||
var loopObj = (OsuDifficultyHitObject)current.Previous(index);
|
||||
|
||||
if (loopObj.IsNull())
|
||||
break;
|
||||
|
||||
// Account less for objects that are close to the time limit.
|
||||
double longIntervalFactor = 1 - DifficultyCalculationUtils.ReverseLerp(loopObj.AdjustedDeltaTime, maximum_angle_relevancy_time, minimum_angle_relevancy_time);
|
||||
|
||||
if (loopObj.Angle.IsNotNull() && current.Angle.IsNotNull())
|
||||
{
|
||||
double angleDifference = Math.Abs(current.Angle.Value - loopObj.Angle.Value);
|
||||
double angleDifferenceAlternating = Math.PI;
|
||||
|
||||
if (loopObjPrev0.Angle != null && loopObjPrev1?.Angle != null && loopObjPrev2?.Angle != null)
|
||||
{
|
||||
angleDifferenceAlternating = Math.Abs(loopObjPrev1.Angle.Value - loopObj.Angle.Value);
|
||||
angleDifferenceAlternating += Math.Abs(loopObjPrev2.Angle.Value - loopObjPrev0.Angle.Value);
|
||||
|
||||
double weight = 1.0;
|
||||
|
||||
// Be sure that one of the angles is very sharp, when other is wide
|
||||
weight *= DifficultyCalculationUtils.ReverseLerp(Math.Min(loopObj.Angle.Value, loopObjPrev0.Angle.Value) * 180 / Math.PI, 20, 5);
|
||||
weight *= DifficultyCalculationUtils.ReverseLerp(Math.Max(loopObj.Angle.Value, loopObjPrev0.Angle.Value) * 180 / Math.PI, 60, 120);
|
||||
|
||||
// Lerp between max angle difference and rescaled alternating difference, with more harsh scaling compared to normal difference
|
||||
angleDifferenceAlternating = double.Lerp(Math.PI, 0.1 * angleDifferenceAlternating, weight);
|
||||
}
|
||||
|
||||
double stackFactor = DifficultyCalculationUtils.Smootherstep(loopObj.LazyJumpDistance, 0, OsuDifficultyHitObject.NORMALISED_RADIUS);
|
||||
|
||||
constantAngleCount += Math.Cos(3 * Math.Min(double.DegreesToRadians(30), Math.Min(angleDifference, angleDifferenceAlternating) * stackFactor)) * longIntervalFactor;
|
||||
}
|
||||
|
||||
currentTimeGap = current.StartTime - loopObj.StartTime;
|
||||
index++;
|
||||
|
||||
loopObjPrev2 = loopObjPrev1;
|
||||
loopObjPrev1 = loopObjPrev0;
|
||||
loopObjPrev0 = loopObj;
|
||||
}
|
||||
|
||||
return Math.Clamp(2 / constantAngleCount, 0.2, 1);
|
||||
}
|
||||
|
||||
// Returns a nerfing factor for when objects are very distant in time, affecting reading less.
|
||||
private static double getTimeNerfFactor(double deltaTime)
|
||||
{
|
||||
return Math.Clamp(2 - deltaTime / (reading_window_size / 2), 0, 1);
|
||||
}
|
||||
|
||||
private static double highBpmBonus(double ms) => 1 / (1 - Math.Pow(0.8, ms / 1000));
|
||||
}
|
||||
}
|
||||
+62
-32
@@ -8,15 +8,16 @@ using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Speed
|
||||
{
|
||||
public static class RhythmEvaluator
|
||||
{
|
||||
private const int history_time_max = 5 * 1000; // 5 seconds
|
||||
private const int history_objects_max = 32;
|
||||
private const double rhythm_overall_multiplier = 1.0;
|
||||
private const double rhythm_ratio_multiplier = 15.0;
|
||||
private const double rhythm_overall_multiplier = 0.95;
|
||||
private const double rhythm_ratio_multiplier = 26.0;
|
||||
|
||||
/// <summary>
|
||||
/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
|
||||
@@ -26,11 +27,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
if (current.BaseObject is Spinner)
|
||||
return 0;
|
||||
|
||||
var currentOsuObject = (OsuDifficultyHitObject)current;
|
||||
|
||||
double rhythmComplexitySum = 0;
|
||||
|
||||
double deltaDifferenceEpsilon = ((OsuDifficultyHitObject)current).HitWindowGreat * 0.3;
|
||||
double deltaDifferenceEpsilon = ((OsuDifficultyHitObject)current).HitWindow(HitResult.Great) * 0.3;
|
||||
|
||||
var island = new Island(deltaDifferenceEpsilon);
|
||||
var previousIsland = new Island(deltaDifferenceEpsilon);
|
||||
@@ -57,6 +56,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
for (int i = rhythmStart; i > 0; i--)
|
||||
{
|
||||
OsuDifficultyHitObject currObj = (OsuDifficultyHitObject)current.Previous(i - 1);
|
||||
if (currObj.BaseObject is Spinner)
|
||||
continue;
|
||||
|
||||
// scales note 0 to 1 from history to now
|
||||
double timeDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max;
|
||||
@@ -64,44 +65,56 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
|
||||
double currHistoricalDecay = Math.Min(noteDecay, timeDecay); // either we're limited by time or limited by object count.
|
||||
|
||||
// Use custom cap value to ensure that that at this point delta time is actually zero
|
||||
// Use custom cap value to ensure that at this point delta time is actually zero
|
||||
double currDelta = Math.Max(currObj.DeltaTime, 1e-7);
|
||||
double prevDelta = Math.Max(prevObj.DeltaTime, 1e-7);
|
||||
double lastDelta = Math.Max(lastObj.DeltaTime, 1e-7);
|
||||
|
||||
// Make sure to always have the current island initialised - if we don't do it here it will only initialise on the next rhythm change
|
||||
if (island.Delta == int.MaxValue)
|
||||
island = new Island((int)currDelta, deltaDifferenceEpsilon);
|
||||
|
||||
// calculate how much current delta difference deserves a rhythm bonus
|
||||
// this function is meant to reduce rhythm bonus for deltas that are multiples of each other (i.e 100 and 200)
|
||||
double deltaDifference = Math.Max(prevDelta, currDelta) / Math.Min(prevDelta, currDelta);
|
||||
|
||||
// Take only the fractional part of the value since we're only interested in punishing multiples
|
||||
double deltaDifferenceFraction = deltaDifference - Math.Truncate(deltaDifference);
|
||||
|
||||
double currRatio = 1.0 + rhythm_ratio_multiplier * Math.Min(0.5, DifficultyCalculationUtils.SmoothstepBellCurve(deltaDifferenceFraction));
|
||||
|
||||
// reduce ratio bonus if delta difference is too big
|
||||
double differenceMultiplier = Math.Clamp(2.0 - deltaDifference / 8.0, 0.0, 1.0);
|
||||
|
||||
double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - deltaDifferenceEpsilon) / deltaDifferenceEpsilon);
|
||||
|
||||
double effectiveRatio = windowPenalty * currRatio * differenceMultiplier;
|
||||
double effectiveRatio = getEffectiveRatio(deltaDifference) * windowPenalty * differenceMultiplier;
|
||||
|
||||
// if previous object is a slider it might be easier to tap since you don't have to do a whole tapping motion
|
||||
// while a full deltatime might end up some weird ratio the "unpress->tap" motion might be simple
|
||||
// for example a slider-circle-circle pattern should be evaluated as a regular triple and not as a single->double
|
||||
if (prevObj.BaseObject is Slider)
|
||||
{
|
||||
double sliderLazyEndDelta = currObj.MinimumJumpTime;
|
||||
double sliderLazyDeltaDifference = Math.Max(sliderLazyEndDelta, currDelta) / Math.Min(sliderLazyEndDelta, currDelta);
|
||||
|
||||
double sliderRealEndDelta = currObj.LastObjectEndDeltaTime;
|
||||
double sliderRealDeltaDifference = Math.Max(sliderRealEndDelta, currDelta) / Math.Min(sliderRealEndDelta, currDelta);
|
||||
|
||||
double sliderEffectiveRatio = Math.Min(getEffectiveRatio(sliderLazyDeltaDifference), getEffectiveRatio(sliderRealDeltaDifference));
|
||||
effectiveRatio = Math.Min(sliderEffectiveRatio, effectiveRatio);
|
||||
}
|
||||
|
||||
bool isSpeedingUp = prevDelta > currDelta + deltaDifferenceEpsilon;
|
||||
|
||||
if (Math.Abs(prevDelta - currDelta) < deltaDifferenceEpsilon)
|
||||
{
|
||||
// island is still progressing
|
||||
island.AddDelta((int)currDelta);
|
||||
}
|
||||
|
||||
if (firstDeltaSwitch)
|
||||
{
|
||||
if (Math.Abs(prevDelta - currDelta) < deltaDifferenceEpsilon)
|
||||
{
|
||||
// island is still progressing
|
||||
island.AddDelta((int)currDelta);
|
||||
}
|
||||
else
|
||||
if (Math.Abs(prevDelta - currDelta) > deltaDifferenceEpsilon)
|
||||
{
|
||||
// bpm change is into slider, this is easy acc window
|
||||
if (currObj.BaseObject is Slider)
|
||||
effectiveRatio *= 0.125;
|
||||
|
||||
// bpm change was from a slider, this is easier typically than circle -> circle
|
||||
// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
|
||||
if (prevObj.BaseObject is Slider)
|
||||
effectiveRatio *= 0.3;
|
||||
effectiveRatio *= 0.5;
|
||||
|
||||
// repeated island polarity (2 -> 4, 3 -> 5)
|
||||
if (island.IsSimilarPolarity(previousIsland))
|
||||
@@ -116,6 +129,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
if (previousIsland.DeltaCount == island.DeltaCount)
|
||||
effectiveRatio *= 0.5;
|
||||
|
||||
if (isSpeedingUp)
|
||||
effectiveRatio *= 0.65;
|
||||
|
||||
var islandCount = islandCounts.FirstOrDefault(x => x.Island.Equals(island));
|
||||
|
||||
if (islandCount != default)
|
||||
@@ -134,7 +150,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
}
|
||||
else
|
||||
{
|
||||
islandCounts.Add((island, 1));
|
||||
if (island.DeltaCount > 0)
|
||||
{
|
||||
islandCounts.Add((island, 1));
|
||||
}
|
||||
}
|
||||
|
||||
// scale down the difficulty if the object is doubletappable
|
||||
@@ -176,10 +195,18 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
prevObj = currObj;
|
||||
}
|
||||
|
||||
double rhythmDifficulty = Math.Sqrt(4 + rhythmComplexitySum * rhythm_overall_multiplier) / 2.0; // produces multiplier that can be applied to strain. range [1, infinity) (not really though)
|
||||
rhythmDifficulty *= 1 - currentOsuObject.GetDoubletapness((OsuDifficultyHitObject)current.Next(0));
|
||||
// If the current island is long we don't want the sum to have as big of an effect
|
||||
rhythmComplexitySum *= DifficultyCalculationUtils.ReverseLerp(island.DeltaCount, 22, 3);
|
||||
|
||||
return rhythmDifficulty;
|
||||
return Math.Sqrt(4 + rhythmComplexitySum * rhythm_overall_multiplier) / 2.0; // produces multiplier that can be applied to strain. range [1, infinity) (not really though);
|
||||
}
|
||||
|
||||
private static double getEffectiveRatio(double deltaDifference)
|
||||
{
|
||||
// Take only the fractional part of the value since we're only interested in punishing multiples
|
||||
double deltaDifferenceFraction = deltaDifference - Math.Truncate(deltaDifference);
|
||||
|
||||
return 1.0 + rhythm_ratio_multiplier * Math.Min(0.5, DifficultyCalculationUtils.SmoothstepBellCurve(deltaDifferenceFraction));
|
||||
}
|
||||
|
||||
private class Island : IEquatable<Island>
|
||||
@@ -211,9 +238,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
|
||||
public bool IsSimilarPolarity(Island other)
|
||||
{
|
||||
// TODO: consider islands to be of similar polarity only if they're having the same average delta (we don't want to consider 3 singletaps similar to a triple)
|
||||
// naively adding delta check here breaks _a lot_ of maps because of the flawed ratio calculation
|
||||
return DeltaCount % 2 == other.DeltaCount % 2;
|
||||
// single delta islands shouldn't be compared
|
||||
if (DeltaCount <= 1 || other.DeltaCount <= 1)
|
||||
return false;
|
||||
|
||||
return Math.Abs(Delta - other.Delta) < deltaDifferenceEpsilon &&
|
||||
DeltaCount % 2 == other.DeltaCount % 2;
|
||||
}
|
||||
|
||||
public bool Equals(Island? other)
|
||||
+10
-29
@@ -2,47 +2,39 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Speed
|
||||
{
|
||||
public static class SpeedEvaluator
|
||||
{
|
||||
private const double single_spacing_threshold = OsuDifficultyHitObject.NORMALISED_DIAMETER * 1.25; // 1.25 circles distance between centers
|
||||
private const double min_speed_bonus = 200; // 200 BPM 1/4th
|
||||
private const double speed_balancing_factor = 40;
|
||||
private const double distance_multiplier = 0.8;
|
||||
|
||||
/// <summary>
|
||||
/// Evaluates the difficulty of tapping the current object, based on:
|
||||
/// <list type="bullet">
|
||||
/// <item><description>time between pressing the previous and current object,</description></item>
|
||||
/// <item><description>distance between those objects,</description></item>
|
||||
/// <item><description>and how easily they can be cheesed.</description></item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current, IReadOnlyList<Mod> mods)
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject current)
|
||||
{
|
||||
if (current.BaseObject is Spinner)
|
||||
return 0;
|
||||
|
||||
// derive strainTime for calculation
|
||||
var osuCurrObj = (OsuDifficultyHitObject)current;
|
||||
var osuPrevObj = current.Index > 0 ? (OsuDifficultyHitObject)current.Previous(0) : null;
|
||||
|
||||
double strainTime = osuCurrObj.AdjustedDeltaTime;
|
||||
double doubletapness = 1.0 - osuCurrObj.GetDoubletapness((OsuDifficultyHitObject?)osuCurrObj.Next(0));
|
||||
|
||||
// Cap deltatime to the OD 300 hitwindow.
|
||||
// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.
|
||||
strainTime /= Math.Clamp((strainTime / osuCurrObj.HitWindowGreat) / 0.93, 0.92, 1);
|
||||
strainTime /= Math.Clamp((strainTime / osuCurrObj.HitWindow(HitResult.Great)) / 0.93, 0.92, 1);
|
||||
|
||||
// speedBonus will be 0.0 for BPM < 200
|
||||
double speedBonus = 0.0;
|
||||
@@ -51,26 +43,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
if (DifficultyCalculationUtils.MillisecondsToBPM(strainTime) > min_speed_bonus)
|
||||
speedBonus = 0.75 * Math.Pow((DifficultyCalculationUtils.BPMToMilliseconds(min_speed_bonus) - strainTime) / speed_balancing_factor, 2);
|
||||
|
||||
double travelDistance = osuPrevObj?.TravelDistance ?? 0;
|
||||
double distance = travelDistance + osuCurrObj.MinimumJumpDistance;
|
||||
|
||||
// Cap distance at single_spacing_threshold
|
||||
distance = Math.Min(distance, single_spacing_threshold);
|
||||
|
||||
// Max distance bonus is 1 * `distance_multiplier` at single_spacing_threshold
|
||||
double distanceBonus = Math.Pow(distance / single_spacing_threshold, 3.95) * distance_multiplier;
|
||||
|
||||
// Apply reduced small circle bonus because flow aim difficulty on small circles doesn't scale as hard as jumps
|
||||
distanceBonus *= Math.Sqrt(osuCurrObj.SmallCircleBonus);
|
||||
|
||||
if (mods.OfType<OsuModAutopilot>().Any())
|
||||
distanceBonus = 0;
|
||||
|
||||
// Base difficulty with all bonuses
|
||||
double difficulty = (1 + speedBonus + distanceBonus) * 1000 / strainTime;
|
||||
double speedDifficulty = (1 + speedBonus) * 1000 / strainTime;
|
||||
|
||||
speedDifficulty *= highBpmBonus(osuCurrObj.AdjustedDeltaTime);
|
||||
|
||||
// Apply penalty if there's doubletappable doubles
|
||||
return difficulty * doubletapness;
|
||||
return speedDifficulty * doubletapness;
|
||||
}
|
||||
|
||||
private static double highBpmBonus(double ms) => 1 / (1 - Math.Pow(0.3, ms / 1000));
|
||||
}
|
||||
}
|
||||
@@ -45,6 +45,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
[JsonProperty("flashlight_difficulty")]
|
||||
public double FlashlightDifficulty { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The difficulty corresponding to the reading skill.
|
||||
/// </summary>
|
||||
[JsonProperty("reading_difficulty")]
|
||||
public double ReadingDifficulty { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Describes how much of <see cref="AimDifficulty"/> is contributed to by hitcircles or sliders.
|
||||
/// A value closer to 1.0 indicates most of <see cref="AimDifficulty"/> is contributed by hitcircles.
|
||||
@@ -75,6 +81,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
[JsonProperty("speed_difficult_strain_count")]
|
||||
public double SpeedDifficultStrainCount { get; set; }
|
||||
|
||||
[JsonProperty("reading_difficult_note_count")]
|
||||
public double ReadingDifficultNoteCount { get; set; }
|
||||
|
||||
[JsonProperty("nested_score_per_object")]
|
||||
public double NestedScorePerObject { get; set; }
|
||||
|
||||
@@ -84,11 +93,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
[JsonProperty("maximum_legacy_combo_score")]
|
||||
public double MaximumLegacyComboScore { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The beatmap's drain rate. This doesn't scale with rate-adjusting mods.
|
||||
/// </summary>
|
||||
public double DrainRate { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The number of hitcircles in the beatmap.
|
||||
/// </summary>
|
||||
@@ -111,6 +115,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
|
||||
yield return (ATTRIB_ID_AIM, AimDifficulty);
|
||||
yield return (ATTRIB_ID_SPEED, SpeedDifficulty);
|
||||
yield return (ATTRIB_ID_READING, ReadingDifficulty);
|
||||
yield return (ATTRIB_ID_DIFFICULTY, StarRating);
|
||||
|
||||
if (ShouldSerializeFlashlightDifficulty())
|
||||
@@ -127,6 +132,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
yield return (ATTRIB_ID_NESTED_SCORE_PER_OBJECT, NestedScorePerObject);
|
||||
yield return (ATTRIB_ID_LEGACY_SCORE_BASE_MULTIPLIER, LegacyScoreBaseMultiplier);
|
||||
yield return (ATTRIB_ID_MAXIMUM_LEGACY_COMBO_SCORE, MaximumLegacyComboScore);
|
||||
yield return (ATTRIB_ID_READING_DIFFICULT_NOTE_COUNT, ReadingDifficultNoteCount);
|
||||
}
|
||||
|
||||
public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
|
||||
@@ -135,6 +141,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
|
||||
AimDifficulty = values[ATTRIB_ID_AIM];
|
||||
SpeedDifficulty = values[ATTRIB_ID_SPEED];
|
||||
ReadingDifficulty = values[ATTRIB_ID_READING];
|
||||
StarRating = values[ATTRIB_ID_DIFFICULTY];
|
||||
FlashlightDifficulty = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT);
|
||||
SliderFactor = values[ATTRIB_ID_SLIDER_FACTOR];
|
||||
@@ -147,7 +154,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
NestedScorePerObject = values[ATTRIB_ID_NESTED_SCORE_PER_OBJECT];
|
||||
LegacyScoreBaseMultiplier = values[ATTRIB_ID_LEGACY_SCORE_BASE_MULTIPLIER];
|
||||
MaximumLegacyComboScore = values[ATTRIB_ID_MAXIMUM_LEGACY_COMBO_SCORE];
|
||||
DrainRate = onlineInfo.DrainRate;
|
||||
ReadingDifficultNoteCount = values[ATTRIB_ID_READING_DIFFICULT_NOTE_COUNT];
|
||||
HitCircleCount = onlineInfo.CircleCount;
|
||||
SliderCount = onlineInfo.SliderCount;
|
||||
SpinnerCount = onlineInfo.SpinnerCount;
|
||||
|
||||
@@ -8,6 +8,7 @@ using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Difficulty;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Skills;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Skills;
|
||||
@@ -16,13 +17,12 @@ using osu.Game.Rulesets.Osu.Mods;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.Scoring;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Utils;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
{
|
||||
public class OsuDifficultyCalculator : DifficultyCalculator
|
||||
{
|
||||
private const double star_rating_multiplier = 0.0265;
|
||||
|
||||
public override int Version => 20251020;
|
||||
|
||||
public OsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
|
||||
@@ -46,7 +46,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
return (79.5 - hitWindowGreat) / 6;
|
||||
}
|
||||
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
|
||||
{
|
||||
if (beatmap.HitObjects.Count == 0)
|
||||
return new OsuDifficultyAttributes { Mods = mods };
|
||||
@@ -55,24 +55,30 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
var aimWithoutSliders = skills.OfType<Aim>().Single(a => !a.IncludeSliders);
|
||||
var speed = skills.OfType<Speed>().Single();
|
||||
var flashlight = skills.OfType<Flashlight>().SingleOrDefault();
|
||||
var reading = skills.OfType<Reading>().Single();
|
||||
|
||||
double aimDifficultyValue = aim.DifficultyValue();
|
||||
double aimNoSlidersDifficultyValue = aimWithoutSliders.DifficultyValue();
|
||||
double speedDifficultyValue = speed.DifficultyValue();
|
||||
double readingDifficultyValue = reading.DifficultyValue();
|
||||
|
||||
double aimDifficultStrainCount = aim.CountTopWeightedStrains(aimDifficultyValue);
|
||||
double speedDifficultStrainCount = speed.CountTopWeightedObjectDifficulties(speedDifficultyValue);
|
||||
double readingDifficultNoteCount = reading.CountTopWeightedObjectDifficulties(readingDifficultyValue);
|
||||
|
||||
double speedNotes = speed.RelevantNoteCount();
|
||||
|
||||
double aimDifficultStrainCount = aim.CountTopWeightedStrains();
|
||||
double speedDifficultStrainCount = speed.CountTopWeightedStrains();
|
||||
|
||||
double aimNoSlidersTopWeightedSliderCount = aimWithoutSliders.CountTopWeightedSliders();
|
||||
double aimNoSlidersDifficultStrainCount = aimWithoutSliders.CountTopWeightedStrains();
|
||||
double aimNoSlidersTopWeightedSliderCount = aimWithoutSliders.CountTopWeightedSliders(aimNoSlidersDifficultyValue);
|
||||
double aimNoSlidersDifficultStrainCount = aimWithoutSliders.CountTopWeightedStrains(aimNoSlidersDifficultyValue);
|
||||
|
||||
double aimTopWeightedSliderFactor = aimNoSlidersTopWeightedSliderCount / Math.Max(1, aimNoSlidersDifficultStrainCount - aimNoSlidersTopWeightedSliderCount);
|
||||
|
||||
double speedTopWeightedSliderCount = speed.CountTopWeightedSliders();
|
||||
double speedTopWeightedSliderCount = speed.CountTopWeightedSliders(speedDifficultyValue);
|
||||
double speedTopWeightedSliderFactor = speedTopWeightedSliderCount / Math.Max(1, speedDifficultStrainCount - speedTopWeightedSliderCount);
|
||||
|
||||
double difficultSliders = aim.GetDifficultSliders();
|
||||
|
||||
double approachRate = CalculateRateAdjustedApproachRate(beatmap.Difficulty.ApproachRate, clockRate);
|
||||
double overallDifficulty = CalculateRateAdjustedOverallDifficulty(beatmap.Difficulty.OverallDifficulty, clockRate);
|
||||
double overallDifficulty = CalculateRateAdjustedOverallDifficulty(beatmap.Difficulty.OverallDifficulty, ModUtils.CalculateRateWithMods(mods));
|
||||
|
||||
int hitCircleCount = beatmap.HitObjects.Count(h => h is HitCircle);
|
||||
int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
|
||||
@@ -80,19 +86,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
|
||||
int totalHits = beatmap.HitObjects.Count;
|
||||
|
||||
double drainRate = beatmap.Difficulty.DrainRate;
|
||||
double sliderFactor = aimDifficultyValue > 0
|
||||
? OsuRatingCalculator.CalculateDifficultyRating(aimNoSlidersDifficultyValue) / OsuRatingCalculator.CalculateDifficultyRating(aimDifficultyValue)
|
||||
: 1;
|
||||
|
||||
double aimDifficultyValue = aim.DifficultyValue();
|
||||
double aimNoSlidersDifficultyValue = aimWithoutSliders.DifficultyValue();
|
||||
double speedDifficultyValue = speed.DifficultyValue();
|
||||
|
||||
double mechanicalDifficultyRating = calculateMechanicalDifficultyRating(aimDifficultyValue, speedDifficultyValue);
|
||||
double sliderFactor = aimDifficultyValue > 0 ? OsuRatingCalculator.CalculateDifficultyRating(aimNoSlidersDifficultyValue) / OsuRatingCalculator.CalculateDifficultyRating(aimDifficultyValue) : 1;
|
||||
|
||||
var osuRatingCalculator = new OsuRatingCalculator(mods, totalHits, approachRate, overallDifficulty, mechanicalDifficultyRating, sliderFactor);
|
||||
var osuRatingCalculator = new OsuRatingCalculator(totalHits, overallDifficulty);
|
||||
|
||||
double aimRating = osuRatingCalculator.ComputeAimRating(aimDifficultyValue);
|
||||
double speedRating = osuRatingCalculator.ComputeSpeedRating(speedDifficultyValue);
|
||||
double readingRating = osuRatingCalculator.ComputeReadingRating(readingDifficultyValue);
|
||||
|
||||
double flashlightRating = 0.0;
|
||||
|
||||
@@ -100,21 +102,18 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
flashlightRating = osuRatingCalculator.ComputeFlashlightRating(flashlight.DifficultyValue());
|
||||
|
||||
double sliderNestedScorePerObject = LegacyScoreUtils.CalculateNestedScorePerObject(beatmap, totalHits);
|
||||
double legacyScoreBaseMultiplier = LegacyScoreUtils.CalculateDifficultyPeppyStars(beatmap);
|
||||
double legacyScoreBaseMultiplier = LegacyScoreUtils.CalculateDifficultyPeppyStars(WorkingBeatmap.Beatmap);
|
||||
|
||||
var simulator = new OsuLegacyScoreSimulator();
|
||||
var scoreAttributes = simulator.Simulate(WorkingBeatmap, beatmap);
|
||||
|
||||
double baseAimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating);
|
||||
double baseSpeedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating);
|
||||
double baseAimPerformance = OsuPerformanceCalculator.DifficultyToPerformance(aimRating);
|
||||
double baseSpeedPerformance = HarmonicSkill.DifficultyToPerformance(speedRating);
|
||||
double baseReadingPerformance = HarmonicSkill.DifficultyToPerformance(readingRating);
|
||||
double baseFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
|
||||
double baseCognitionPerformance = SumCognitionDifficulty(baseReadingPerformance, baseFlashlightPerformance);
|
||||
|
||||
double basePerformance =
|
||||
Math.Pow(
|
||||
Math.Pow(baseAimPerformance, 1.1) +
|
||||
Math.Pow(baseSpeedPerformance, 1.1) +
|
||||
Math.Pow(baseFlashlightPerformance, 1.1), 1.0 / 1.1
|
||||
);
|
||||
double basePerformance = DifficultyCalculationUtils.Norm(OsuPerformanceCalculator.PERFORMANCE_NORM_EXPONENT, baseAimPerformance, baseSpeedPerformance, baseCognitionPerformance);
|
||||
|
||||
double starRating = calculateStarRating(basePerformance);
|
||||
|
||||
@@ -127,12 +126,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
SpeedDifficulty = speedRating,
|
||||
SpeedNoteCount = speedNotes,
|
||||
FlashlightDifficulty = flashlightRating,
|
||||
ReadingDifficulty = readingRating,
|
||||
SliderFactor = sliderFactor,
|
||||
AimDifficultStrainCount = aimDifficultStrainCount,
|
||||
SpeedDifficultStrainCount = speedDifficultStrainCount,
|
||||
ReadingDifficultNoteCount = readingDifficultNoteCount,
|
||||
AimTopWeightedSliderFactor = aimTopWeightedSliderFactor,
|
||||
SpeedTopWeightedSliderFactor = speedTopWeightedSliderFactor,
|
||||
DrainRate = drainRate,
|
||||
MaxCombo = beatmap.GetMaxCombo(),
|
||||
HitCircleCount = hitCircleCount,
|
||||
SliderCount = sliderCount,
|
||||
@@ -145,28 +145,29 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
return attributes;
|
||||
}
|
||||
|
||||
private double calculateMechanicalDifficultyRating(double aimDifficultyValue, double speedDifficultyValue)
|
||||
public static double SumCognitionDifficulty(double reading, double flashlight)
|
||||
{
|
||||
double aimValue = OsuStrainSkill.DifficultyToPerformance(OsuRatingCalculator.CalculateDifficultyRating(aimDifficultyValue));
|
||||
double speedValue = OsuStrainSkill.DifficultyToPerformance(OsuRatingCalculator.CalculateDifficultyRating(speedDifficultyValue));
|
||||
if (reading <= 0)
|
||||
return flashlight;
|
||||
|
||||
double totalValue = Math.Pow(Math.Pow(aimValue, 1.1) + Math.Pow(speedValue, 1.1), 1 / 1.1);
|
||||
if (flashlight <= 0)
|
||||
return reading;
|
||||
|
||||
return calculateStarRating(totalValue);
|
||||
// Nerf flashlight value in cognition sum when reading is greater than flashlight
|
||||
return DifficultyCalculationUtils.Norm(OsuPerformanceCalculator.PERFORMANCE_NORM_EXPONENT, reading, flashlight * Math.Clamp(flashlight / reading, 0.25, 1.0));
|
||||
}
|
||||
|
||||
private double calculateStarRating(double basePerformance)
|
||||
{
|
||||
if (basePerformance <= 0.00001)
|
||||
return 0;
|
||||
|
||||
return Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * star_rating_multiplier * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4);
|
||||
return Math.Cbrt(basePerformance * OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER);
|
||||
}
|
||||
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods)
|
||||
{
|
||||
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
|
||||
|
||||
double clockRate = ModUtils.CalculateRateWithMods(mods);
|
||||
|
||||
// The first jump is formed by the first two hitobjects of the map.
|
||||
// If the map has less than two OsuHitObjects, the enumerator will not return anything.
|
||||
for (int i = 1; i < beatmap.HitObjects.Count; i++)
|
||||
@@ -177,13 +178,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
return objects;
|
||||
}
|
||||
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods)
|
||||
{
|
||||
var skills = new List<Skill>
|
||||
{
|
||||
new Aim(mods, true),
|
||||
new Aim(mods, false),
|
||||
new Speed(mods)
|
||||
new Speed(mods),
|
||||
new Reading(mods)
|
||||
};
|
||||
|
||||
if (mods.Any(h => h is OsuModFlashlight))
|
||||
|
||||
@@ -115,9 +115,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
|
||||
double missCount = 0;
|
||||
|
||||
// If sliders in the map are hard - it's likely for player to drop sliderends
|
||||
// If map has easy sliders - it's more likely for player to sliderbreak
|
||||
double likelyMissedSliderendPortion = 0.04 + 0.06 * Math.Pow(Math.Min(attributes.AimTopWeightedSliderFactor, 1), 2);
|
||||
|
||||
// Consider that full combo is maximum combo minus dropped slider tails since they don't contribute to combo but also don't break it
|
||||
// In classic scores we can't know the amount of dropped sliders so we estimate to 10% of all sliders on the map
|
||||
double fullComboThreshold = attributes.MaxCombo - 0.1 * attributes.SliderCount;
|
||||
// In classic scores we can't know the amount of dropped sliders so we estimate it
|
||||
double fullComboThreshold = attributes.MaxCombo - Math.Min(4 + likelyMissedSliderendPortion * attributes.SliderCount, attributes.SliderCount);
|
||||
|
||||
if (score.MaxCombo < fullComboThreshold)
|
||||
missCount = Math.Pow(fullComboThreshold / Math.Max(1.0, score.MaxCombo), 2.5);
|
||||
|
||||
@@ -21,6 +21,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
[JsonProperty("flashlight")]
|
||||
public double Flashlight { get; set; }
|
||||
|
||||
[JsonProperty("reading")]
|
||||
public double Reading { get; set; }
|
||||
|
||||
[JsonProperty("effective_miss_count")]
|
||||
public double EffectiveMissCount { get; set; }
|
||||
|
||||
@@ -48,6 +51,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
yield return new PerformanceDisplayAttribute(nameof(Speed), "Speed", Speed);
|
||||
yield return new PerformanceDisplayAttribute(nameof(Accuracy), "Accuracy", Accuracy);
|
||||
yield return new PerformanceDisplayAttribute(nameof(Flashlight), "Flashlight Bonus", Flashlight);
|
||||
yield return new PerformanceDisplayAttribute(nameof(Reading), "Reading", Reading);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,6 +9,7 @@ using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Scoring;
|
||||
using osu.Game.Rulesets.Difficulty;
|
||||
using osu.Game.Rulesets.Difficulty.Skills;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Skills;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
@@ -19,7 +20,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
{
|
||||
public class OsuPerformanceCalculator : PerformanceCalculator
|
||||
{
|
||||
public const double PERFORMANCE_BASE_MULTIPLIER = 1.14; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
|
||||
public const double PERFORMANCE_BASE_MULTIPLIER = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
|
||||
public const double PERFORMANCE_NORM_EXPONENT = 1.1;
|
||||
|
||||
private bool usingClassicSliderAccuracy;
|
||||
private bool usingScoreV2;
|
||||
@@ -50,14 +52,18 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
private double greatHitWindow;
|
||||
private double okHitWindow;
|
||||
private double mehHitWindow;
|
||||
|
||||
private double overallDifficulty;
|
||||
private double approachRate;
|
||||
private double drainRate;
|
||||
|
||||
private double? speedDeviation;
|
||||
|
||||
private double aimEstimatedSliderBreaks;
|
||||
private double speedEstimatedSliderBreaks;
|
||||
|
||||
public static double DifficultyToPerformance(double difficulty) => 4.0 * Math.Pow(difficulty, 3.0);
|
||||
|
||||
public OsuPerformanceCalculator()
|
||||
: base(new OsuRuleset())
|
||||
{
|
||||
@@ -95,11 +101,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
|
||||
approachRate = OsuDifficultyCalculator.CalculateRateAdjustedApproachRate(difficulty.ApproachRate, clockRate);
|
||||
overallDifficulty = OsuDifficultyCalculator.CalculateRateAdjustedOverallDifficulty(difficulty.OverallDifficulty, clockRate);
|
||||
drainRate = difficulty.DrainRate;
|
||||
|
||||
double comboBasedEstimatedMissCount = calculateComboBasedEstimatedMissCount(osuAttributes);
|
||||
double? scoreBasedEstimatedMissCount = null;
|
||||
|
||||
if (usingClassicSliderAccuracy && score.LegacyTotalScore != null)
|
||||
if (usingClassicSliderAccuracy && !usingScoreV2 && score.LegacyTotalScore != null)
|
||||
{
|
||||
var legacyScoreMissCalculator = new OsuLegacyScoreMissCalculator(score, osuAttributes);
|
||||
scoreBasedEstimatedMissCount = legacyScoreMissCalculator.Calculate();
|
||||
@@ -115,6 +122,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
effectiveMissCount = Math.Max(countMiss, effectiveMissCount);
|
||||
effectiveMissCount = Math.Min(totalHits, effectiveMissCount);
|
||||
|
||||
if (effectiveMissCount > 0)
|
||||
{
|
||||
aimEstimatedSliderBreaks = calculateEstimatedSliderBreaks(osuAttributes.AimTopWeightedSliderFactor, osuAttributes);
|
||||
speedEstimatedSliderBreaks = calculateEstimatedSliderBreaks(osuAttributes.SpeedTopWeightedSliderFactor, osuAttributes);
|
||||
}
|
||||
|
||||
double multiplier = PERFORMANCE_BASE_MULTIPLIER;
|
||||
|
||||
if (score.Mods.Any(m => m is OsuModNoFail))
|
||||
@@ -140,15 +153,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
double aimValue = computeAimValue(score, osuAttributes);
|
||||
double speedValue = computeSpeedValue(score, osuAttributes);
|
||||
double accuracyValue = computeAccuracyValue(score, osuAttributes);
|
||||
double flashlightValue = computeFlashlightValue(score, osuAttributes);
|
||||
|
||||
double totalValue =
|
||||
Math.Pow(
|
||||
Math.Pow(aimValue, 1.1) +
|
||||
Math.Pow(speedValue, 1.1) +
|
||||
Math.Pow(accuracyValue, 1.1) +
|
||||
Math.Pow(flashlightValue, 1.1), 1.0 / 1.1
|
||||
) * multiplier;
|
||||
double readingValue = computeReadingValue(osuAttributes);
|
||||
double flashlightValue = computeFlashlightValue(score, osuAttributes);
|
||||
double cognitionValue = OsuDifficultyCalculator.SumCognitionDifficulty(readingValue, flashlightValue);
|
||||
|
||||
double totalValue = DifficultyCalculationUtils.Norm(PERFORMANCE_NORM_EXPONENT, aimValue, speedValue, accuracyValue, cognitionValue) * multiplier;
|
||||
|
||||
return new OsuPerformanceAttributes
|
||||
{
|
||||
@@ -156,6 +166,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
Speed = speedValue,
|
||||
Accuracy = accuracyValue,
|
||||
Flashlight = flashlightValue,
|
||||
Reading = readingValue,
|
||||
EffectiveMissCount = effectiveMissCount,
|
||||
ComboBasedEstimatedMissCount = comboBasedEstimatedMissCount,
|
||||
ScoreBasedEstimatedMissCount = scoreBasedEstimatedMissCount,
|
||||
@@ -194,16 +205,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
aimDifficulty *= sliderNerfFactor;
|
||||
}
|
||||
|
||||
double aimValue = OsuStrainSkill.DifficultyToPerformance(aimDifficulty);
|
||||
double aimValue = DifficultyToPerformance(aimDifficulty);
|
||||
|
||||
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
|
||||
double lengthBonus = 0.95 + 0.35 * Math.Min(1.0, totalHits / 2000.0) +
|
||||
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
|
||||
aimValue *= lengthBonus;
|
||||
|
||||
if (effectiveMissCount > 0)
|
||||
{
|
||||
aimEstimatedSliderBreaks = calculateEstimatedSliderBreaks(attributes.AimTopWeightedSliderFactor, attributes);
|
||||
|
||||
double relevantMissCount = Math.Min(effectiveMissCount + aimEstimatedSliderBreaks, totalImperfectHits + countSliderTickMiss);
|
||||
|
||||
aimValue *= calculateMissPenalty(relevantMissCount, attributes.AimDifficultStrainCount);
|
||||
@@ -211,10 +220,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
|
||||
// TC bonuses are excluded when blinds is present as the increased visual difficulty is unimportant when notes cannot be seen.
|
||||
if (score.Mods.Any(m => m is OsuModBlinds))
|
||||
aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * attributes.DrainRate * attributes.DrainRate);
|
||||
aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * drainRate * drainRate);
|
||||
else if (score.Mods.Any(m => m is OsuModTraceable))
|
||||
{
|
||||
aimValue *= 1.0 + OsuRatingCalculator.CalculateVisibilityBonus(score.Mods, approachRate, sliderFactor: attributes.SliderFactor);
|
||||
aimValue *= 1.0 + calculateTraceableBonus(attributes.SliderFactor);
|
||||
}
|
||||
|
||||
aimValue *= accuracy;
|
||||
@@ -227,44 +236,33 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
if (score.Mods.Any(h => h is OsuModRelax) || speedDeviation == null)
|
||||
return 0.0;
|
||||
|
||||
double speedValue = OsuStrainSkill.DifficultyToPerformance(attributes.SpeedDifficulty);
|
||||
|
||||
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
|
||||
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
|
||||
speedValue *= lengthBonus;
|
||||
double speedValue = HarmonicSkill.DifficultyToPerformance(attributes.SpeedDifficulty);
|
||||
|
||||
if (effectiveMissCount > 0)
|
||||
{
|
||||
speedEstimatedSliderBreaks = calculateEstimatedSliderBreaks(attributes.SpeedTopWeightedSliderFactor, attributes);
|
||||
|
||||
double relevantMissCount = Math.Min(effectiveMissCount + speedEstimatedSliderBreaks, totalImperfectHits + countSliderTickMiss);
|
||||
|
||||
speedValue *= calculateMissPenalty(relevantMissCount, attributes.SpeedDifficultStrainCount);
|
||||
}
|
||||
|
||||
// TC bonuses are excluded when blinds is present as the increased visual difficulty is unimportant when notes cannot be seen.
|
||||
if (score.Mods.Any(m => m is OsuModBlinds))
|
||||
{
|
||||
// Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given.
|
||||
speedValue *= 1.12;
|
||||
}
|
||||
else if (score.Mods.Any(m => m is OsuModTraceable))
|
||||
{
|
||||
speedValue *= 1.0 + OsuRatingCalculator.CalculateVisibilityBonus(score.Mods, approachRate);
|
||||
}
|
||||
|
||||
double speedHighDeviationMultiplier = calculateSpeedHighDeviationNerf(attributes);
|
||||
speedValue *= speedHighDeviationMultiplier;
|
||||
|
||||
// Calculate accuracy assuming the worst case scenario
|
||||
double relevantTotalDiff = Math.Max(0, totalHits - attributes.SpeedNoteCount);
|
||||
double relevantCountGreat = Math.Max(0, countGreat - relevantTotalDiff);
|
||||
double relevantCountOk = Math.Max(0, countOk - Math.Max(0, relevantTotalDiff - countGreat));
|
||||
double relevantCountMeh = Math.Max(0, countMeh - Math.Max(0, relevantTotalDiff - countGreat - countOk));
|
||||
double relevantAccuracy = attributes.SpeedNoteCount == 0 ? 0 : (relevantCountGreat * 6.0 + relevantCountOk * 2.0 + relevantCountMeh) / (attributes.SpeedNoteCount * 6.0);
|
||||
// An effective hit window is created based on the speed SR. The higher the speed difficulty, the shorter the hit window.
|
||||
// For example, a speed SR of 4.0 leads to an effective hit window of 20ms, which is OD 10.
|
||||
double effectiveHitWindow = 20 * Math.Pow(4 / attributes.SpeedDifficulty, 0.35);
|
||||
|
||||
// Scale the speed value with accuracy and OD.
|
||||
speedValue *= Math.Pow((accuracy + relevantAccuracy) / 2.0, (14.5 - overallDifficulty) / 2);
|
||||
// Find the proportion of 300s on speed notes assuming the hit window was the effective hit window.
|
||||
double effectiveAccuracy = DifficultyCalculationUtils.Erf(effectiveHitWindow / (double)speedDeviation);
|
||||
|
||||
// Scale speed value by normalized accuracy.
|
||||
speedValue *= Math.Pow(effectiveAccuracy, 2);
|
||||
|
||||
return speedValue;
|
||||
}
|
||||
@@ -294,20 +292,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
double accuracyValue = Math.Pow(1.52163, overallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;
|
||||
|
||||
// Bonus for many hitcircles - it's harder to keep good accuracy up for longer.
|
||||
accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));
|
||||
accuracyValue *= amountHitObjectsWithAccuracy < 1000
|
||||
? Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3)
|
||||
: Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.1);
|
||||
|
||||
// Increasing the accuracy value by object count for Blinds isn't ideal, so the minimum buff is given.
|
||||
if (score.Mods.Any(m => m is OsuModBlinds))
|
||||
accuracyValue *= 1.14;
|
||||
else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
|
||||
else if (score.Mods.Any(m => m is OsuModTraceable))
|
||||
{
|
||||
// Decrease bonus for AR > 10
|
||||
accuracyValue *= 1 + 0.08 * DifficultyCalculationUtils.ReverseLerp(approachRate, 11.5, 10);
|
||||
}
|
||||
|
||||
if (score.Mods.Any(m => m is OsuModFlashlight))
|
||||
accuracyValue *= 1.02;
|
||||
|
||||
return accuracyValue;
|
||||
}
|
||||
|
||||
@@ -330,6 +327,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
return flashlightValue;
|
||||
}
|
||||
|
||||
private double computeReadingValue(OsuDifficultyAttributes attributes)
|
||||
{
|
||||
double readingValue = HarmonicSkill.DifficultyToPerformance(attributes.ReadingDifficulty);
|
||||
|
||||
if (effectiveMissCount > 0)
|
||||
readingValue *= calculateMissPenalty(effectiveMissCount + aimEstimatedSliderBreaks, attributes.ReadingDifficultNoteCount);
|
||||
|
||||
// Scale the reading value with accuracy _harshly_.
|
||||
readingValue *= Math.Pow(accuracy, 3);
|
||||
|
||||
return readingValue;
|
||||
}
|
||||
|
||||
private double calculateComboBasedEstimatedMissCount(OsuDifficultyAttributes attributes)
|
||||
{
|
||||
if (attributes.SliderCount <= 0)
|
||||
@@ -339,9 +349,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
|
||||
if (usingClassicSliderAccuracy)
|
||||
{
|
||||
// If sliders in the map are hard - it's likely for player to drop sliderends
|
||||
// If map has easy sliders - it's more likely for player to sliderbreak
|
||||
double likelyMissedSliderendPortion = 0.04 + 0.06 * Math.Pow(Math.Min(attributes.AimTopWeightedSliderFactor, 1), 2);
|
||||
|
||||
// Consider that full combo is maximum combo minus dropped slider tails since they don't contribute to combo but also don't break it
|
||||
// In classic scores we can't know the amount of dropped sliders so we estimate to 10% of all sliders on the map
|
||||
double fullComboThreshold = attributes.MaxCombo - 0.1 * attributes.SliderCount;
|
||||
// In classic scores we can't know the amount of dropped sliders so we estimate it
|
||||
double fullComboThreshold = attributes.MaxCombo - Math.Min(4 + likelyMissedSliderendPortion * attributes.SliderCount, attributes.SliderCount);
|
||||
|
||||
if (scoreMaxCombo < fullComboThreshold)
|
||||
missCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
|
||||
@@ -376,19 +390,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
|
||||
private double calculateEstimatedSliderBreaks(double topWeightedSliderFactor, OsuDifficultyAttributes attributes)
|
||||
{
|
||||
if (!usingClassicSliderAccuracy || countOk == 0)
|
||||
int nonMissMistakes = countOk + countMeh;
|
||||
|
||||
if (!usingClassicSliderAccuracy || nonMissMistakes == 0)
|
||||
return 0;
|
||||
|
||||
double missedComboPercent = 1.0 - (double)scoreMaxCombo / attributes.MaxCombo;
|
||||
double estimatedSliderBreaks = Math.Min(countOk, effectiveMissCount * topWeightedSliderFactor);
|
||||
double estimatedSliderBreaks = Math.Min(nonMissMistakes, effectiveMissCount * topWeightedSliderFactor);
|
||||
|
||||
// Scores with more Oks are more likely to have slider breaks.
|
||||
double okAdjustment = ((countOk - estimatedSliderBreaks) + 0.5) / countOk;
|
||||
// Scores with more Oks and Mehs are more likely to have slider breaks.
|
||||
// We add an arbitrary value to both sides of the division to make it more stable on extreme ends.
|
||||
double nonMissMistakeAdjustment = (nonMissMistakes - estimatedSliderBreaks + 4.5) / (nonMissMistakes + 4);
|
||||
|
||||
// There is a low probability of extra slider breaks on effective miss counts close to 1, as score based calculations are good at indicating if only a single break occurred.
|
||||
estimatedSliderBreaks *= DifficultyCalculationUtils.Smoothstep(effectiveMissCount, 1, 2);
|
||||
|
||||
return estimatedSliderBreaks * okAdjustment * DifficultyCalculationUtils.Logistic(missedComboPercent, 0.33, 15);
|
||||
return estimatedSliderBreaks * nonMissMistakeAdjustment * DifficultyCalculationUtils.Logistic(missedComboPercent, 0.33, 15);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -470,7 +487,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
if (speedDeviation == null)
|
||||
return 0;
|
||||
|
||||
double speedValue = OsuStrainSkill.DifficultyToPerformance(attributes.SpeedDifficulty);
|
||||
double speedValue = HarmonicSkill.DifficultyToPerformance(attributes.SpeedDifficulty);
|
||||
|
||||
// Decides a point where the PP value achieved compared to the speed deviation is assumed to be tapped improperly. Any PP above this point is considered "excess" speed difficulty.
|
||||
// This is used to cause PP above the cutoff to scale logarithmically towards the original speed value thus nerfing the value.
|
||||
@@ -489,10 +506,34 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
return adjustedSpeedValue / speedValue;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates a visibility bonus that is applicable to Traceable.
|
||||
/// </summary>
|
||||
private double calculateTraceableBonus(double sliderFactor = 1)
|
||||
{
|
||||
// We want to reward slider aim less, more so at lower AR
|
||||
double highApproachRateSliderVisibilityFactor = 0.5 + (Math.Pow(sliderFactor, 6) / 2);
|
||||
double lowApproachRateSliderVisibilityFactor = Math.Pow(sliderFactor, 6);
|
||||
|
||||
// Start from normal curve, rewarding lower AR up to AR7
|
||||
double traceableBonus = 0.0275;
|
||||
traceableBonus += 0.025 * (12.0 - Math.Max(approachRate, 7)) * highApproachRateSliderVisibilityFactor;
|
||||
|
||||
// For AR up to 0 - reduce reward for very low ARs when object is visible
|
||||
if (approachRate < 7)
|
||||
traceableBonus += 0.025 * (7.0 - Math.Max(approachRate, 0)) * lowApproachRateSliderVisibilityFactor;
|
||||
|
||||
// Starting from AR0 - cap values so they won't grow to infinity
|
||||
if (approachRate < 0)
|
||||
traceableBonus += 0.025 * (1 - Math.Pow(1.5, approachRate)) * lowApproachRateSliderVisibilityFactor;
|
||||
|
||||
return traceableBonus;
|
||||
}
|
||||
|
||||
// Miss penalty assumes that a player will miss on the hardest parts of a map,
|
||||
// so we use the amount of relatively difficult sections to adjust miss penalty
|
||||
// to make it more punishing on maps with lower amount of hard sections.
|
||||
private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.96 / ((missCount / (4 * Math.Pow(Math.Log(difficultStrainCount), 0.94))) + 1);
|
||||
private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.93 / (missCount / (4 * Math.Log(difficultStrainCount)) + 1);
|
||||
private double getComboScalingFactor(OsuDifficultyAttributes attributes) => attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(attributes.MaxCombo, 0.8), 1.0);
|
||||
|
||||
private int totalHits => countGreat + countOk + countMeh + countMiss;
|
||||
|
||||
@@ -2,10 +2,6 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
{
|
||||
@@ -13,64 +9,21 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
{
|
||||
private const double difficulty_multiplier = 0.0675;
|
||||
|
||||
private readonly Mod[] mods;
|
||||
private readonly int totalHits;
|
||||
private readonly double approachRate;
|
||||
private readonly double overallDifficulty;
|
||||
private readonly double mechanicalDifficultyRating;
|
||||
private readonly double sliderFactor;
|
||||
|
||||
public OsuRatingCalculator(Mod[] mods, int totalHits, double approachRate, double overallDifficulty, double mechanicalDifficultyRating, double sliderFactor)
|
||||
public OsuRatingCalculator(int totalHits, double overallDifficulty)
|
||||
{
|
||||
this.mods = mods;
|
||||
this.totalHits = totalHits;
|
||||
this.approachRate = approachRate;
|
||||
this.overallDifficulty = overallDifficulty;
|
||||
this.mechanicalDifficultyRating = mechanicalDifficultyRating;
|
||||
this.sliderFactor = sliderFactor;
|
||||
}
|
||||
|
||||
public double ComputeAimRating(double aimDifficultyValue)
|
||||
{
|
||||
if (mods.Any(m => m is OsuModAutopilot))
|
||||
return 0;
|
||||
|
||||
double aimRating = CalculateDifficultyRating(aimDifficultyValue);
|
||||
|
||||
if (mods.Any(m => m is OsuModTouchDevice))
|
||||
aimRating = Math.Pow(aimRating, 0.8);
|
||||
|
||||
if (mods.Any(m => m is OsuModRelax))
|
||||
aimRating *= 0.9;
|
||||
|
||||
if (mods.Any(m => m is OsuModMagnetised))
|
||||
{
|
||||
float magnetisedStrength = mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
|
||||
aimRating *= 1.0 - magnetisedStrength;
|
||||
}
|
||||
double aimRating = Math.Pow(aimDifficultyValue, 0.63) * 0.02275;
|
||||
|
||||
double ratingMultiplier = 1.0;
|
||||
|
||||
double approachRateLengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
|
||||
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
|
||||
|
||||
double approachRateFactor = 0.0;
|
||||
if (approachRate > 10.33)
|
||||
approachRateFactor = 0.3 * (approachRate - 10.33);
|
||||
else if (approachRate < 8.0)
|
||||
approachRateFactor = 0.05 * (8.0 - approachRate);
|
||||
|
||||
if (mods.Any(h => h is OsuModRelax))
|
||||
approachRateFactor = 0.0;
|
||||
|
||||
ratingMultiplier += approachRateFactor * approachRateLengthBonus; // Buff for longer maps with high AR.
|
||||
|
||||
if (mods.Any(m => m is OsuModHidden))
|
||||
{
|
||||
double visibilityFactor = calculateAimVisibilityFactor(approachRate);
|
||||
ratingMultiplier += CalculateVisibilityBonus(mods, approachRate, visibilityFactor, sliderFactor);
|
||||
}
|
||||
|
||||
// It is important to consider accuracy difficulty when scaling with accuracy.
|
||||
ratingMultiplier *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
|
||||
|
||||
@@ -79,73 +32,24 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
|
||||
public double ComputeSpeedRating(double speedDifficultyValue)
|
||||
{
|
||||
if (mods.Any(m => m is OsuModRelax))
|
||||
return 0;
|
||||
return CalculateDifficultyRating(speedDifficultyValue);
|
||||
}
|
||||
|
||||
double speedRating = CalculateDifficultyRating(speedDifficultyValue);
|
||||
|
||||
if (mods.Any(m => m is OsuModAutopilot))
|
||||
speedRating *= 0.5;
|
||||
|
||||
if (mods.Any(m => m is OsuModMagnetised))
|
||||
{
|
||||
// reduce speed rating because of the speed distance scaling, with maximum reduction being 0.7x
|
||||
float magnetisedStrength = mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
|
||||
speedRating *= 1.0 - magnetisedStrength * 0.3;
|
||||
}
|
||||
public double ComputeReadingRating(double readingDifficultyValue)
|
||||
{
|
||||
double readingRating = CalculateDifficultyRating(readingDifficultyValue);
|
||||
|
||||
double ratingMultiplier = 1.0;
|
||||
|
||||
double approachRateLengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
|
||||
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
|
||||
ratingMultiplier *= 0.75 + Math.Pow(Math.Max(0, overallDifficulty), 2.2) / 800;
|
||||
|
||||
double approachRateFactor = 0.0;
|
||||
if (approachRate > 10.33)
|
||||
approachRateFactor = 0.3 * (approachRate - 10.33);
|
||||
|
||||
if (mods.Any(m => m is OsuModAutopilot))
|
||||
approachRateFactor = 0.0;
|
||||
|
||||
ratingMultiplier += approachRateFactor * approachRateLengthBonus; // Buff for longer maps with high AR.
|
||||
|
||||
if (mods.Any(m => m is OsuModHidden))
|
||||
{
|
||||
double visibilityFactor = calculateSpeedVisibilityFactor(approachRate);
|
||||
ratingMultiplier += CalculateVisibilityBonus(mods, approachRate, visibilityFactor);
|
||||
}
|
||||
|
||||
ratingMultiplier *= 0.95 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 750;
|
||||
|
||||
return speedRating * Math.Cbrt(ratingMultiplier);
|
||||
return readingRating * Math.Cbrt(ratingMultiplier);
|
||||
}
|
||||
|
||||
public double ComputeFlashlightRating(double flashlightDifficultyValue)
|
||||
{
|
||||
if (!mods.Any(m => m is OsuModFlashlight))
|
||||
return 0;
|
||||
|
||||
double flashlightRating = CalculateDifficultyRating(flashlightDifficultyValue);
|
||||
|
||||
if (mods.Any(m => m is OsuModTouchDevice))
|
||||
flashlightRating = Math.Pow(flashlightRating, 0.8);
|
||||
|
||||
if (mods.Any(m => m is OsuModRelax))
|
||||
flashlightRating *= 0.7;
|
||||
else if (mods.Any(m => m is OsuModAutopilot))
|
||||
flashlightRating *= 0.4;
|
||||
|
||||
if (mods.Any(m => m is OsuModMagnetised))
|
||||
{
|
||||
float magnetisedStrength = mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
|
||||
flashlightRating *= 1.0 - magnetisedStrength;
|
||||
}
|
||||
|
||||
if (mods.Any(m => m is OsuModDeflate))
|
||||
{
|
||||
float deflateInitialScale = mods.OfType<OsuModDeflate>().First().StartScale.Value;
|
||||
flashlightRating *= Math.Clamp(DifficultyCalculationUtils.ReverseLerp(deflateInitialScale, 11, 1), 0.1, 1);
|
||||
}
|
||||
|
||||
double ratingMultiplier = 1.0;
|
||||
|
||||
// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
|
||||
@@ -158,56 +62,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
return flashlightRating * Math.Sqrt(ratingMultiplier);
|
||||
}
|
||||
|
||||
private double calculateAimVisibilityFactor(double approachRate)
|
||||
{
|
||||
const double ar_factor_end_point = 11.5;
|
||||
|
||||
double mechanicalDifficultyFactor = DifficultyCalculationUtils.ReverseLerp(mechanicalDifficultyRating, 5, 10);
|
||||
double arFactorStartingPoint = double.Lerp(9, 10.33, mechanicalDifficultyFactor);
|
||||
|
||||
return DifficultyCalculationUtils.ReverseLerp(approachRate, ar_factor_end_point, arFactorStartingPoint);
|
||||
}
|
||||
|
||||
private double calculateSpeedVisibilityFactor(double approachRate)
|
||||
{
|
||||
const double ar_factor_end_point = 11.5;
|
||||
|
||||
double mechanicalDifficultyFactor = DifficultyCalculationUtils.ReverseLerp(mechanicalDifficultyRating, 5, 10);
|
||||
double arFactorStartingPoint = double.Lerp(10, 10.33, mechanicalDifficultyFactor);
|
||||
|
||||
return DifficultyCalculationUtils.ReverseLerp(approachRate, ar_factor_end_point, arFactorStartingPoint);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates a visibility bonus that is applicable to Hidden and Traceable.
|
||||
/// </summary>
|
||||
public static double CalculateVisibilityBonus(Mod[] mods, double approachRate, double visibilityFactor = 1, double sliderFactor = 1)
|
||||
{
|
||||
// NOTE: TC's effect is only noticeable in performance calculations until lazer mods are accounted for server-side.
|
||||
bool isAlwaysPartiallyVisible = mods.OfType<OsuModHidden>().Any(m => m.OnlyFadeApproachCircles.Value) || mods.OfType<OsuModTraceable>().Any();
|
||||
|
||||
// Start from normal curve, rewarding lower AR up to AR7
|
||||
// TC forcefully requires a lower reading bonus for now as it's post-applied in PP which makes it multiplicative with the regular AR bonuses
|
||||
// This means it has an advantage over HD, so we decrease the multiplier to compensate
|
||||
// This should be removed once we're able to apply TC bonuses in SR (depends on real-time difficulty calculations being possible)
|
||||
double readingBonus = (isAlwaysPartiallyVisible ? 0.025 : 0.04) * (12.0 - Math.Max(approachRate, 7));
|
||||
|
||||
readingBonus *= visibilityFactor;
|
||||
|
||||
// We want to reward slideraim on low AR less
|
||||
double sliderVisibilityFactor = Math.Pow(sliderFactor, 3);
|
||||
|
||||
// For AR up to 0 - reduce reward for very low ARs when object is visible
|
||||
if (approachRate < 7)
|
||||
readingBonus += (isAlwaysPartiallyVisible ? 0.02 : 0.045) * (7.0 - Math.Max(approachRate, 0)) * sliderVisibilityFactor;
|
||||
|
||||
// Starting from AR0 - cap values so they won't grow to infinity
|
||||
if (approachRate < 0)
|
||||
readingBonus += (isAlwaysPartiallyVisible ? 0.01 : 0.1) * (1 - Math.Pow(1.5, approachRate)) * sliderVisibilityFactor;
|
||||
|
||||
return readingBonus;
|
||||
}
|
||||
|
||||
public static double CalculateDifficultyRating(double difficultyValue) => Math.Sqrt(difficultyValue) * difficulty_multiplier;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
@@ -35,6 +36,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
|
||||
/// </summary>
|
||||
public readonly double AdjustedDeltaTime;
|
||||
|
||||
/// <summary>
|
||||
/// Amount of time elapsed between lastDifficultyObject's <see cref="DifficultyHitObject.EndTime"/> and <see cref="DifficultyHitObject.StartTime"/> capped to a minimum of <see cref="MIN_DELTA_TIME"/>ms.
|
||||
/// </summary>
|
||||
public double LastObjectEndDeltaTime { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Time (in ms) between the object first appearing and the time it needs to be clicked.
|
||||
/// <see cref="OsuHitObject.TimePreempt"/> adjusted by clock rate.
|
||||
/// </summary>
|
||||
public readonly double Preempt;
|
||||
|
||||
/// <summary>
|
||||
/// Normalised distance from the start position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
|
||||
/// </summary>
|
||||
public double JumpDistance { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Normalised distance from the "lazy" end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
|
||||
/// <para>
|
||||
@@ -101,9 +118,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
|
||||
public double? Angle { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves the full hit window for a Great <see cref="HitResult"/>.
|
||||
/// Angle of the vector created between current and current-1
|
||||
/// normalised to consider symmetrical vectors in any axis to be the same angle.
|
||||
/// </summary>
|
||||
public double HitWindowGreat { get; private set; }
|
||||
public double? NormalisedVectorAngle { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Selective bonus for maps with higher circle size.
|
||||
@@ -121,17 +139,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
|
||||
|
||||
// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
|
||||
AdjustedDeltaTime = Math.Max(DeltaTime, MIN_DELTA_TIME);
|
||||
LastObjectEndDeltaTime = lastDifficultyObject != null ? Math.Max(StartTime - lastDifficultyObject.EndTime, MIN_DELTA_TIME) : AdjustedDeltaTime;
|
||||
|
||||
SmallCircleBonus = Math.Max(1.0, 1.0 + (30 - BaseObject.Radius) / 40);
|
||||
SmallCircleBonus = Math.Max(1.0, 1.0 + (30 - BaseObject.Radius) / 70);
|
||||
|
||||
if (BaseObject is Slider sliderObject)
|
||||
{
|
||||
HitWindowGreat = 2 * sliderObject.HeadCircle.HitWindows.WindowFor(HitResult.Great) / clockRate;
|
||||
}
|
||||
else
|
||||
{
|
||||
HitWindowGreat = 2 * BaseObject.HitWindows.WindowFor(HitResult.Great) / clockRate;
|
||||
}
|
||||
Preempt = BaseObject.TimePreempt / clockRate;
|
||||
|
||||
computeSliderCursorPosition();
|
||||
setDistances(clockRate);
|
||||
@@ -148,7 +160,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
|
||||
}
|
||||
|
||||
double fadeInStartTime = BaseObject.StartTime - BaseObject.TimePreempt;
|
||||
double fadeInDuration = BaseObject.TimeFadeIn;
|
||||
|
||||
// Equal to `OsuHitObject.TimeFadeIn` minus any adjustments from the HD mod.
|
||||
double fadeInDuration = 400 * Math.Min(1, BaseObject.TimePreempt / OsuHitObject.PREEMPT_MIN);
|
||||
|
||||
if (hidden)
|
||||
{
|
||||
@@ -175,10 +189,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
|
||||
{
|
||||
double currDeltaTime = Math.Max(1, DeltaTime);
|
||||
double nextDeltaTime = Math.Max(1, osuNextObj.DeltaTime);
|
||||
|
||||
double deltaDifference = Math.Abs(nextDeltaTime - currDeltaTime);
|
||||
|
||||
double speedRatio = currDeltaTime / Math.Max(currDeltaTime, deltaDifference);
|
||||
double windowRatio = Math.Pow(Math.Min(1, currDeltaTime / HitWindowGreat), 2);
|
||||
return 1.0 - Math.Pow(speedRatio, 1 - windowRatio);
|
||||
double windowRatio = Math.Pow(Math.Min(1, currDeltaTime / HitWindow(HitResult.Great)), 5);
|
||||
|
||||
// Can't doubletap if circles don't intersect
|
||||
double distanceFactor = Math.Pow(DifficultyCalculationUtils.ReverseLerp(LazyJumpDistance, NORMALISED_DIAMETER, NORMALISED_RADIUS), 2);
|
||||
|
||||
return 1.0 - Math.Pow(speedRatio, distanceFactor * (1 - windowRatio));
|
||||
}
|
||||
|
||||
return 0;
|
||||
@@ -189,10 +209,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
|
||||
if (BaseObject is Slider currentSlider)
|
||||
{
|
||||
// Bonus for repeat sliders until a better per nested object strain system can be achieved.
|
||||
TravelDistance = LazyTravelDistance * Math.Pow(1 + currentSlider.RepeatCount / 2.5, 1.0 / 2.5);
|
||||
TravelDistance = LazyTravelDistance * Math.Max(1, Math.Pow(currentSlider.RepeatCount, 0.3));
|
||||
TravelTime = Math.Max(LazyTravelTime / clockRate, MIN_DELTA_TIME);
|
||||
}
|
||||
|
||||
MinimumJumpTime = AdjustedDeltaTime;
|
||||
|
||||
// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner
|
||||
if (BaseObject is Spinner || LastObject is Spinner)
|
||||
return;
|
||||
@@ -202,8 +224,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
|
||||
|
||||
Vector2 lastCursorPosition = lastDifficultyObject != null ? getEndCursorPosition(lastDifficultyObject) : LastObject.StackedPosition;
|
||||
|
||||
LazyJumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
|
||||
MinimumJumpTime = AdjustedDeltaTime;
|
||||
JumpDistance = (LastObject.StackedPosition - BaseObject.StackedPosition).Length * scalingFactor;
|
||||
LazyJumpDistance = (BaseObject.StackedPosition - lastCursorPosition).Length * scalingFactor;
|
||||
MinimumJumpDistance = LazyJumpDistance;
|
||||
|
||||
if (LastObject is Slider lastSlider && lastDifficultyObject != null)
|
||||
@@ -239,15 +261,18 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
|
||||
|
||||
if (lastLastDifficultyObject != null && lastLastDifficultyObject.BaseObject is not Spinner)
|
||||
{
|
||||
if (lastDifficultyObject!.BaseObject is Slider prevSlider && lastDifficultyObject.TravelDistance > 0)
|
||||
lastCursorPosition = prevSlider.HeadCircle.StackedPosition;
|
||||
|
||||
Vector2 lastLastCursorPosition = getEndCursorPosition(lastLastDifficultyObject);
|
||||
|
||||
Vector2 v1 = lastLastCursorPosition - LastObject.StackedPosition;
|
||||
Vector2 v2 = BaseObject.StackedPosition - lastCursorPosition;
|
||||
double angle = calculateAngle(BaseObject.StackedPosition, lastCursorPosition, lastLastCursorPosition);
|
||||
double sliderAngle = calculateSliderAngle(lastDifficultyObject!, lastLastCursorPosition);
|
||||
|
||||
float dot = Vector2.Dot(v1, v2);
|
||||
float det = v1.X * v2.Y - v1.Y * v2.X;
|
||||
Vector2 v = BaseObject.StackedPosition - lastCursorPosition;
|
||||
NormalisedVectorAngle = Math.Atan2(Math.Abs(v.Y), Math.Abs(v.X));
|
||||
|
||||
Angle = Math.Abs(Math.Atan2(det, dot));
|
||||
Angle = Math.Min(angle, sliderAngle);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -359,6 +384,30 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
|
||||
}
|
||||
}
|
||||
|
||||
private double calculateSliderAngle(OsuDifficultyHitObject lastDifficultyObject, Vector2 lastLastCursorPosition)
|
||||
{
|
||||
Vector2 lastCursorPosition = getEndCursorPosition(lastDifficultyObject);
|
||||
|
||||
if (lastDifficultyObject.BaseObject is Slider prevSlider && lastDifficultyObject.TravelDistance > 0)
|
||||
{
|
||||
OsuHitObject secondLastNestedObject = (OsuHitObject)prevSlider.NestedHitObjects[^2];
|
||||
lastLastCursorPosition = secondLastNestedObject.StackedPosition;
|
||||
}
|
||||
|
||||
return calculateAngle(BaseObject.StackedPosition, lastCursorPosition, lastLastCursorPosition);
|
||||
}
|
||||
|
||||
private double calculateAngle(Vector2 currentPosition, Vector2 lastPosition, Vector2 lastLastPosition)
|
||||
{
|
||||
Vector2 v1 = lastLastPosition - lastPosition;
|
||||
Vector2 v2 = currentPosition - lastPosition;
|
||||
|
||||
float dot = Vector2.Dot(v1, v2);
|
||||
float det = v1.X * v2.Y - v1.Y * v2.X;
|
||||
|
||||
return Math.Abs(Math.Atan2(det, dot));
|
||||
}
|
||||
|
||||
private Vector2 getEndCursorPosition(OsuDifficultyHitObject difficultyHitObject)
|
||||
{
|
||||
return difficultyHitObject.LazyEndPosition ?? difficultyHitObject.BaseObject.StackedPosition;
|
||||
|
||||
@@ -4,10 +4,14 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Skills;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Evaluators.Aim;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
@@ -15,7 +19,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
/// <summary>
|
||||
/// Represents the skill required to correctly aim at every object in the map with a uniform CircleSize and normalized distances.
|
||||
/// </summary>
|
||||
public class Aim : OsuStrainSkill
|
||||
public class Aim : VariableLengthStrainSkill
|
||||
{
|
||||
public readonly bool IncludeSliders;
|
||||
|
||||
@@ -27,19 +31,39 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
|
||||
private double currentStrain;
|
||||
|
||||
private double skillMultiplier => 26;
|
||||
private double strainDecayBase => 0.15;
|
||||
private double skillMultiplierSnap => 70.9;
|
||||
private double skillMultiplierAgility => 2.35;
|
||||
private double skillMultiplierFlow => 242.0;
|
||||
private double skillMultiplierTotal => 1.12;
|
||||
private double combinedSnapNormExponent => 1.2;
|
||||
|
||||
/// <summary>
|
||||
/// The number of sections with the highest strains, which the peak strain reductions will apply to.
|
||||
/// This is done in order to decrease their impact on the overall difficulty of the map for this skill.
|
||||
/// </summary>
|
||||
private int reducedSectionTime => 4000;
|
||||
|
||||
/// <summary>
|
||||
/// The baseline multiplier applied to the section with the biggest strain.
|
||||
/// </summary>
|
||||
private double reducedStrainBaseline => 0.727;
|
||||
|
||||
private readonly List<double> sliderStrains = new List<double>();
|
||||
|
||||
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
||||
private double strainDecay(double ms) => Math.Pow(0.2, ms / 1000);
|
||||
|
||||
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * strainDecay(time - current.Previous(0).StartTime);
|
||||
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) =>
|
||||
currentStrain * strainDecay(time - current.Previous(0).StartTime);
|
||||
|
||||
protected override double StrainValueAt(DifficultyHitObject current)
|
||||
{
|
||||
currentStrain *= strainDecay(current.DeltaTime);
|
||||
currentStrain += AimEvaluator.EvaluateDifficultyOf(current, IncludeSliders) * skillMultiplier;
|
||||
if (Mods.Any(m => m is OsuModAutopilot))
|
||||
return 0;
|
||||
|
||||
double decay = strainDecay(((OsuDifficultyHitObject)current).AdjustedDeltaTime);
|
||||
|
||||
currentStrain *= decay;
|
||||
currentStrain += calculateModAdjustedDifficulty(current) * (1 - decay);
|
||||
|
||||
if (current.BaseObject is Slider)
|
||||
sliderStrains.Add(currentStrain);
|
||||
@@ -47,6 +71,73 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
return currentStrain;
|
||||
}
|
||||
|
||||
private double calculateModAdjustedDifficulty(DifficultyHitObject current)
|
||||
{
|
||||
double snapDifficulty = SnapAimEvaluator.EvaluateDifficultyOf(current, IncludeSliders) * skillMultiplierSnap;
|
||||
double agilityDifficulty = AgilityEvaluator.EvaluateDifficultyOf(current) * skillMultiplierAgility;
|
||||
double flowDifficulty = FlowAimEvaluator.EvaluateDifficultyOf(current, IncludeSliders) * skillMultiplierFlow;
|
||||
|
||||
double totalDifficulty = calculateTotalValue(snapDifficulty, agilityDifficulty, flowDifficulty);
|
||||
|
||||
if (Mods.Any(m => m is OsuModMagnetised))
|
||||
{
|
||||
float magnetisedStrength = Mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
|
||||
totalDifficulty *= 1.0 - magnetisedStrength;
|
||||
}
|
||||
|
||||
return totalDifficulty;
|
||||
}
|
||||
|
||||
private double calculateTotalValue(double snapDifficulty, double agilityDifficulty, double flowDifficulty)
|
||||
{
|
||||
// We compare flow to combined snap and agility because snap by itself doesn't have enough difficulty to be above flow on streams
|
||||
// Agility on the other hand is supposed to measure the rate of cursor velocity changes while snapping
|
||||
// So snapping every circle on a stream requires an enormous amount of agility at which point it's easier to flow
|
||||
double combinedSnapDifficulty = DifficultyCalculationUtils.Norm(combinedSnapNormExponent, snapDifficulty, agilityDifficulty);
|
||||
|
||||
double pSnap = calculateSnapFlowProbability(flowDifficulty / combinedSnapDifficulty);
|
||||
double pFlow = 1 - pSnap;
|
||||
|
||||
if (Mods.Any(m => m is OsuModTouchDevice))
|
||||
{
|
||||
// we don't adjust agility here since agility represents TD difficulty in a decent enough way
|
||||
snapDifficulty = Math.Pow(snapDifficulty, 0.89);
|
||||
combinedSnapDifficulty = DifficultyCalculationUtils.Norm(combinedSnapNormExponent, snapDifficulty, agilityDifficulty);
|
||||
}
|
||||
|
||||
if (Mods.Any(m => m is OsuModRelax))
|
||||
{
|
||||
combinedSnapDifficulty *= 0.75;
|
||||
flowDifficulty *= 0.6;
|
||||
}
|
||||
|
||||
double totalDifficulty = combinedSnapDifficulty * pSnap + flowDifficulty * pFlow;
|
||||
|
||||
double totalStrain = totalDifficulty * skillMultiplierTotal;
|
||||
|
||||
return totalStrain;
|
||||
}
|
||||
|
||||
// A function that turns the ratio of snap : flow into the probability of snapping/flowing
|
||||
// It has the constraints:
|
||||
// P(snap) + P(flow) = 1 (the object is always either snapped or flowed)
|
||||
// P(snap) = f(snap/flow), P(flow) = f(flow/snap) (ie snap and flow are symmetric and reversible)
|
||||
// Therefore: f(x) + f(1/x) = 1
|
||||
// 0 <= f(x) <= 1 (cannot have negative or greater than 100% probability of snapping or flowing)
|
||||
// This logistic function is a solution, which fits nicely with the general idea of interpolation and provides a tuneable constant
|
||||
private static double calculateSnapFlowProbability(double ratio)
|
||||
{
|
||||
const double k = 7.27;
|
||||
|
||||
if (ratio == 0)
|
||||
return 0;
|
||||
|
||||
if (double.IsNaN(ratio))
|
||||
return 1;
|
||||
|
||||
return DifficultyCalculationUtils.Logistic(-k * Math.Log(ratio));
|
||||
}
|
||||
|
||||
public double GetDifficultSliders()
|
||||
{
|
||||
if (sliderStrains.Count == 0)
|
||||
@@ -60,6 +151,97 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
return sliderStrains.Sum(strain => 1.0 / (1.0 + Math.Exp(-(strain / maxSliderStrain * 12.0 - 6.0))));
|
||||
}
|
||||
|
||||
public double CountTopWeightedSliders() => OsuStrainUtils.CountTopWeightedSliders(sliderStrains, DifficultyValue());
|
||||
public double CountTopWeightedSliders(double difficultyValue)
|
||||
{
|
||||
if (sliderStrains.Count == 0)
|
||||
return 0;
|
||||
|
||||
double consistentTopStrain = difficultyValue * (1 - DecayWeight); // What would the top strain be if all strain values were identical
|
||||
|
||||
if (consistentTopStrain == 0)
|
||||
return 0;
|
||||
|
||||
// Use a weighted sum of all strains. Constants are arbitrary and give nice values
|
||||
return sliderStrains.Sum(s => DifficultyCalculationUtils.Logistic(s / consistentTopStrain, 0.88, 10, 1.1));
|
||||
}
|
||||
|
||||
public override double DifficultyValue()
|
||||
{
|
||||
double difficulty = 0;
|
||||
double time = 0;
|
||||
|
||||
var strains = getReducedStrainPeaks();
|
||||
|
||||
// Difficulty is a continuous weighted sum of the sorted strains
|
||||
foreach (StrainPeak strain in strains)
|
||||
{
|
||||
/* Weighting function can be thought of as:
|
||||
b
|
||||
∫ DecayWeight^x dx
|
||||
a
|
||||
where a = startTime and b = endTime
|
||||
|
||||
Technically, the function below has been slightly modified from the equation above.
|
||||
The real function would be
|
||||
double weight = Math.Pow(DecayWeight, startTime) - Math.Pow(DecayWeight, endTime);
|
||||
...
|
||||
return difficulty / Math.Log(1 / DecayWeight);
|
||||
E.g. for a DecayWeight of 0.9, we're multiplying by 10 instead of 9.49122...
|
||||
|
||||
This change makes it so that a map composed solely of MaxSectionLength chunks will have the exact same value when summed in this class and StrainSkill.
|
||||
Doing this ensures the relationship between strain values and difficulty values remains the same between the two classes.
|
||||
*/
|
||||
double startTime = time;
|
||||
double endTime = time + strain.SectionLength / MaxSectionLength;
|
||||
|
||||
double weight = Math.Pow(DecayWeight, startTime) - Math.Pow(DecayWeight, endTime);
|
||||
|
||||
difficulty += strain.Value * weight;
|
||||
time = endTime;
|
||||
}
|
||||
|
||||
return difficulty / (1 - DecayWeight);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a sorted enumerable of strain peaks with the highest values reduced.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private IEnumerable<StrainPeak> getReducedStrainPeaks()
|
||||
{
|
||||
// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
|
||||
// These sections will not contribute to the difficulty.
|
||||
var peaks = GetCurrentStrainPeaks().Where(p => p.Value > 0);
|
||||
|
||||
List<StrainPeak> strains = peaks.OrderByDescending(p => p.Value).ToList();
|
||||
|
||||
const int chunk_size = 20;
|
||||
double time = 0;
|
||||
int strainsToRemove = 0; // All strains are removed at the end for optimization purposes
|
||||
|
||||
// We are reducing the highest strains first to account for extreme difficulty spikes
|
||||
// Strains are split into 20ms chunks to try to mitigate inconsistencies caused by reducing strains
|
||||
while (strains.Count > strainsToRemove && time < reducedSectionTime)
|
||||
{
|
||||
StrainPeak strain = strains[strainsToRemove];
|
||||
|
||||
for (double addedTime = 0; addedTime < strain.SectionLength; addedTime += chunk_size)
|
||||
{
|
||||
double scale = Math.Log10(Interpolation.Lerp(1, 10, Math.Clamp((time + addedTime) / reducedSectionTime, 0, 1)));
|
||||
|
||||
strains.Add(new StrainPeak(
|
||||
strain.Value * Interpolation.Lerp(reducedStrainBaseline, 1.0, scale),
|
||||
Math.Min(chunk_size, strain.SectionLength - addedTime)
|
||||
));
|
||||
}
|
||||
|
||||
time += strain.SectionLength;
|
||||
strainsToRemove++;
|
||||
}
|
||||
|
||||
strains.RemoveRange(0, strainsToRemove);
|
||||
|
||||
return strains.OrderByDescending(p => p.Value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@ using System;
|
||||
using System.Linq;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Skills;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
@@ -16,15 +17,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
/// </summary>
|
||||
public class Flashlight : StrainSkill
|
||||
{
|
||||
private readonly bool hasHiddenMod;
|
||||
|
||||
public Flashlight(Mod[] mods)
|
||||
: base(mods)
|
||||
{
|
||||
hasHiddenMod = mods.Any(m => m is OsuModHidden);
|
||||
}
|
||||
|
||||
private double skillMultiplier => 0.05512;
|
||||
private double skillMultiplier => 0.058;
|
||||
private double strainDecayBase => 0.15;
|
||||
|
||||
private double currentStrain;
|
||||
@@ -35,12 +33,43 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
|
||||
protected override double StrainValueAt(DifficultyHitObject current)
|
||||
{
|
||||
if (!Mods.Any(m => m is OsuModFlashlight))
|
||||
return 0;
|
||||
|
||||
currentStrain *= strainDecay(current.DeltaTime);
|
||||
currentStrain += FlashlightEvaluator.EvaluateDifficultyOf(current, hasHiddenMod) * skillMultiplier;
|
||||
currentStrain += calculateModAdjustedDifficulty(current) * skillMultiplier;
|
||||
|
||||
return currentStrain;
|
||||
}
|
||||
|
||||
private double calculateModAdjustedDifficulty(DifficultyHitObject current)
|
||||
{
|
||||
double difficulty = FlashlightEvaluator.EvaluateDifficultyOf(current, Mods);
|
||||
|
||||
if (Mods.Any(m => m is OsuModTouchDevice))
|
||||
difficulty = Math.Pow(difficulty, 0.9);
|
||||
|
||||
if (Mods.Any(m => m is OsuModMagnetised))
|
||||
{
|
||||
float magnetisedStrength = Mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
|
||||
difficulty *= 1.0 - magnetisedStrength;
|
||||
}
|
||||
|
||||
if (Mods.Any(m => m is OsuModDeflate))
|
||||
{
|
||||
float deflateInitialScale = Mods.OfType<OsuModDeflate>().First().StartScale.Value;
|
||||
difficulty *= Math.Clamp(DifficultyCalculationUtils.ReverseLerp(deflateInitialScale, 11, 1), 0.1, 1);
|
||||
}
|
||||
|
||||
if (Mods.Any(m => m is OsuModRelax))
|
||||
difficulty *= 0.7;
|
||||
|
||||
if (Mods.Any(m => m is OsuModAutopilot))
|
||||
difficulty *= 0.4;
|
||||
|
||||
return difficulty;
|
||||
}
|
||||
|
||||
public override double DifficultyValue() => GetCurrentStrainPeaks().Sum();
|
||||
|
||||
public static double DifficultyToPerformance(double difficulty) => 25 * Math.Pow(difficulty, 2);
|
||||
|
||||
@@ -1,62 +0,0 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using osu.Game.Rulesets.Difficulty.Skills;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using System.Linq;
|
||||
using osu.Framework.Utils;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
{
|
||||
public abstract class OsuStrainSkill : StrainSkill
|
||||
{
|
||||
/// <summary>
|
||||
/// The number of sections with the highest strains, which the peak strain reductions will apply to.
|
||||
/// This is done in order to decrease their impact on the overall difficulty of the map for this skill.
|
||||
/// </summary>
|
||||
protected virtual int ReducedSectionCount => 10;
|
||||
|
||||
/// <summary>
|
||||
/// The baseline multiplier applied to the section with the biggest strain.
|
||||
/// </summary>
|
||||
protected virtual double ReducedStrainBaseline => 0.75;
|
||||
|
||||
protected OsuStrainSkill(Mod[] mods)
|
||||
: base(mods)
|
||||
{
|
||||
}
|
||||
|
||||
public override double DifficultyValue()
|
||||
{
|
||||
double difficulty = 0;
|
||||
double weight = 1;
|
||||
|
||||
// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
|
||||
// These sections will not contribute to the difficulty.
|
||||
var peaks = GetCurrentStrainPeaks().Where(p => p > 0);
|
||||
|
||||
List<double> strains = peaks.OrderDescending().ToList();
|
||||
|
||||
// We are reducing the highest strains first to account for extreme difficulty spikes
|
||||
for (int i = 0; i < Math.Min(strains.Count, ReducedSectionCount); i++)
|
||||
{
|
||||
double scale = Math.Log10(Interpolation.Lerp(1, 10, Math.Clamp((float)i / ReducedSectionCount, 0, 1)));
|
||||
strains[i] *= Interpolation.Lerp(ReducedStrainBaseline, 1.0, scale);
|
||||
}
|
||||
|
||||
// Difficulty is the weighted sum of the highest strains from every section.
|
||||
// We're sorting from highest to lowest strain.
|
||||
foreach (double strain in strains.OrderDescending())
|
||||
{
|
||||
difficulty += strain * weight;
|
||||
weight *= DecayWeight;
|
||||
}
|
||||
|
||||
return difficulty;
|
||||
}
|
||||
|
||||
public static double DifficultyToPerformance(double difficulty) => Math.Pow(5.0 * Math.Max(1.0, difficulty / 0.0675) - 4.0, 3.0) / 100000.0;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,121 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Skills;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
{
|
||||
public class Reading : HarmonicSkill
|
||||
{
|
||||
private readonly List<DifficultyHitObject> objectList = new List<DifficultyHitObject>();
|
||||
|
||||
private readonly bool hasHiddenMod;
|
||||
|
||||
public Reading(Mod[] mods)
|
||||
: base(mods)
|
||||
{
|
||||
hasHiddenMod = mods.OfType<OsuModHidden>().Any(m => !m.OnlyFadeApproachCircles.Value);
|
||||
}
|
||||
|
||||
private double currentStrain;
|
||||
|
||||
private double skillMultiplier => 2.5;
|
||||
private double strainDecayBase => 0.8;
|
||||
|
||||
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
||||
|
||||
protected override double ObjectDifficultyOf(DifficultyHitObject current)
|
||||
{
|
||||
objectList.Add(current);
|
||||
|
||||
double decay = strainDecay(current.DeltaTime);
|
||||
|
||||
currentStrain *= decay;
|
||||
currentStrain += calculateModAdjustedDifficulty(current) * (1 - decay) * skillMultiplier;
|
||||
|
||||
return currentStrain;
|
||||
}
|
||||
|
||||
private double calculateModAdjustedDifficulty(DifficultyHitObject current)
|
||||
{
|
||||
double difficulty = ReadingEvaluator.EvaluateDifficultyOf(current, hasHiddenMod);
|
||||
|
||||
if (Mods.Any(m => m is OsuModTouchDevice))
|
||||
difficulty = Math.Pow(difficulty, 0.89);
|
||||
|
||||
if (Mods.Any(m => m is OsuModMagnetised))
|
||||
{
|
||||
float magnetisedStrength = Mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
|
||||
difficulty *= 1.0 - magnetisedStrength;
|
||||
}
|
||||
|
||||
if (Mods.Any(m => m is OsuModRelax))
|
||||
difficulty *= 0.4;
|
||||
|
||||
if (Mods.Any(m => m is OsuModAutopilot))
|
||||
difficulty *= 0.1;
|
||||
|
||||
return difficulty;
|
||||
}
|
||||
|
||||
protected override void ApplyDifficultyTransformation(double[] difficulties)
|
||||
{
|
||||
const double reduced_difficulty_base_line = 0.0; // Assume the first seconds are completely memorised
|
||||
|
||||
int reducedNoteCount = calculateReducedNoteCount();
|
||||
|
||||
for (int i = 0; i < Math.Min(difficulties.Length, reducedNoteCount); i++)
|
||||
{
|
||||
double scale = Math.Log10(Interpolation.Lerp(1, 10, Math.Clamp((double)i / reducedNoteCount, 0, 1)));
|
||||
difficulties[i] *= Interpolation.Lerp(reduced_difficulty_base_line, 1.0, scale);
|
||||
}
|
||||
}
|
||||
|
||||
private int calculateReducedNoteCount()
|
||||
{
|
||||
const double reduced_difficulty_duration = 60 * 1000;
|
||||
|
||||
if (objectList.Count == 0)
|
||||
return 0;
|
||||
|
||||
double reducedDuration = objectList.First().StartTime + reduced_difficulty_duration;
|
||||
|
||||
int reducedNoteCount = 0;
|
||||
|
||||
foreach (var hitObject in objectList)
|
||||
{
|
||||
if (hitObject.StartTime > reducedDuration)
|
||||
break;
|
||||
|
||||
reducedNoteCount++;
|
||||
}
|
||||
|
||||
return reducedNoteCount;
|
||||
}
|
||||
|
||||
public override double CountTopWeightedObjectDifficulties(double difficultyValue)
|
||||
{
|
||||
if (ObjectDifficulties.Count == 0)
|
||||
return 0.0;
|
||||
|
||||
if (NoteWeightSum == 0)
|
||||
return 0.0;
|
||||
|
||||
double consistentTopNote = difficultyValue / NoteWeightSum; // What would the top difficulty be if all object difficulties were identical
|
||||
|
||||
if (consistentTopNote == 0)
|
||||
return 0;
|
||||
|
||||
return ObjectDifficulties.Sum(d => DifficultyCalculationUtils.Logistic(d / consistentTopNote, 1.15, 5, 1.1));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,30 +3,33 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using System.Linq;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Skills;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Evaluators.Speed;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents the skill required to press keys with regards to keeping up with the speed at which objects need to be hit.
|
||||
/// </summary>
|
||||
public class Speed : OsuStrainSkill
|
||||
public class Speed : HarmonicSkill
|
||||
{
|
||||
private double skillMultiplier => 1.47;
|
||||
private double strainDecayBase => 0.3;
|
||||
|
||||
private double currentStrain;
|
||||
private double currentRhythm;
|
||||
private double skillMultiplier => 1.16;
|
||||
|
||||
private readonly List<double> sliderStrains = new List<double>();
|
||||
|
||||
protected override int ReducedSectionCount => 5;
|
||||
private double currentStrain;
|
||||
|
||||
private double strainDecayBase => 0.3;
|
||||
|
||||
protected override double HarmonicScale => 20;
|
||||
protected override double DecayExponent => 0.9;
|
||||
|
||||
public Speed(Mod[] mods)
|
||||
: base(mods)
|
||||
@@ -35,14 +38,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
|
||||
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
||||
|
||||
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => (currentStrain * currentRhythm) * strainDecay(time - current.Previous(0).StartTime);
|
||||
|
||||
protected override double StrainValueAt(DifficultyHitObject current)
|
||||
protected override double ObjectDifficultyOf(DifficultyHitObject current)
|
||||
{
|
||||
currentStrain *= strainDecay(((OsuDifficultyHitObject)current).AdjustedDeltaTime);
|
||||
currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current, Mods) * skillMultiplier;
|
||||
if (Mods.Any(m => m is OsuModRelax))
|
||||
return 0;
|
||||
|
||||
currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current);
|
||||
double decay = strainDecay(((OsuDifficultyHitObject)current).AdjustedDeltaTime);
|
||||
|
||||
currentStrain *= decay;
|
||||
currentStrain += calculateModAdjustedDifficulty(current) * (1 - decay) * skillMultiplier;
|
||||
|
||||
double currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current);
|
||||
|
||||
double totalStrain = currentStrain * currentRhythm;
|
||||
|
||||
@@ -52,18 +58,44 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
return totalStrain;
|
||||
}
|
||||
|
||||
private double calculateModAdjustedDifficulty(DifficultyHitObject current)
|
||||
{
|
||||
double difficulty = SpeedEvaluator.EvaluateDifficultyOf(current);
|
||||
|
||||
if (Mods.Any(m => m is OsuModAutopilot))
|
||||
difficulty *= 0.5;
|
||||
|
||||
return difficulty;
|
||||
}
|
||||
|
||||
public double RelevantNoteCount()
|
||||
{
|
||||
if (ObjectStrains.Count == 0)
|
||||
if (ObjectDifficulties.Count == 0)
|
||||
return 0;
|
||||
|
||||
double maxStrain = ObjectStrains.Max();
|
||||
double maxStrain = ObjectDifficulties.Max();
|
||||
|
||||
if (maxStrain == 0)
|
||||
return 0;
|
||||
|
||||
return ObjectStrains.Sum(strain => 1.0 / (1.0 + Math.Exp(-(strain / maxStrain * 12.0 - 6.0))));
|
||||
return ObjectDifficulties.Sum(strain => 1.0 / (1.0 + Math.Exp(-(strain / maxStrain * 12.0 - 6.0))));
|
||||
}
|
||||
|
||||
public double CountTopWeightedSliders() => OsuStrainUtils.CountTopWeightedSliders(sliderStrains, DifficultyValue());
|
||||
public double CountTopWeightedSliders(double difficultyValue)
|
||||
{
|
||||
if (sliderStrains.Count == 0)
|
||||
return 0;
|
||||
|
||||
if (NoteWeightSum == 0)
|
||||
return 0.0;
|
||||
|
||||
double consistentTopNote = difficultyValue / NoteWeightSum; // What would the top note be if all note values were identical
|
||||
|
||||
if (consistentTopNote == 0)
|
||||
return 0;
|
||||
|
||||
// Use a weighted sum of all notes. Constants are arbitrary and give nice values
|
||||
return sliderStrains.Sum(s => DifficultyCalculationUtils.Logistic(s / consistentTopNote, 0.88, 10, 1.1));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,26 +0,0 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Difficulty.Utils
|
||||
{
|
||||
public static class OsuStrainUtils
|
||||
{
|
||||
public static double CountTopWeightedSliders(IReadOnlyCollection<double> sliderStrains, double difficultyValue)
|
||||
{
|
||||
if (sliderStrains.Count == 0)
|
||||
return 0;
|
||||
|
||||
double consistentTopStrain = difficultyValue / 10; // What would the top strain be if all strain values were identical
|
||||
|
||||
if (consistentTopStrain == 0)
|
||||
return 0;
|
||||
|
||||
// Use a weighted sum of all strains. Constants are arbitrary and give nice values
|
||||
return sliderStrains.Sum(s => DifficultyCalculationUtils.Logistic(s / consistentTopStrain, 0.88, 10, 1.1));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -5,9 +5,11 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
|
||||
{
|
||||
@@ -16,25 +18,32 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
|
||||
/// <summary>
|
||||
/// Evaluate the difficulty of a hitobject considering its interval change.
|
||||
/// </summary>
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject hitObject, double hitWindow)
|
||||
public static double EvaluateDifficultyOf(DifficultyHitObject hitObject)
|
||||
{
|
||||
if (hitObject.BaseObject is not Hit)
|
||||
return 0;
|
||||
|
||||
TaikoRhythmData rhythmData = ((TaikoDifficultyHitObject)hitObject).RhythmData;
|
||||
double difficulty = 0.0d;
|
||||
|
||||
double sameRhythm = 0;
|
||||
double samePattern = 0;
|
||||
double intervalPenalty = 0;
|
||||
double gapPenalty = 0;
|
||||
|
||||
double hitWindow = hitObject.HitWindow(HitResult.Great);
|
||||
|
||||
if (rhythmData.SameRhythmGroupedHitObjects?.FirstHitObject == hitObject) // Difficulty for SameRhythmGroupedHitObjects
|
||||
{
|
||||
sameRhythm += 10.0 * evaluateDifficultyOf(rhythmData.SameRhythmGroupedHitObjects, hitWindow);
|
||||
intervalPenalty = repeatedIntervalPenalty(rhythmData.SameRhythmGroupedHitObjects, hitWindow);
|
||||
gapPenalty = longGapPenalty(rhythmData.SameRhythmGroupedHitObjects.Previous);
|
||||
}
|
||||
|
||||
if (rhythmData.SamePatternsGroupedHitObjects?.FirstHitObject == hitObject) // Difficulty for SamePatternsGroupedHitObjects
|
||||
samePattern += 1.15 * ratioDifficulty(rhythmData.SamePatternsGroupedHitObjects.IntervalRatio);
|
||||
|
||||
difficulty += Math.Max(sameRhythm, samePattern) * intervalPenalty;
|
||||
difficulty += Math.Max(sameRhythm, samePattern) * intervalPenalty * gapPenalty;
|
||||
|
||||
return difficulty;
|
||||
}
|
||||
@@ -56,8 +65,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
|
||||
{
|
||||
intervalDifficulty *= DifficultyCalculationUtils.Logistic(
|
||||
durationDifference / hitWindow,
|
||||
midpointOffset: 0.7,
|
||||
multiplier: 1.0,
|
||||
midpointOffset: 0.35,
|
||||
multiplier: 2,
|
||||
maxValue: 1);
|
||||
}
|
||||
}
|
||||
@@ -65,8 +74,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
|
||||
// Penalise patterns that can be hit within a single hit window.
|
||||
intervalDifficulty *= DifficultyCalculationUtils.Logistic(
|
||||
sameRhythmGroupedHitObjects.Duration / hitWindow,
|
||||
midpointOffset: 0.6,
|
||||
multiplier: 1,
|
||||
midpointOffset: 0.3,
|
||||
multiplier: 2,
|
||||
maxValue: 1);
|
||||
|
||||
return Math.Pow(intervalDifficulty, 0.75);
|
||||
@@ -118,6 +127,32 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Frequent rhythm changes containing long gaps (i.e. 1/4 + 1/6 with 1/2 gaps) award more difficulty than expected.
|
||||
/// Due to limitations of the current rhythm evaluation, these cases are targeted and penalised.
|
||||
/// The previous hit object grouping is used as often the rhythm change *two* rhythms after a long gap awards the unexpected difficulty.
|
||||
/// </summary>
|
||||
private static double longGapPenalty(SameRhythmHitObjectGrouping? previous)
|
||||
{
|
||||
if (previous == null)
|
||||
return 1.0;
|
||||
|
||||
double gapInterval = previous.FirstHitObject.DeltaTime;
|
||||
double rhythmInterval = previous.HitObjectInterval ?? gapInterval;
|
||||
double rhythmLength = previous.HitObjects.Count;
|
||||
|
||||
// The ratio of the gap before this rhythm to the rhythm itself.
|
||||
double gapRatio = gapInterval / Math.Max(rhythmInterval, 1);
|
||||
|
||||
// The gap ratio normalised to represent if the gap is long.
|
||||
double gapFactor = DifficultyCalculationUtils.Logistic(gapRatio, 1.75, 20);
|
||||
|
||||
// The length in objects of this rhythm normalised to represent if the rhythm change is frequent enough to be penalised.
|
||||
double lengthFactor = DifficultyCalculationUtils.ReverseLerp(rhythmLength, 8, 2);
|
||||
|
||||
return 1.0 - 0.75 * gapFactor * lengthFactor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the difficulty of a given ratio using a combination of periodic penalties and bonuses.
|
||||
/// </summary>
|
||||
|
||||
@@ -7,10 +7,10 @@ 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;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
||||
{
|
||||
|
||||
@@ -17,17 +17,14 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
|
||||
protected override double SkillMultiplier => 1.0;
|
||||
protected override double StrainDecayBase => 0.4;
|
||||
|
||||
private readonly double greatHitWindow;
|
||||
|
||||
public Rhythm(Mod[] mods, double greatHitWindow)
|
||||
public Rhythm(Mod[] mods)
|
||||
: base(mods)
|
||||
{
|
||||
this.greatHitWindow = greatHitWindow;
|
||||
}
|
||||
|
||||
protected override double StrainValueOf(DifficultyHitObject current)
|
||||
{
|
||||
double difficulty = RhythmEvaluator.EvaluateDifficultyOf(current, greatHitWindow);
|
||||
double difficulty = RhythmEvaluator.EvaluateDifficultyOf(current);
|
||||
|
||||
// To prevent abuse of exceedingly long intervals between awkward rhythms, we penalise its difficulty.
|
||||
double staminaDifficulty = StaminaEvaluator.EvaluateDifficultyOf(current) - 0.5; // Remove base strain
|
||||
|
||||
@@ -10,20 +10,19 @@ 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.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm;
|
||||
using osu.Game.Rulesets.Taiko.Difficulty.Skills;
|
||||
using osu.Game.Rulesets.Taiko.Mods;
|
||||
using osu.Game.Rulesets.Taiko.Scoring;
|
||||
using osu.Game.Utils;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||
{
|
||||
public class TaikoDifficultyCalculator : DifficultyCalculator
|
||||
{
|
||||
private const double difficulty_multiplier = 0.084375;
|
||||
private const double rhythm_skill_multiplier = 0.750 * difficulty_multiplier;
|
||||
private const double rhythm_skill_multiplier = 0.770 * difficulty_multiplier;
|
||||
private const double reading_skill_multiplier = 0.100 * difficulty_multiplier;
|
||||
private const double colour_skill_multiplier = 0.375 * difficulty_multiplier;
|
||||
private const double stamina_skill_multiplier = 0.445 * difficulty_multiplier;
|
||||
@@ -41,17 +40,14 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||
{
|
||||
}
|
||||
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods)
|
||||
{
|
||||
HitWindows hitWindows = new TaikoHitWindows();
|
||||
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
|
||||
|
||||
isConvert = beatmap.BeatmapInfo.Ruleset.OnlineID == 0;
|
||||
isRelax = mods.Any(h => h is TaikoModRelax);
|
||||
|
||||
return new Skill[]
|
||||
{
|
||||
new Rhythm(mods, hitWindows.WindowFor(HitResult.Great) / clockRate),
|
||||
new Rhythm(mods),
|
||||
new Reading(mods),
|
||||
new Colour(mods),
|
||||
new Stamina(mods, false, isConvert),
|
||||
@@ -67,13 +63,15 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||
new TaikoModHardRock(),
|
||||
};
|
||||
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods)
|
||||
{
|
||||
var difficultyHitObjects = new List<DifficultyHitObject>();
|
||||
var centreObjects = new List<TaikoDifficultyHitObject>();
|
||||
var rimObjects = new List<TaikoDifficultyHitObject>();
|
||||
var noteObjects = new List<TaikoDifficultyHitObject>();
|
||||
|
||||
double clockRate = ModUtils.CalculateRateWithMods(mods);
|
||||
|
||||
// Generate TaikoDifficultyHitObjects from the beatmap's hit objects.
|
||||
for (int i = 2; i < beatmap.HitObjects.Count; i++)
|
||||
{
|
||||
@@ -97,7 +95,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||
return difficultyHitObjects;
|
||||
}
|
||||
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
|
||||
{
|
||||
if (beatmap.HitObjects.Count == 0)
|
||||
return new TaikoDifficultyAttributes { Mods = mods };
|
||||
@@ -108,14 +106,16 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||
var stamina = skills.OfType<Stamina>().Single(s => !s.SingleColourStamina);
|
||||
var singleColourStamina = skills.OfType<Stamina>().Single(s => s.SingleColourStamina);
|
||||
|
||||
double staminaDifficultyValue = stamina.DifficultyValue();
|
||||
|
||||
double rhythmSkill = rhythm.DifficultyValue() * rhythm_skill_multiplier;
|
||||
double readingSkill = reading.DifficultyValue() * reading_skill_multiplier;
|
||||
double colourSkill = colour.DifficultyValue() * colour_skill_multiplier;
|
||||
double staminaSkill = stamina.DifficultyValue() * stamina_skill_multiplier;
|
||||
double staminaSkill = staminaDifficultyValue * stamina_skill_multiplier;
|
||||
double monoStaminaSkill = singleColourStamina.DifficultyValue() * stamina_skill_multiplier;
|
||||
double monoStaminaFactor = staminaSkill == 0 ? 1 : Math.Pow(monoStaminaSkill / staminaSkill, 5);
|
||||
|
||||
double staminaDifficultStrains = stamina.CountTopWeightedStrains();
|
||||
double staminaDifficultStrains = stamina.CountTopWeightedStrains(staminaDifficultyValue);
|
||||
|
||||
// As we don't have pattern integration in osu!taiko, we apply the other two skills relative to rhythm.
|
||||
patternMultiplier = Math.Pow(staminaSkill * colourSkill, 0.10);
|
||||
@@ -184,10 +184,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||
}
|
||||
|
||||
List<double> hitObjectStrainPeaks = combinePeaks(
|
||||
rhythm.GetObjectStrains().ToList(),
|
||||
reading.GetObjectStrains().ToList(),
|
||||
colour.GetObjectStrains().ToList(),
|
||||
stamina.GetObjectStrains().ToList()
|
||||
rhythm.GetObjectDifficulties(),
|
||||
reading.GetObjectDifficulties(),
|
||||
colour.GetObjectDifficulties(),
|
||||
stamina.GetObjectDifficulties()
|
||||
);
|
||||
|
||||
if (hitObjectStrainPeaks.Count == 0)
|
||||
@@ -209,7 +209,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||
/// <summary>
|
||||
/// Combines lists of peak strains from multiple skills into a list of single peak strains for each section.
|
||||
/// </summary>
|
||||
private List<double> combinePeaks(List<double> rhythmPeaks, List<double> readingPeaks, List<double> colourPeaks, List<double> staminaPeaks)
|
||||
private List<double> combinePeaks(IReadOnlyList<double> rhythmPeaks, IReadOnlyList<double> readingPeaks, IReadOnlyList<double> colourPeaks, IReadOnlyList<double> staminaPeaks)
|
||||
{
|
||||
var combinedPeaks = new List<double>();
|
||||
|
||||
|
||||
@@ -1,9 +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.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
@@ -26,36 +24,6 @@ namespace osu.Game.Tests.Beatmaps.IO
|
||||
[Resolved]
|
||||
private BeatmapManager beatmaps { get; set; } = null!;
|
||||
|
||||
[TestCase(96, 32)]
|
||||
[TestCase(32, 32)]
|
||||
[TestCase(24, 32)]
|
||||
[TestCase(23, 16)]
|
||||
[TestCase(15, 16)]
|
||||
[TestCase(12, 16)]
|
||||
[TestCase(11, 8)]
|
||||
[TestCase(6, 8)]
|
||||
[TestCase(2, 4)]
|
||||
public void TestGridSizeClampedToStableValues(int set, int expected)
|
||||
{
|
||||
IWorkingBeatmap beatmap = null!;
|
||||
MemoryStream outStream = null!;
|
||||
|
||||
AddStep("import beatmap", () => beatmap = importBeatmapFromArchives(@"decimal-timing-beatmap.olz"));
|
||||
AddStep("adjust grid", () => beatmap.Beatmap.GridSize = set);
|
||||
AddStep("save", () => beatmaps.Save((beatmap.BeatmapInfo as BeatmapInfo)!, beatmap.Beatmap));
|
||||
|
||||
AddStep("export", () =>
|
||||
{
|
||||
outStream = new MemoryStream();
|
||||
|
||||
new LegacyBeatmapExporter(LocalStorage)
|
||||
.ExportToStream((BeatmapSetInfo)beatmap.BeatmapInfo.BeatmapSet!, outStream, null);
|
||||
});
|
||||
|
||||
AddStep("import beatmap again", () => beatmap = importBeatmapFromStream(outStream));
|
||||
AddAssert("grid clamped", () => beatmap.Beatmap.GridSize, () => Is.EqualTo(expected));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestObjectsSnappedAfterTruncatingExport()
|
||||
{
|
||||
@@ -163,48 +131,6 @@ namespace osu.Game.Tests.Beatmaps.IO
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestExportUsesCarriageReturnLineFeed()
|
||||
{
|
||||
IWorkingBeatmap beatmap = null!;
|
||||
MemoryStream outStream = null!;
|
||||
|
||||
AddStep("import beatmap", () => beatmap = importBeatmapFromArchives(@"legacy-export-stability-test.olz"));
|
||||
AddStep("export", () =>
|
||||
{
|
||||
outStream = new MemoryStream();
|
||||
|
||||
new LegacyBeatmapExporter(LocalStorage)
|
||||
.ExportToStream((BeatmapSetInfo)beatmap.BeatmapInfo.BeatmapSet!, outStream, null);
|
||||
});
|
||||
|
||||
AddAssert(".osu file uses CRLF line endings",
|
||||
() => hasBareLineFeed(outStream.GetBuffer()),
|
||||
() => Is.False);
|
||||
|
||||
bool hasBareLineFeed(byte[] archiveBytes)
|
||||
{
|
||||
using var memoryStream = new MemoryStream(archiveBytes);
|
||||
using var archiveReader = new ZipArchiveReader(memoryStream);
|
||||
|
||||
foreach (string filename in archiveReader.Filenames.Where(f => f.EndsWith(".osu", StringComparison.Ordinal)))
|
||||
{
|
||||
byte[] content = archiveReader.GetStream(filename).ReadAllBytesToArray();
|
||||
|
||||
for (int i = 0; i < content.Length; i++)
|
||||
{
|
||||
if (content[i] != '\n')
|
||||
continue;
|
||||
|
||||
if (i == 0 || content[i - 1] != '\r')
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private IWorkingBeatmap importBeatmapFromStream(Stream stream)
|
||||
{
|
||||
var imported = beatmaps.Import(new ImportTask(stream, "filename.osz")).GetResultSafely();
|
||||
|
||||
@@ -258,6 +258,6 @@ namespace osu.Game.Tests.Gameplay
|
||||
}
|
||||
|
||||
private void disableLayeredHitSounds()
|
||||
=> AddStep("set LayeredHitSounds to false", () => Skin.Configuration.ConfigDictionary[nameof(LegacySetting.LayeredHitSounds)] = "0");
|
||||
=> AddStep("set LayeredHitSounds to false", () => Skin.Configuration.ConfigDictionary[LegacySetting.LayeredHitSounds.ToString()] = "0");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -223,17 +223,17 @@ namespace osu.Game.Tests.NonVisual
|
||||
|
||||
protected override Mod[] DifficultyAdjustmentMods { get; }
|
||||
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
@@ -219,46 +219,6 @@ namespace osu.Game.Tests.NonVisual.Filtering
|
||||
ClassicAssert.AreEqual(filtered, carouselItem.Filtered.Value);
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase("\"quoted words\"", false)]
|
||||
[TestCase("\"the artist\"", false)]
|
||||
[TestCase("the artist \"quoted words\"", false)]
|
||||
[TestCase("\"unknown\"", true)]
|
||||
public void TestCriteriaMatchingTermsAdjacentToPunctuation(string terms, bool filtered)
|
||||
{
|
||||
var exampleBeatmapInfo = getExampleBeatmap();
|
||||
exampleBeatmapInfo.Metadata.Title = "the artist \"quoted words\"";
|
||||
var criteria = new FilterCriteria
|
||||
{
|
||||
Ruleset = new RulesetInfo { OnlineID = 6 },
|
||||
AllowConvertedBeatmaps = true,
|
||||
SearchText = terms
|
||||
};
|
||||
var carouselItem = new CarouselBeatmap(exampleBeatmapInfo);
|
||||
carouselItem.Filter(criteria);
|
||||
ClassicAssert.AreEqual(filtered, carouselItem.Filtered.Value);
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase("~quoted words~", false)]
|
||||
[TestCase("the artist", false)]
|
||||
[TestCase("the artist ~quoted words~", false)]
|
||||
[TestCase("~unknown~", true)]
|
||||
public void TestCriteriaMatchingTermsAdjacentToMathSymbols(string terms, bool filtered)
|
||||
{
|
||||
var exampleBeatmapInfo = getExampleBeatmap();
|
||||
exampleBeatmapInfo.Metadata.Title = "the artist ~quoted words~";
|
||||
var criteria = new FilterCriteria
|
||||
{
|
||||
Ruleset = new RulesetInfo { OnlineID = 6 },
|
||||
AllowConvertedBeatmaps = true,
|
||||
SearchText = terms
|
||||
};
|
||||
var carouselItem = new CarouselBeatmap(exampleBeatmapInfo);
|
||||
carouselItem.Filter(criteria);
|
||||
ClassicAssert.AreEqual(filtered, carouselItem.Filtered.Value);
|
||||
}
|
||||
|
||||
[Test]
|
||||
[TestCase("", false)]
|
||||
[TestCase("Goes", false)]
|
||||
|
||||
@@ -15,6 +15,7 @@ using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osu.Game.Tests.Beatmaps;
|
||||
using osu.Game.Utils;
|
||||
|
||||
namespace osu.Game.Tests.NonVisual
|
||||
{
|
||||
@@ -172,13 +173,15 @@ namespace osu.Game.Tests.NonVisual
|
||||
{
|
||||
}
|
||||
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
|
||||
=> new TestDifficultyAttributes { Objects = beatmap.HitObjects.ToArray() };
|
||||
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods)
|
||||
{
|
||||
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
|
||||
|
||||
double clockRate = ModUtils.CalculateRateWithMods(mods);
|
||||
|
||||
foreach (var obj in beatmap.HitObjects.OfType<TestHitObject>())
|
||||
{
|
||||
if (!obj.Skip)
|
||||
@@ -191,7 +194,7 @@ namespace osu.Game.Tests.NonVisual
|
||||
return objects;
|
||||
}
|
||||
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[] { new PassThroughSkill(mods) };
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[] { new PassThroughSkill(mods) };
|
||||
|
||||
private class PassThroughSkill : Skill
|
||||
{
|
||||
@@ -200,8 +203,9 @@ namespace osu.Game.Tests.NonVisual
|
||||
{
|
||||
}
|
||||
|
||||
public override void Process(DifficultyHitObject current)
|
||||
protected override double ProcessInternal(DifficultyHitObject current)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
public override double DifficultyValue() => 1;
|
||||
|
||||
@@ -25,7 +25,6 @@ namespace osu.Game.Tests.Visual.Components
|
||||
private NotificationOverlay notificationOverlay = null!;
|
||||
private ChatOverlay chatOverlay = null!;
|
||||
private TestMetadataClient metadataClient = null!;
|
||||
private FriendPresenceNotifier notifier = null!;
|
||||
|
||||
[SetUp]
|
||||
public void Setup() => Schedule(() =>
|
||||
@@ -46,11 +45,7 @@ namespace osu.Game.Tests.Visual.Components
|
||||
notificationOverlay,
|
||||
chatOverlay,
|
||||
metadataClient,
|
||||
notifier = new FriendPresenceNotifier
|
||||
{
|
||||
// Speeds up tests that don't rely on this debounce a little bit.
|
||||
OfflineDebounceTime = 0
|
||||
}
|
||||
new FriendPresenceNotifier()
|
||||
}
|
||||
};
|
||||
|
||||
@@ -132,27 +127,5 @@ namespace osu.Game.Tests.Visual.Components
|
||||
|
||||
AddUntilStep("wait for notification", () => notificationOverlay.AllNotifications.Count(), () => Is.EqualTo(2));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestOfflineDebounce()
|
||||
{
|
||||
AddStep("set debounce time", () =>
|
||||
{
|
||||
notifier.NotificationDebounceTime = 0;
|
||||
notifier.OfflineDebounceTime = 5000;
|
||||
});
|
||||
|
||||
AddStep("bring friend online", () => metadataClient.FriendPresenceUpdated(1, new UserPresence { Status = UserStatus.Online }));
|
||||
AddUntilStep("online notification posted", () => notificationOverlay.AllNotifications.Count(), () => Is.EqualTo(1));
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
AddStep("bring friend online", () => metadataClient.FriendPresenceUpdated(1, new UserPresence { Status = UserStatus.Online }));
|
||||
AddStep("bring friend offline", () => metadataClient.FriendPresenceUpdated(1, null));
|
||||
}
|
||||
|
||||
AddUntilStep("online notification posted", () => notificationOverlay.AllNotifications.Count(), () => Is.EqualTo(1));
|
||||
AddUntilStep("offline notification posted", () => notificationOverlay.AllNotifications.Count(), () => Is.EqualTo(2));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -503,27 +503,27 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
InputManager.Click(MouseButton.Left);
|
||||
});
|
||||
|
||||
AddStep("Click TopLeft anchor", () =>
|
||||
AddStep("Right-click TopLeft anchor", () =>
|
||||
{
|
||||
InputManager.MoveMouseTo(getMenuItemByText("TopLeft"));
|
||||
InputManager.Click(MouseButton.Left);
|
||||
InputManager.Click(MouseButton.Right);
|
||||
});
|
||||
|
||||
AddAssert("TopLeft item checked", () => (getMenuItemByText("TopLeft").Item as TernaryStateRadioMenuItem)?.State.Value == TernaryState.True);
|
||||
|
||||
AddStep("Click Centre anchor", () =>
|
||||
AddStep("Right-click Centre anchor", () =>
|
||||
{
|
||||
InputManager.MoveMouseTo(getMenuItemByText("Centre"));
|
||||
InputManager.Click(MouseButton.Left);
|
||||
InputManager.Click(MouseButton.Right);
|
||||
});
|
||||
|
||||
AddAssert("Centre item checked", () => (getMenuItemByText("Centre").Item as TernaryStateRadioMenuItem)?.State.Value == TernaryState.True);
|
||||
AddAssert("TopLeft item unchecked", () => (getMenuItemByText("TopLeft").Item as TernaryStateRadioMenuItem)?.State.Value == TernaryState.False);
|
||||
|
||||
AddStep("Click Closest anchor", () =>
|
||||
AddStep("Right-click Closest anchor", () =>
|
||||
{
|
||||
InputManager.MoveMouseTo(getMenuItemByText("Closest"));
|
||||
InputManager.Click(MouseButton.Left);
|
||||
InputManager.Click(MouseButton.Right);
|
||||
});
|
||||
|
||||
AddAssert("Closest item checked", () => (getMenuItemByText("Closest").Item as TernaryStateRadioMenuItem)?.State.Value == TernaryState.True);
|
||||
|
||||
@@ -17,7 +17,6 @@ using osu.Game.Beatmaps;
|
||||
using osu.Game.Database;
|
||||
using osu.Game.Online.API;
|
||||
using osu.Game.Online.API.Requests.Responses;
|
||||
using osu.Game.Online.Chat;
|
||||
using osu.Game.Online.Multiplayer;
|
||||
using osu.Game.Online.Rooms;
|
||||
using osu.Game.Overlays;
|
||||
@@ -58,7 +57,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, Realm, null, audio, Resources, host, Beatmap.Default));
|
||||
Dependencies.Cache(Realm);
|
||||
Dependencies.CacheAs<BeatmapStore>(new RealmDetachedBeatmapStore());
|
||||
Dependencies.Cache(new ChannelManager(API));
|
||||
|
||||
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely();
|
||||
|
||||
@@ -441,27 +439,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
AddUntilStep("countdown started", () => MultiplayerClient.ServerRoom!.ActiveCountdowns.Any());
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestRoll()
|
||||
{
|
||||
AddStep("set playlist", () =>
|
||||
{
|
||||
room.Playlist =
|
||||
[
|
||||
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First()).BeatmapInfo)
|
||||
{
|
||||
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
|
||||
}
|
||||
];
|
||||
});
|
||||
ClickButtonWhenEnabled<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>();
|
||||
AddStep("set channel", () => room.ChannelId = 1);
|
||||
|
||||
AddUntilStep("wait for room join", () => RoomJoined);
|
||||
|
||||
AddStep("roll", () => MultiplayerClient.SendMatchRequest(new RollRequest()));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSettingsRemainsOpenOnRoomUpdate()
|
||||
{
|
||||
|
||||
@@ -56,25 +56,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
AddAssert("two unique panels", () => this.ChildrenOfType<ParticipantPanel>().Select(p => p.Current.Value).Distinct().Count() == 2);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestAddReferee()
|
||||
{
|
||||
AddAssert("one unique panel", () => this.ChildrenOfType<ParticipantPanel>().Select(p => p.Current.Value).Distinct().Count() == 1);
|
||||
|
||||
AddStep("add user", () => MultiplayerClient.AddUser(new MultiplayerRoomUser(3)
|
||||
{
|
||||
User = new APIUser
|
||||
{
|
||||
Id = 3,
|
||||
Username = "Second",
|
||||
CoverUrl = TestResources.COVER_IMAGE_3,
|
||||
},
|
||||
Role = MultiplayerRoomUserRole.Referee
|
||||
}));
|
||||
|
||||
AddAssert("two unique panels", () => this.ChildrenOfType<ParticipantPanel>().Select(p => p.Current.Value).Distinct().Count() == 2);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestAddUnresolvedUser()
|
||||
{
|
||||
|
||||
@@ -116,55 +116,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
AddUntilStep("user still on team 0", () => (multiplayerClient.ClientRoom?.Users.FirstOrDefault()?.MatchState as TeamVersusUserState)?.TeamID == 0);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestTeamChangesLocked()
|
||||
{
|
||||
createRoom(() => new Room
|
||||
{
|
||||
Name = "Test Room",
|
||||
Type = MatchType.TeamVersus,
|
||||
Playlist =
|
||||
[
|
||||
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
|
||||
{
|
||||
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
|
||||
}
|
||||
]
|
||||
});
|
||||
|
||||
AddUntilStep("user on team 0", () => (multiplayerClient.ClientRoom?.Users.FirstOrDefault()?.MatchState as TeamVersusUserState)?.TeamID == 0);
|
||||
AddStep("add another user", () => multiplayerClient.AddUser(new APIUser { Username = "otheruser", Id = 44 }));
|
||||
|
||||
AddStep("lock room", () =>
|
||||
{
|
||||
var roomState = TeamVersusRoomState.CreateDefault();
|
||||
roomState.Locked = true;
|
||||
multiplayerClient.ChangeMatchRoomState(roomState).WaitSafely();
|
||||
});
|
||||
AddStep("press own button", () =>
|
||||
{
|
||||
InputManager.MoveMouseTo(multiplayerComponents.ChildrenOfType<TeamDisplay>().First());
|
||||
InputManager.Click(MouseButton.Left);
|
||||
});
|
||||
AddUntilStep("user on team 0", () => (multiplayerClient.ClientRoom?.Users.FirstOrDefault()?.MatchState as TeamVersusUserState)?.TeamID == 0);
|
||||
|
||||
AddStep("unlock room", () =>
|
||||
{
|
||||
var roomState = TeamVersusRoomState.CreateDefault();
|
||||
roomState.Locked = false;
|
||||
multiplayerClient.ChangeMatchRoomState(roomState).WaitSafely();
|
||||
});
|
||||
AddStep("press own button", () =>
|
||||
{
|
||||
InputManager.MoveMouseTo(multiplayerComponents.ChildrenOfType<TeamDisplay>().First());
|
||||
InputManager.Click(MouseButton.Left);
|
||||
});
|
||||
AddUntilStep("user on team 1", () => (multiplayerClient.ClientRoom?.Users.FirstOrDefault()?.MatchState as TeamVersusUserState)?.TeamID == 1);
|
||||
|
||||
AddStep("press own button again", () => InputManager.Click(MouseButton.Left));
|
||||
AddUntilStep("user on team 0", () => (multiplayerClient.ClientRoom?.Users.FirstOrDefault()?.MatchState as TeamVersusUserState)?.TeamID == 0);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSettingsUpdatedWhenChangingMatchType()
|
||||
{
|
||||
|
||||
@@ -140,14 +140,13 @@ namespace osu.Game.Tests.Visual.Playlists
|
||||
room = new Room
|
||||
{
|
||||
RoomID = 1,
|
||||
MaxAttempts = 10,
|
||||
Playlist =
|
||||
[
|
||||
// osu! beatmap
|
||||
new PlaylistItem(importedSet.Beatmaps[0])
|
||||
{
|
||||
RulesetID = new OsuRuleset().RulesetInfo.OnlineID,
|
||||
Freestyle = true,
|
||||
Freestyle = true
|
||||
},
|
||||
// osu! beatmap converted played in taiko
|
||||
new PlaylistItem(importedSet.Beatmaps[1])
|
||||
|
||||
@@ -18,7 +18,7 @@ namespace osu.Game.Tests.Visual.Settings
|
||||
|
||||
private readonly Bindable<float> current = new Bindable<float>
|
||||
{
|
||||
Default = 0,
|
||||
Default = default,
|
||||
Value = 1,
|
||||
};
|
||||
|
||||
@@ -46,7 +46,7 @@ namespace osu.Game.Tests.Visual.Settings
|
||||
foreach (var revertToDefaultButton in this.ChildrenOfType<RevertToDefaultButton<float>>())
|
||||
revertToDefaultButton.Parent!.Scale = new Vector2(scale);
|
||||
});
|
||||
AddToggleStep("toggle default state", state => current.Value = state ? 0 : 1);
|
||||
AddToggleStep("toggle default state", state => current.Value = state ? default : 1);
|
||||
AddToggleStep("toggle disabled state", state => current.Disabled = state);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,7 +17,6 @@ using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Overlays;
|
||||
using osu.Game.Overlays.Dialog;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Screens.Select;
|
||||
using osu.Game.Tests.Resources;
|
||||
using osuTK;
|
||||
using osuTK.Input;
|
||||
@@ -28,9 +27,6 @@ namespace osu.Game.Tests.Visual.SongSelect
|
||||
{
|
||||
protected override Container<Drawable> Content { get; } = new Container { RelativeSizeAxes = Axes.Both };
|
||||
|
||||
[Cached]
|
||||
private OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Aquamarine);
|
||||
|
||||
private DialogOverlay dialogOverlay = null!;
|
||||
private RulesetStore rulesets = null!;
|
||||
private BeatmapManager beatmapManager = null!;
|
||||
|
||||
@@ -208,13 +208,13 @@ namespace osu.Game.Tests.Visual.UserInterface
|
||||
{
|
||||
}
|
||||
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
|
||||
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
|
||||
=> new DifficultyAttributes(mods, mods.OfType<TestMod>().SingleOrDefault()?.Difficulty.Value ?? 0);
|
||||
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
|
||||
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods)
|
||||
=> Array.Empty<DifficultyHitObject>();
|
||||
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
|
||||
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods)
|
||||
=> Array.Empty<Skill>();
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,283 @@
|
||||
// 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 NUnit.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Extensions;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Graphics.UserInterface;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Framework.Platform;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Collections;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Localisation;
|
||||
using osu.Game.Overlays;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Tests.Resources;
|
||||
using osuTK.Input;
|
||||
using Realms;
|
||||
|
||||
namespace osu.Game.Tests.Visual.UserInterface
|
||||
{
|
||||
public partial class TestSceneCollectionDropdown : OsuManualInputManagerTestScene
|
||||
{
|
||||
private RulesetStore rulesets = null!;
|
||||
private BeatmapManager beatmapManager = null!;
|
||||
private CollectionDropdown dropdown = null!;
|
||||
|
||||
[Cached]
|
||||
private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Aquamarine);
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(GameHost host)
|
||||
{
|
||||
Dependencies.Cache(rulesets = new RealmRulesetStore(Realm));
|
||||
Dependencies.Cache(beatmapManager = new BeatmapManager(LocalStorage, Realm, null, Audio, Resources, host, Beatmap.Default));
|
||||
Dependencies.Cache(Realm);
|
||||
|
||||
beatmapManager.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely();
|
||||
}
|
||||
|
||||
[SetUp]
|
||||
public void SetUp() => Schedule(() =>
|
||||
{
|
||||
writeAndRefresh(r => r.RemoveAll<BeatmapCollection>());
|
||||
|
||||
Child = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
AutoSizeAxes = Axes.Y,
|
||||
Child = dropdown = new CollectionDropdown
|
||||
{
|
||||
Width = 300,
|
||||
Y = 100,
|
||||
Anchor = Anchor.TopCentre,
|
||||
Origin = Anchor.TopCentre,
|
||||
},
|
||||
};
|
||||
});
|
||||
|
||||
[Test]
|
||||
public void TestEmptyCollectionFilterContainsAllBeatmaps()
|
||||
{
|
||||
assertCollectionDropdownContains(CollectionsStrings.AllBeatmaps);
|
||||
assertCollectionHeaderDisplays(CollectionsStrings.AllBeatmaps);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCollectionAddedToDropdown()
|
||||
{
|
||||
AddStep("add collection", () => writeAndRefresh(r => r.Add(new BeatmapCollection(name: "1"))));
|
||||
AddStep("add collection", () => writeAndRefresh(r => r.Add(new BeatmapCollection(name: "2"))));
|
||||
assertCollectionDropdownContains("1");
|
||||
assertCollectionDropdownContains("2");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCollectionsCleared()
|
||||
{
|
||||
AddStep("add collection", () => writeAndRefresh(r => r.Add(new BeatmapCollection(name: "1"))));
|
||||
AddStep("add collection", () => writeAndRefresh(r => r.Add(new BeatmapCollection(name: "2"))));
|
||||
AddStep("add collection", () => writeAndRefresh(r => r.Add(new BeatmapCollection(name: "3"))));
|
||||
|
||||
AddUntilStep("check count 5", () => dropdown.ChildrenOfType<CollectionDropdown>().Single().ChildrenOfType<Menu.DrawableMenuItem>().Count(), () => Is.EqualTo(5));
|
||||
|
||||
AddStep("delete all collections", () => writeAndRefresh(r => r.RemoveAll<BeatmapCollection>()));
|
||||
|
||||
AddUntilStep("check count 2", () => dropdown.ChildrenOfType<CollectionDropdown>().Single().ChildrenOfType<Menu.DrawableMenuItem>().Count(), () => Is.EqualTo(2));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCollectionRemovedFromDropdown()
|
||||
{
|
||||
BeatmapCollection first = null!;
|
||||
|
||||
AddStep("add collection", () => writeAndRefresh(r => r.Add(first = new BeatmapCollection(name: "1"))));
|
||||
AddStep("add collection", () => writeAndRefresh(r => r.Add(new BeatmapCollection(name: "2"))));
|
||||
AddStep("remove collection", () => writeAndRefresh(r => r.Remove(first)));
|
||||
|
||||
assertCollectionDropdownContains("1", false);
|
||||
assertCollectionDropdownContains("2");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCollectionRenamed()
|
||||
{
|
||||
AddStep("add collection", () => writeAndRefresh(r => r.Add(new BeatmapCollection(name: "1"))));
|
||||
assertCollectionDropdownContains("1");
|
||||
AddStep("select collection", () => dropdown.Current.Value = dropdown.ItemSource.ElementAt(1));
|
||||
|
||||
addExpandHeaderStep();
|
||||
|
||||
AddStep("change name", () => writeAndRefresh(_ => getFirstCollection().Name = "First"));
|
||||
|
||||
assertCollectionDropdownContains("First");
|
||||
assertCollectionHeaderDisplays("First");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestAllBeatmapFilterDoesNotHaveAddButton()
|
||||
{
|
||||
addExpandHeaderStep();
|
||||
AddStep("hover all beatmaps", () => InputManager.MoveMouseTo(getAddOrRemoveButton(0)));
|
||||
AddAssert("'All beatmaps' filter does not have add button", () => !getAddOrRemoveButton(0).IsPresent);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCollectionFilterHasAddButton()
|
||||
{
|
||||
addExpandHeaderStep();
|
||||
AddStep("add collection", () => writeAndRefresh(r => r.Add(new BeatmapCollection(name: "1"))));
|
||||
assertCollectionDropdownContains("1");
|
||||
AddStep("hover collection", () => InputManager.MoveMouseTo(getAddOrRemoveButton(1)));
|
||||
AddAssert("collection has add button", () => getAddOrRemoveButton(1).IsPresent);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestButtonDisabledAndEnabledWithBeatmapChanges()
|
||||
{
|
||||
addExpandHeaderStep();
|
||||
|
||||
AddStep("add collection", () => writeAndRefresh(r => r.Add(new BeatmapCollection(name: "1"))));
|
||||
assertCollectionDropdownContains("1");
|
||||
|
||||
AddStep("select available beatmap", () => Beatmap.Value = beatmapManager.GetWorkingBeatmap(beatmapManager.GetAllUsableBeatmapSets().First().Beatmaps[0]));
|
||||
AddAssert("button enabled", () => getAddOrRemoveButton(1).Enabled.Value);
|
||||
|
||||
AddStep("set dummy beatmap", () => Beatmap.SetDefault());
|
||||
AddAssert("button disabled", () => !getAddOrRemoveButton(1).Enabled.Value);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestButtonChangesWhenAddedAndRemovedFromCollection()
|
||||
{
|
||||
addExpandHeaderStep();
|
||||
|
||||
AddStep("select available beatmap", () => Beatmap.Value = beatmapManager.GetWorkingBeatmap(beatmapManager.GetAllUsableBeatmapSets().First().Beatmaps[0]));
|
||||
|
||||
AddStep("add collection", () => writeAndRefresh(r => r.Add(new BeatmapCollection(name: "1"))));
|
||||
assertCollectionDropdownContains("1");
|
||||
|
||||
assertFirstButtonIs(FontAwesome.Solid.PlusSquare);
|
||||
|
||||
AddStep("add beatmap to collection", () => writeAndRefresh(r => getFirstCollection().BeatmapMD5Hashes.Add(Beatmap.Value.BeatmapInfo.MD5Hash)));
|
||||
assertFirstButtonIs(FontAwesome.Solid.MinusSquare);
|
||||
|
||||
AddStep("remove beatmap from collection", () => writeAndRefresh(r => getFirstCollection().BeatmapMD5Hashes.Clear()));
|
||||
assertFirstButtonIs(FontAwesome.Solid.PlusSquare);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestButtonAddsAndRemovesBeatmap()
|
||||
{
|
||||
addExpandHeaderStep();
|
||||
|
||||
AddStep("select available beatmap", () => Beatmap.Value = beatmapManager.GetWorkingBeatmap(beatmapManager.GetAllUsableBeatmapSets().First().Beatmaps[0]));
|
||||
|
||||
AddStep("add collection", () => writeAndRefresh(r => r.Add(new BeatmapCollection(name: "1"))));
|
||||
assertCollectionDropdownContains("1");
|
||||
assertFirstButtonIs(FontAwesome.Solid.PlusSquare);
|
||||
|
||||
addClickAddOrRemoveButtonStep(1);
|
||||
AddUntilStep("collection contains beatmap", () => getFirstCollection().BeatmapMD5Hashes.Contains(Beatmap.Value.BeatmapInfo.MD5Hash));
|
||||
assertFirstButtonIs(FontAwesome.Solid.MinusSquare);
|
||||
|
||||
addClickAddOrRemoveButtonStep(1);
|
||||
AddUntilStep("collection does not contain beatmap", () => !getFirstCollection().BeatmapMD5Hashes.Contains(Beatmap.Value.BeatmapInfo.MD5Hash));
|
||||
assertFirstButtonIs(FontAwesome.Solid.PlusSquare);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestManageCollectionsFilterIsNotSelected()
|
||||
{
|
||||
bool received = false;
|
||||
|
||||
addExpandHeaderStep();
|
||||
|
||||
AddStep("add collection", () => writeAndRefresh(r => r.Add(new BeatmapCollection(name: "1", new List<string> { "abc" }))));
|
||||
assertCollectionDropdownContains("1");
|
||||
|
||||
AddStep("select collection", () =>
|
||||
{
|
||||
InputManager.MoveMouseTo(getCollectionDropdownItemAt(1));
|
||||
InputManager.Click(MouseButton.Left);
|
||||
});
|
||||
|
||||
addExpandHeaderStep();
|
||||
|
||||
AddStep("watch for filter requests", () =>
|
||||
{
|
||||
received = false;
|
||||
dropdown.ChildrenOfType<CollectionDropdown>().First().RequestFilter = () => received = true;
|
||||
});
|
||||
|
||||
AddStep("click manage collections filter", () =>
|
||||
{
|
||||
int lastItemIndex = dropdown.ChildrenOfType<CollectionDropdown>().Single().Items.Count() - 1;
|
||||
InputManager.MoveMouseTo(getCollectionDropdownItemAt(lastItemIndex));
|
||||
InputManager.Click(MouseButton.Left);
|
||||
});
|
||||
|
||||
AddAssert("collection filter still selected", () => dropdown.Current.Value.CollectionName == "1");
|
||||
|
||||
AddAssert("filter request not fired", () => !received);
|
||||
}
|
||||
|
||||
private void writeAndRefresh(Action<Realm> action) => Realm.Write(r =>
|
||||
{
|
||||
action(r);
|
||||
r.Refresh();
|
||||
});
|
||||
|
||||
private BeatmapCollection getFirstCollection() => Realm.Run(r => r.All<BeatmapCollection>().First());
|
||||
|
||||
private void assertCollectionHeaderDisplays(LocalisableString collectionName, bool shouldDisplay = true)
|
||||
=> AddUntilStep($"collection dropdown header displays '{collectionName}'",
|
||||
() => shouldDisplay == dropdown.ChildrenOfType<CollectionDropdown.OsuDropdownHeader>().Any(h => h.ChildrenOfType<SpriteText>().Any(t => t.Text == collectionName)));
|
||||
|
||||
private void assertFirstButtonIs(IconUsage icon) => AddUntilStep($"button is {icon.Icon.ToString()}", () => getAddOrRemoveButton(1).Icon.Equals(icon));
|
||||
|
||||
private void assertCollectionDropdownContains(LocalisableString collectionName, bool shouldContain = true) =>
|
||||
AddUntilStep($"collection dropdown {(shouldContain ? "contains" : "does not contain")} '{collectionName}'",
|
||||
// A bit of a roundabout way of going about this, see: https://github.com/ppy/osu-framework/issues/3871 + https://github.com/ppy/osu-framework/issues/3872
|
||||
() => shouldContain == dropdown.ChildrenOfType<Menu.DrawableMenuItem>().Any(i => i.ChildrenOfType<CompositeDrawable>().OfType<IHasText>().First().Text == collectionName));
|
||||
|
||||
private IconButton getAddOrRemoveButton(int index)
|
||||
=> getCollectionDropdownItemAt(index).ChildrenOfType<IconButton>().Single();
|
||||
|
||||
private void addExpandHeaderStep() => AddStep("expand header", () =>
|
||||
{
|
||||
InputManager.MoveMouseTo(dropdown.ChildrenOfType<CollectionDropdown.OsuDropdownHeader>().Single());
|
||||
InputManager.Click(MouseButton.Left);
|
||||
});
|
||||
|
||||
private void addClickAddOrRemoveButtonStep(int index) => AddStep("click add or remove button", () =>
|
||||
{
|
||||
InputManager.MoveMouseTo(getAddOrRemoveButton(index));
|
||||
InputManager.Click(MouseButton.Left);
|
||||
});
|
||||
|
||||
private Menu.DrawableMenuItem getCollectionDropdownItemAt(int index)
|
||||
{
|
||||
// todo: we should be able to use Items, but apparently that's not guaranteed to be ordered... see: https://github.com/ppy/osu-framework/pull/6079
|
||||
CollectionFilterMenuItem item = dropdown.ChildrenOfType<CollectionDropdown>().Single().ItemSource.ElementAt(index);
|
||||
return dropdown.ChildrenOfType<Menu.DrawableMenuItem>().Single(i => i.Item.Text.Value == item.CollectionName);
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
|
||||
if (rulesets.IsNotNull())
|
||||
rulesets.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -114,6 +114,51 @@ namespace osu.Game.Tests.Visual.UserInterface
|
||||
=> AddAssert($"state is {expected}", () => state.Value == expected);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestItemRespondsToRightClick()
|
||||
{
|
||||
OsuMenu menu = null;
|
||||
|
||||
Bindable<TernaryState> state = new Bindable<TernaryState>(TernaryState.Indeterminate);
|
||||
|
||||
AddStep("create menu", () =>
|
||||
{
|
||||
state.Value = TernaryState.Indeterminate;
|
||||
|
||||
Child = menu = new OsuMenu(Direction.Vertical, true)
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Items = new[]
|
||||
{
|
||||
new TernaryStateToggleMenuItem("First"),
|
||||
new TernaryStateToggleMenuItem("Second") { State = { BindTarget = state } },
|
||||
new TernaryStateToggleMenuItem("Third") { State = { Value = TernaryState.True } },
|
||||
}
|
||||
};
|
||||
});
|
||||
|
||||
checkState(TernaryState.Indeterminate);
|
||||
|
||||
click();
|
||||
checkState(TernaryState.True);
|
||||
|
||||
click();
|
||||
checkState(TernaryState.False);
|
||||
|
||||
AddStep("change state via bindable", () => state.Value = TernaryState.True);
|
||||
|
||||
void click() =>
|
||||
AddStep("click", () =>
|
||||
{
|
||||
InputManager.MoveMouseTo(menu.ScreenSpaceDrawQuad.Centre);
|
||||
InputManager.Click(MouseButton.Right);
|
||||
});
|
||||
|
||||
void checkState(TernaryState expected)
|
||||
=> AddAssert($"state is {expected}", () => state.Value == expected);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCustomState()
|
||||
{
|
||||
|
||||
@@ -10,9 +10,5 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup Label="Package References">
|
||||
<PackageReference Include="Microsoft.Win32.Registry" Version="5.0.0" />
|
||||
<PackageReference Include="ppy.LocalisationAnalyser" Version="2025.1208.0">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||
</PackageReference>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
||||
@@ -424,7 +424,7 @@ namespace osu.Game.Beatmaps
|
||||
Stream IWorkingBeatmap.GetStream(string storagePath) => working.GetStream(storagePath);
|
||||
void IWorkingBeatmap.BeginAsyncLoad() => working.BeginAsyncLoad();
|
||||
void IWorkingBeatmap.CancelAsyncLoad() => working.CancelAsyncLoad();
|
||||
void IWorkingBeatmap.PrepareTrackForPreview(bool looping, double? offsetFromPreviewPoint) => working.PrepareTrackForPreview(looping, offsetFromPreviewPoint);
|
||||
void IWorkingBeatmap.PrepareTrackForPreview(bool looping, double offsetFromPreviewPoint) => working.PrepareTrackForPreview(looping, offsetFromPreviewPoint);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -296,7 +296,7 @@ namespace osu.Game.Beatmaps
|
||||
return Realm.Run(r =>
|
||||
{
|
||||
r.Refresh();
|
||||
return r.All<BeatmapSetInfo>().Where(b => !b.DeletePending).AsEnumerable().Detach();
|
||||
return r.All<BeatmapSetInfo>().Where(b => !b.DeletePending).Detach();
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using osu.Framework.Logging;
|
||||
@@ -37,7 +36,7 @@ namespace osu.Game.Beatmaps
|
||||
public void Queue(Live<BeatmapSetInfo> beatmapSet, MetadataLookupScope lookupScope = MetadataLookupScope.LocalCacheFirst)
|
||||
{
|
||||
Logger.Log($"Queueing change for local beatmap {beatmapSet}");
|
||||
Task.Factory.StartNew(() => beatmapSet.PerformRead(b => Process(b, lookupScope)), CancellationToken.None, TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously,
|
||||
Task.Factory.StartNew(() => beatmapSet.PerformRead(b => Process(b, lookupScope)), default, TaskCreationOptions.HideScheduler | TaskCreationOptions.RunContinuationsAsynchronously,
|
||||
updateScheduler);
|
||||
}
|
||||
|
||||
|
||||
@@ -139,6 +139,6 @@ namespace osu.Game.Beatmaps
|
||||
/// <summary>
|
||||
/// Reads the correct track restart point from beatmap metadata and sets looping to enabled.
|
||||
/// </summary>
|
||||
void PrepareTrackForPreview(bool looping, double? offsetFromPreviewPoint = null);
|
||||
void PrepareTrackForPreview(bool looping, double offsetFromPreviewPoint = 0);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,7 +6,7 @@ using osu.Game.Rulesets.Difficulty;
|
||||
|
||||
namespace osu.Game.Beatmaps
|
||||
{
|
||||
public readonly record struct StarDifficulty
|
||||
public readonly struct StarDifficulty
|
||||
{
|
||||
/// <summary>
|
||||
/// The star difficulty rating for the given beatmap.
|
||||
|
||||
@@ -16,7 +16,6 @@ using osu.Framework.Audio.Track;
|
||||
using osu.Framework.Extensions;
|
||||
using osu.Framework.Graphics.Textures;
|
||||
using osu.Framework.Logging;
|
||||
using osu.Game.Overlays;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.UI;
|
||||
@@ -120,7 +119,7 @@ namespace osu.Game.Beatmaps
|
||||
return track;
|
||||
}
|
||||
|
||||
public void PrepareTrackForPreview(bool looping, double? offsetFromPreviewPoint = null)
|
||||
public void PrepareTrackForPreview(bool looping, double offsetFromPreviewPoint = 0)
|
||||
{
|
||||
Track.Looping = looping;
|
||||
Track.RestartPoint = Metadata.PreviewTime;
|
||||
@@ -134,9 +133,7 @@ namespace osu.Game.Beatmaps
|
||||
if (Track.RestartPoint < 0 || Track.RestartPoint > Track.Length)
|
||||
Track.RestartPoint = 0.4f * Track.Length;
|
||||
|
||||
offsetFromPreviewPoint ??= -MusicController.TRACK_FADE_IN_TIME;
|
||||
|
||||
Track.RestartPoint = Math.Clamp(Track.RestartPoint + offsetFromPreviewPoint.Value, 0, Track.Length);
|
||||
Track.RestartPoint = Math.Clamp(Track.RestartPoint + offsetFromPreviewPoint, 0, Track.Length);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -265,7 +262,7 @@ namespace osu.Game.Beatmaps
|
||||
using (var cancellationTokenSource = new CancellationTokenSource(10_000))
|
||||
{
|
||||
// don't apply the default timeout when debugger is attached (may be breakpointing / debugging).
|
||||
return GetPlayableBeatmap(ruleset, mods ?? Array.Empty<Mod>(), Debugger.IsAttached ? CancellationToken.None : cancellationTokenSource.Token);
|
||||
return GetPlayableBeatmap(ruleset, mods ?? Array.Empty<Mod>(), Debugger.IsAttached ? new CancellationToken() : cancellationTokenSource.Token);
|
||||
}
|
||||
}
|
||||
catch (OperationCanceledException)
|
||||
|
||||
@@ -0,0 +1,283 @@
|
||||
// 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.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Graphics.UserInterface;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Database;
|
||||
using osu.Game.Graphics.Containers;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osuTK;
|
||||
using Realms;
|
||||
|
||||
namespace osu.Game.Collections
|
||||
{
|
||||
/// <summary>
|
||||
/// A dropdown to select the collection to be used to filter results.
|
||||
/// WARNING: TODO: we have TWO `CollectionDropdowns` with diverging functionality. This is not good.
|
||||
/// </summary>
|
||||
public partial class CollectionDropdown : OsuDropdown<CollectionFilterMenuItem>
|
||||
{
|
||||
/// <summary>
|
||||
/// Whether to show the "manage collections..." menu item in the dropdown.
|
||||
/// </summary>
|
||||
protected virtual bool ShowManageCollectionsItem => true;
|
||||
|
||||
public Action? RequestFilter { private get; set; }
|
||||
|
||||
private readonly BindableList<CollectionFilterMenuItem> filters = new BindableList<CollectionFilterMenuItem>();
|
||||
|
||||
[Resolved]
|
||||
private ManageCollectionsDialog? manageCollectionsDialog { get; set; }
|
||||
|
||||
[Resolved]
|
||||
private RealmAccess realm { get; set; } = null!;
|
||||
|
||||
private IDisposable? realmSubscription;
|
||||
|
||||
private readonly CollectionFilterMenuItem allBeatmapsItem = new AllBeatmapsCollectionFilterMenuItem();
|
||||
|
||||
public CollectionDropdown()
|
||||
{
|
||||
ItemSource = filters;
|
||||
|
||||
Current.Value = allBeatmapsItem;
|
||||
AlwaysShowSearchBar = true;
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
realmSubscription = realm.RegisterForNotifications(r => r.All<BeatmapCollection>().OrderBy(c => c.Name), collectionsChanged);
|
||||
|
||||
Current.BindValueChanged(selectionChanged);
|
||||
}
|
||||
|
||||
private void collectionsChanged(IRealmCollection<BeatmapCollection> collections, ChangeSet? changes)
|
||||
{
|
||||
if (changes == null)
|
||||
{
|
||||
filters.Clear();
|
||||
filters.Add(allBeatmapsItem);
|
||||
filters.AddRange(collections.Select(c => new CollectionFilterMenuItem(c.ToLive(realm))));
|
||||
if (ShowManageCollectionsItem)
|
||||
filters.Add(new ManageCollectionsFilterMenuItem());
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (int i in changes.DeletedIndices.OrderDescending())
|
||||
filters.RemoveAt(i + 1);
|
||||
|
||||
foreach (int i in changes.InsertedIndices)
|
||||
filters.Insert(i + 1, new CollectionFilterMenuItem(collections[i].ToLive(realm)));
|
||||
|
||||
var selectedItem = SelectedItem?.Value;
|
||||
|
||||
foreach (int i in changes.NewModifiedIndices)
|
||||
{
|
||||
var updatedItem = collections[i];
|
||||
|
||||
// This is responsible for updating the state of the +/- button and the collection's name.
|
||||
// TODO: we can probably make the menu items update with changes to avoid this.
|
||||
filters.RemoveAt(i + 1);
|
||||
filters.Insert(i + 1, new CollectionFilterMenuItem(updatedItem.ToLive(realm)));
|
||||
|
||||
if (updatedItem.ID == selectedItem?.Collection?.ID)
|
||||
{
|
||||
// This current update and schedule is required to work around dropdown headers not updating text even when the selected item
|
||||
// changes. It's not great but honestly the whole dropdown menu structure isn't great. This needs to be fixed, but I'll issue
|
||||
// a warning that it's going to be a frustrating journey.
|
||||
Current.Value = allBeatmapsItem;
|
||||
Schedule(() =>
|
||||
{
|
||||
// current may have changed before the scheduled call is run.
|
||||
if (Current.Value != allBeatmapsItem)
|
||||
return;
|
||||
|
||||
Current.Value = filters.SingleOrDefault(f => f.Collection?.ID == selectedItem.Collection?.ID) ?? filters[0];
|
||||
});
|
||||
|
||||
// Trigger an external re-filter if the current item was in the change set.
|
||||
RequestFilter?.Invoke();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private Live<BeatmapCollection>? lastFiltered;
|
||||
|
||||
private void selectionChanged(ValueChangedEvent<CollectionFilterMenuItem> filter)
|
||||
{
|
||||
// May be null during .Clear().
|
||||
if (filter.NewValue.IsNull())
|
||||
return;
|
||||
|
||||
// Never select the manage collection filter - rollback to the previous filter.
|
||||
// This is done after the above since it is important that bindable is unbound from OldValue, which is lost after forcing it back to the old value.
|
||||
if (filter.NewValue is ManageCollectionsFilterMenuItem)
|
||||
{
|
||||
Current.Value = filter.OldValue;
|
||||
manageCollectionsDialog?.Show();
|
||||
return;
|
||||
}
|
||||
|
||||
var newCollection = filter.NewValue.Collection;
|
||||
|
||||
// This dropdown be weird.
|
||||
// We only care about filtering if the actual collection has changed.
|
||||
if (newCollection != lastFiltered)
|
||||
{
|
||||
RequestFilter?.Invoke();
|
||||
lastFiltered = newCollection;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
realmSubscription?.Dispose();
|
||||
}
|
||||
|
||||
protected override LocalisableString GenerateItemText(CollectionFilterMenuItem item) => item.CollectionName;
|
||||
|
||||
protected sealed override DropdownHeader CreateHeader() => CreateCollectionHeader();
|
||||
|
||||
protected sealed override DropdownMenu CreateMenu() => CreateCollectionMenu();
|
||||
|
||||
protected virtual CollectionDropdownHeader CreateCollectionHeader() => new CollectionDropdownHeader();
|
||||
|
||||
protected virtual CollectionDropdownMenu CreateCollectionMenu() => new CollectionDropdownMenu();
|
||||
|
||||
public partial class CollectionDropdownHeader : OsuDropdownHeader
|
||||
{
|
||||
public CollectionDropdownHeader()
|
||||
{
|
||||
Height = 25;
|
||||
Chevron.Size = new Vector2(12);
|
||||
Foreground.Padding = new MarginPadding { Top = 4, Bottom = 4, Left = 8, Right = 8 };
|
||||
}
|
||||
}
|
||||
|
||||
protected partial class CollectionDropdownMenu : OsuDropdownMenu
|
||||
{
|
||||
public CollectionDropdownMenu()
|
||||
{
|
||||
MaxHeight = 200;
|
||||
}
|
||||
|
||||
protected override DrawableDropdownMenuItem CreateDrawableDropdownMenuItem(MenuItem item) => new CollectionDropdownDrawableMenuItem(item)
|
||||
{
|
||||
BackgroundColourHover = HoverColour,
|
||||
BackgroundColourSelected = SelectionColour
|
||||
};
|
||||
}
|
||||
|
||||
protected partial class CollectionDropdownDrawableMenuItem : OsuDropdownMenu.DrawableOsuDropdownMenuItem
|
||||
{
|
||||
private IconButton addOrRemoveButton = null!;
|
||||
|
||||
private bool beatmapInCollection;
|
||||
|
||||
private readonly Live<BeatmapCollection>? collection;
|
||||
|
||||
[Resolved]
|
||||
private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
|
||||
|
||||
public CollectionDropdownDrawableMenuItem(MenuItem item)
|
||||
: base(item)
|
||||
{
|
||||
collection = ((DropdownMenuItem<CollectionFilterMenuItem>)item).Value.Collection;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
AddInternal(addOrRemoveButton = new NoFocusChangeIconButton
|
||||
{
|
||||
Anchor = Anchor.CentreRight,
|
||||
Origin = Anchor.CentreRight,
|
||||
X = -OsuScrollContainer.SCROLL_BAR_WIDTH,
|
||||
Scale = new Vector2(0.65f),
|
||||
Action = addOrRemove,
|
||||
});
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
if (collection != null)
|
||||
{
|
||||
beatmap.BindValueChanged(_ =>
|
||||
{
|
||||
beatmapInCollection = collection.PerformRead(c => c.BeatmapMD5Hashes.Contains(beatmap.Value.BeatmapInfo.MD5Hash));
|
||||
|
||||
addOrRemoveButton.Enabled.Value = !beatmap.IsDefault;
|
||||
addOrRemoveButton.Icon = beatmapInCollection ? FontAwesome.Solid.MinusSquare : FontAwesome.Solid.PlusSquare;
|
||||
addOrRemoveButton.TooltipText = beatmapInCollection ? "Remove selected beatmap" : "Add selected beatmap";
|
||||
|
||||
updateButtonVisibility();
|
||||
}, true);
|
||||
}
|
||||
|
||||
updateButtonVisibility();
|
||||
}
|
||||
|
||||
protected override bool OnHover(HoverEvent e)
|
||||
{
|
||||
updateButtonVisibility();
|
||||
return base.OnHover(e);
|
||||
}
|
||||
|
||||
protected override void OnHoverLost(HoverLostEvent e)
|
||||
{
|
||||
updateButtonVisibility();
|
||||
base.OnHoverLost(e);
|
||||
}
|
||||
|
||||
protected override void OnSelectChange()
|
||||
{
|
||||
base.OnSelectChange();
|
||||
updateButtonVisibility();
|
||||
}
|
||||
|
||||
private void updateButtonVisibility()
|
||||
{
|
||||
if (collection == null)
|
||||
addOrRemoveButton.Alpha = 0;
|
||||
else
|
||||
addOrRemoveButton.Alpha = IsHovered || IsPreSelected || beatmapInCollection ? 1 : 0;
|
||||
}
|
||||
|
||||
private void addOrRemove()
|
||||
{
|
||||
Debug.Assert(collection != null);
|
||||
|
||||
Task.Run(() => collection.PerformWrite(c =>
|
||||
{
|
||||
if (!c.BeatmapMD5Hashes.Remove(beatmap.Value.BeatmapInfo.MD5Hash))
|
||||
c.BeatmapMD5Hashes.Add(beatmap.Value.BeatmapInfo.MD5Hash);
|
||||
}));
|
||||
}
|
||||
|
||||
protected override Drawable CreateContent() => (Content)base.CreateContent();
|
||||
|
||||
private partial class NoFocusChangeIconButton : IconButton
|
||||
{
|
||||
public override bool ChangeFocusOnClick => false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -71,15 +71,8 @@ namespace osu.Game.Database
|
||||
|
||||
// Encode to legacy format
|
||||
var stream = new MemoryStream();
|
||||
|
||||
using (var sw = new StreamWriter(stream, Encoding.UTF8, 1024, true))
|
||||
{
|
||||
// Maintain line endings in windows style.
|
||||
// If we don't do that, uploads to BSS may show changes where there are none.
|
||||
sw.NewLine = "\r\n";
|
||||
|
||||
new LegacyBeatmapEncoder(playableBeatmap, beatmapSkin).Encode(sw);
|
||||
}
|
||||
|
||||
stream.Seek(0, SeekOrigin.Begin);
|
||||
|
||||
@@ -88,16 +81,6 @@ namespace osu.Game.Database
|
||||
|
||||
protected virtual void MutateBeatmap(BeatmapSetInfo beatmapSet, IBeatmap playableBeatmap)
|
||||
{
|
||||
// Limit grid sizes to those which stable knows about.
|
||||
if (playableBeatmap.GridSize >= 24)
|
||||
playableBeatmap.GridSize = 32;
|
||||
else if (playableBeatmap.GridSize >= 12)
|
||||
playableBeatmap.GridSize = 16;
|
||||
else if (playableBeatmap.GridSize >= 6)
|
||||
playableBeatmap.GridSize = 8;
|
||||
else
|
||||
playableBeatmap.GridSize = 4;
|
||||
|
||||
// Convert beatmap elements to be compatible with legacy format
|
||||
// So we truncate time and position values to integers, and convert paths with multiple segments to Bézier curves
|
||||
|
||||
|
||||
@@ -1227,7 +1227,7 @@ namespace osu.Game.Database
|
||||
var oldKeyBindingsQuery = migration.NewRealm
|
||||
.All<RealmKeyBinding>()
|
||||
.Where(kb => kb.RulesetName == @"mania" && kb.Variant == variant);
|
||||
var oldKeyBindings = oldKeyBindingsQuery.AsEnumerable().Detach();
|
||||
var oldKeyBindings = oldKeyBindingsQuery.Detach();
|
||||
|
||||
migration.NewRealm.RemoveRange(oldKeyBindingsQuery);
|
||||
|
||||
|
||||
@@ -55,9 +55,9 @@ namespace osu.Game.Extensions
|
||||
{
|
||||
tcs.TrySetResult(true);
|
||||
}
|
||||
}, cancellationToken: CancellationToken.None);
|
||||
}, cancellationToken: default);
|
||||
}
|
||||
}, cancellationToken: CancellationToken.None);
|
||||
}, cancellationToken: default);
|
||||
|
||||
// importantly, we are not returning the continuation itself but rather a task which represents its status in sequential execution order.
|
||||
// this will not be cancelled or completed until the previous task has also.
|
||||
|
||||
@@ -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 System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Threading;
|
||||
@@ -22,13 +21,10 @@ namespace osu.Game.Graphics.Backgrounds
|
||||
{
|
||||
private readonly InterpolatingFramedClock storyboardClock;
|
||||
|
||||
public readonly AudioContainer Storyboard;
|
||||
|
||||
private AudioContainer storyboardContainer = null!;
|
||||
private DrawableStoryboard? drawableStoryboard;
|
||||
private CancellationTokenSource? loadCancellationSource = new CancellationTokenSource();
|
||||
|
||||
public Action? StoryboardLoaded { get; set; }
|
||||
|
||||
[Resolved(CanBeNull = true)]
|
||||
private MusicController? musicController { get; set; }
|
||||
|
||||
@@ -39,17 +35,17 @@ namespace osu.Game.Graphics.Backgrounds
|
||||
: base(beatmap, fallbackTextureName)
|
||||
{
|
||||
storyboardClock = new InterpolatingFramedClock();
|
||||
|
||||
AddInternal(Storyboard = new AudioContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Volume = { Value = 0 },
|
||||
});
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
AddInternal(storyboardContainer = new AudioContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Volume = { Value = 0 },
|
||||
});
|
||||
|
||||
LoadStoryboard(false);
|
||||
}
|
||||
|
||||
@@ -78,10 +74,8 @@ namespace osu.Game.Graphics.Backgrounds
|
||||
if (Beatmap.Storyboard.ReplacesBackground)
|
||||
Sprite.FadeOut(BackgroundScreen.TRANSITION_LENGTH, Easing.InQuint);
|
||||
|
||||
Storyboard.FadeInFromZero(BackgroundScreen.TRANSITION_LENGTH, Easing.OutQuint);
|
||||
Storyboard.Add(s);
|
||||
|
||||
StoryboardLoaded?.Invoke();
|
||||
storyboardContainer.FadeInFromZero(BackgroundScreen.TRANSITION_LENGTH, Easing.OutQuint);
|
||||
storyboardContainer.Add(s);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -94,7 +88,7 @@ namespace osu.Game.Graphics.Backgrounds
|
||||
loadCancellationSource = null;
|
||||
|
||||
// clear is intentionally used here for the storyboard to be disposed asynchronously.
|
||||
Storyboard.Clear();
|
||||
storyboardContainer.Clear();
|
||||
|
||||
drawableStoryboard = null;
|
||||
|
||||
|
||||
@@ -35,7 +35,7 @@ namespace osu.Game.Graphics.Containers
|
||||
{
|
||||
}
|
||||
|
||||
protected override void OnUserScroll(double value, bool animated = true, double? distanceDecay = null)
|
||||
protected override void OnUserScroll(double value, bool animated = true, double? distanceDecay = default)
|
||||
{
|
||||
UserScrolling = true;
|
||||
base.OnUserScroll(value, animated, distanceDecay);
|
||||
|
||||
@@ -688,11 +688,11 @@ namespace osu.Game.Graphics
|
||||
|
||||
public class Glyph : ITexturedCharacterGlyph
|
||||
{
|
||||
public float XOffset => 0;
|
||||
public float YOffset => 0;
|
||||
public float XAdvance => 0;
|
||||
public float Baseline => 0;
|
||||
public char Character => '\0';
|
||||
public float XOffset => default;
|
||||
public float YOffset => default;
|
||||
public float XAdvance => default;
|
||||
public float Baseline => default;
|
||||
public char Character => default;
|
||||
|
||||
public float GetKerning<T>(T lastGlyph) where T : ICharacterGlyph => throw new NotImplementedException();
|
||||
|
||||
|
||||
@@ -4,7 +4,9 @@
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Input.Events;
|
||||
using osuTK;
|
||||
using osuTK.Input;
|
||||
|
||||
namespace osu.Game.Graphics.UserInterface
|
||||
{
|
||||
@@ -12,8 +14,6 @@ namespace osu.Game.Graphics.UserInterface
|
||||
{
|
||||
protected new StatefulMenuItem Item => (StatefulMenuItem)base.Item;
|
||||
|
||||
public override bool CloseMenuOnClick => false;
|
||||
|
||||
public DrawableStatefulMenuItem(StatefulMenuItem item)
|
||||
: base(item)
|
||||
{
|
||||
@@ -21,6 +21,19 @@ namespace osu.Game.Graphics.UserInterface
|
||||
|
||||
protected override TextContainer CreateTextContainer() => new ToggleTextContainer(Item);
|
||||
|
||||
protected override bool OnMouseDown(MouseDownEvent e)
|
||||
{
|
||||
// Right mouse button is a special case where we allow actioning without dismissing the menu.
|
||||
// This is achieved by not calling `Clicked` (as done by the base implementation in OnClick).
|
||||
if (IsActionable && e.Button == MouseButton.Right)
|
||||
{
|
||||
Item.Action.Value?.Invoke();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private partial class ToggleTextContainer : TextContainer
|
||||
{
|
||||
private readonly StatefulMenuItem menuItem;
|
||||
|
||||
@@ -1,8 +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 System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Input;
|
||||
@@ -57,24 +55,5 @@ namespace osu.Game.Graphics.UserInterface
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public bool Equals(Hotkey other)
|
||||
{
|
||||
if (KeyCombinations == null && other.KeyCombinations != null)
|
||||
return false;
|
||||
|
||||
if (KeyCombinations != null && other.KeyCombinations == null)
|
||||
return false;
|
||||
|
||||
bool result = (KeyCombinations == null && other.KeyCombinations == null) || KeyCombinations!.SequenceEqual(other.KeyCombinations!);
|
||||
result &= GlobalAction == other.GlobalAction;
|
||||
result &= PlatformAction == other.PlatformAction;
|
||||
return result;
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return HashCode.Combine(StructuralComparisons.StructuralEqualityComparer.GetHashCode(KeyCombinations ?? []), GlobalAction, PlatformAction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
@@ -15,20 +14,8 @@ namespace osu.Game.Graphics.UserInterface
|
||||
{
|
||||
public partial class SectionHeader : CompositeDrawable
|
||||
{
|
||||
/// <summary>
|
||||
/// Extra text to be shown in brackets next to the header.
|
||||
/// Unlike the header itself, this can be updated during runtime.
|
||||
/// </summary>
|
||||
public readonly Bindable<string> DetailsText = new Bindable<string>();
|
||||
|
||||
private readonly LocalisableString text;
|
||||
|
||||
private OsuTextFlowContainer textFlow = null!;
|
||||
private ITextPart? detailsPart;
|
||||
|
||||
[Resolved]
|
||||
private OverlayColourProvider colourProvider { get; set; } = null!;
|
||||
|
||||
public SectionHeader(LocalisableString text)
|
||||
{
|
||||
this.text = text;
|
||||
@@ -40,7 +27,7 @@ namespace osu.Game.Graphics.UserInterface
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
private void load(OverlayColourProvider colourProvider)
|
||||
{
|
||||
InternalChild = new FillFlowContainer
|
||||
{
|
||||
@@ -50,7 +37,7 @@ namespace osu.Game.Graphics.UserInterface
|
||||
Spacing = new Vector2(2),
|
||||
Children = new Drawable[]
|
||||
{
|
||||
textFlow = new OsuTextFlowContainer(cp => cp.Font = OsuFont.Default.With(size: 16, weight: FontWeight.SemiBold))
|
||||
new OsuTextFlowContainer(cp => cp.Font = OsuFont.Default.With(size: 16, weight: FontWeight.SemiBold))
|
||||
{
|
||||
Text = text,
|
||||
RelativeSizeAxes = Axes.X,
|
||||
@@ -64,21 +51,5 @@ namespace osu.Game.Graphics.UserInterface
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
DetailsText.BindValueChanged(updateDetails, true);
|
||||
}
|
||||
|
||||
private void updateDetails(ValueChangedEvent<string> details)
|
||||
{
|
||||
if (detailsPart != null)
|
||||
textFlow.RemovePart(detailsPart);
|
||||
|
||||
if (!string.IsNullOrEmpty(details.NewValue))
|
||||
detailsPart = textFlow.AddText($" ({details.NewValue})", t => t.Colour = colourProvider.Highlight1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -74,7 +74,7 @@ namespace osu.Game.Input.Bindings
|
||||
{
|
||||
var defaults = DefaultKeyBindings.ToList();
|
||||
|
||||
List<RealmKeyBinding> newBindings = realmKeyBindings.AsEnumerable().Detach()
|
||||
List<RealmKeyBinding> newBindings = realmKeyBindings.Detach()
|
||||
// this ordering is important to ensure that we read entries from the database in the order
|
||||
// enforced by DefaultKeyBindings. allow for song select to handle actions that may otherwise
|
||||
// have been eaten by the music controller due to query order.
|
||||
|
||||
@@ -235,11 +235,6 @@ Click to see what's new!", version);
|
||||
/// </summary>
|
||||
public static LocalisableString ElevatedPrivileges(LocalisableString user) => new TranslatableString(getKey(@"elevated_privileges"), @"Running osu! as {0} does not improve performance, may break integrations and poses a security risk. Please run the game as a normal user.", user);
|
||||
|
||||
/// <summary>
|
||||
/// "On macOS, installing osu! to a directory other than /Applications or {0}/Applications can cause issues with updating the game. Please move your game installation to one of these locations."
|
||||
/// </summary>
|
||||
public static LocalisableString MacOSAppLocation(LocalisableString userProfile) => new TranslatableString(getKey(@"macos_app_location"), @"On macOS, installing osu! to a directory other than /Applications or {0}/Applications can cause issues with updating the game. Please move your game installation to one of these locations.", userProfile);
|
||||
|
||||
/// <summary>
|
||||
/// "Screenshot saved! Click to view.
|
||||
/// {0}"
|
||||
|
||||
@@ -49,31 +49,6 @@ namespace osu.Game.Localisation
|
||||
/// </summary>
|
||||
public static LocalisableString PlaylistTrayDescription => new TranslatableString(getKey(@"playlist_tray_description"), @"Manage items on previous screen");
|
||||
|
||||
/// <summary>
|
||||
/// "Beatmap queue"
|
||||
/// </summary>
|
||||
public static LocalisableString MultiplayerBeatmapQueue => new TranslatableString(getKey(@"multiplayer_beatmap_queue"), @"Beatmap queue");
|
||||
|
||||
/// <summary>
|
||||
/// "Progress"
|
||||
/// </summary>
|
||||
public static LocalisableString PlaylistProgress => new TranslatableString(getKey(@"playlist_progress"), @"Progress");
|
||||
|
||||
/// <summary>
|
||||
/// "Leaderboard"
|
||||
/// </summary>
|
||||
public static LocalisableString PlaylistLeaderboard => new TranslatableString(getKey(@"playlist_leaderboard"), @"Leaderboard");
|
||||
|
||||
/// <summary>
|
||||
/// "Difficulty"
|
||||
/// </summary>
|
||||
public static LocalisableString Difficulty => new TranslatableString(getKey(@"difficulty"), @"Difficulty");
|
||||
|
||||
/// <summary>
|
||||
/// "Chat"
|
||||
/// </summary>
|
||||
public static LocalisableString Chat => new TranslatableString(getKey(@"chat"), @"Chat");
|
||||
|
||||
private static string getKey(string key) => $@"{prefix}:{key}";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -43,11 +43,6 @@ Leaderboards may be reset.");
|
||||
public static LocalisableString QualifiedBeatmapDisclaimerContent => new TranslatableString(getKey(@"qualified_beatmap_disclaimer_content"), @"No performance points will be awarded.
|
||||
Leaderboards will be reset when the beatmap is ranked.");
|
||||
|
||||
/// <summary>
|
||||
/// "Loading paused..."
|
||||
/// </summary>
|
||||
public static LocalisableString LoadingPaused => new TranslatableString(getKey(@"loading_paused"), @"Loading paused...");
|
||||
|
||||
private static string getKey(string key) => $@"{prefix}:{key}";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -145,7 +145,7 @@ namespace osu.Game.Online.API.Requests.Responses
|
||||
// Generally this is required because this model may be used by server-side components, but
|
||||
// we don't want to bother sending these fields in score submission requests, for instance.
|
||||
public bool ShouldSerializeEndedAt() => EndedAt != default;
|
||||
public bool ShouldSerializeStartedAt() => StartedAt != null;
|
||||
public bool ShouldSerializeStartedAt() => StartedAt != default;
|
||||
public bool ShouldSerializeLegacyScoreId() => LegacyScoreId != null;
|
||||
public bool ShouldSerializeLegacyTotalScore() => LegacyTotalScore != null;
|
||||
public bool ShouldSerializeMods() => Mods.Length > 0;
|
||||
|
||||
@@ -6,30 +6,19 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Specialized;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using JetBrains.Annotations;
|
||||
using Microsoft.AspNetCore.SignalR;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Extensions;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Logging;
|
||||
using osu.Framework.Platform;
|
||||
using osu.Framework.Threading;
|
||||
using osu.Game.Database;
|
||||
using osu.Game.Extensions;
|
||||
using osu.Game.IO;
|
||||
using osu.Game.Localisation;
|
||||
using osu.Game.Online.API;
|
||||
using osu.Game.Online.API.Requests;
|
||||
using osu.Game.Online.API.Requests.Responses;
|
||||
using osu.Game.Online.Multiplayer;
|
||||
using osu.Game.Overlays;
|
||||
using osu.Game.Overlays.Chat.Listing;
|
||||
using osu.Game.Overlays.Notifications;
|
||||
|
||||
namespace osu.Game.Online.Chat
|
||||
{
|
||||
@@ -81,18 +70,6 @@ namespace osu.Game.Online.Chat
|
||||
[Resolved]
|
||||
private UserLookupCache users { get; set; }
|
||||
|
||||
[Resolved(CanBeNull = true)]
|
||||
[CanBeNull]
|
||||
private MultiplayerClient multiplayerClient { get; set; }
|
||||
|
||||
[Resolved(CanBeNull = true)]
|
||||
[CanBeNull]
|
||||
private Storage storage { get; set; }
|
||||
|
||||
[Resolved(CanBeNull = true)]
|
||||
[CanBeNull]
|
||||
private INotificationOverlay notifications { get; set; }
|
||||
|
||||
private readonly IBindable<APIUser> localUser = new Bindable<APIUser>();
|
||||
private readonly IBindable<APIState> apiState = new Bindable<APIState>();
|
||||
private readonly IBindableList<APIRelation> localUserBlocks = new BindableList<APIRelation>();
|
||||
@@ -287,11 +264,11 @@ namespace osu.Game.Online.Chat
|
||||
|
||||
switch (command.ToLowerInvariant())
|
||||
{
|
||||
case @"np":
|
||||
case "np":
|
||||
AddInternal(new NowPlayingCommand(target));
|
||||
break;
|
||||
|
||||
case @"me":
|
||||
case "me":
|
||||
if (string.IsNullOrWhiteSpace(content))
|
||||
{
|
||||
target.AddNewMessages(new ErrorMessage("Usage: /me [action]"));
|
||||
@@ -301,7 +278,7 @@ namespace osu.Game.Online.Chat
|
||||
PostMessage(content, true, target);
|
||||
break;
|
||||
|
||||
case @"join":
|
||||
case "join":
|
||||
if (string.IsNullOrWhiteSpace(content))
|
||||
{
|
||||
target.AddNewMessages(new ErrorMessage("Usage: /join [channel]"));
|
||||
@@ -319,9 +296,9 @@ namespace osu.Game.Online.Chat
|
||||
JoinChannel(channel);
|
||||
break;
|
||||
|
||||
case @"chat":
|
||||
case @"msg":
|
||||
case @"query":
|
||||
case "chat":
|
||||
case "msg":
|
||||
case "query":
|
||||
if (string.IsNullOrWhiteSpace(content))
|
||||
{
|
||||
target.AddNewMessages(new ErrorMessage($"Usage: /{command} [user]"));
|
||||
@@ -346,72 +323,8 @@ namespace osu.Game.Online.Chat
|
||||
api.Queue(request);
|
||||
break;
|
||||
|
||||
case @"roll":
|
||||
if (target.Type != ChannelType.Multiplayer || multiplayerClient?.Room?.ChannelID != target.Id)
|
||||
{
|
||||
target.AddNewMessages(new ErrorMessage("Cannot roll when not in a multiplayer room."));
|
||||
break;
|
||||
}
|
||||
|
||||
uint max = 100;
|
||||
|
||||
if (!string.IsNullOrEmpty(content))
|
||||
{
|
||||
if (!uint.TryParse(content, out max) || max < 2 || max > 100)
|
||||
{
|
||||
target.AddNewMessages(new ErrorMessage("Usage: /roll [2-100]"));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var rollRequest = new RollRequest { Max = max };
|
||||
multiplayerClient.SendMatchRequest(rollRequest).FireAndForget(onError: ex =>
|
||||
{
|
||||
string message = ex is HubException
|
||||
? $"Failed to roll: {ex.Message}"
|
||||
: "Failed to roll.";
|
||||
target.AddNewMessages(new ErrorMessage(message));
|
||||
});
|
||||
break;
|
||||
|
||||
case @"savelog":
|
||||
ProgressNotification notification = new ProgressNotification
|
||||
{
|
||||
State = ProgressNotificationState.Active,
|
||||
Text = NotificationsStrings.LogsExportOngoing,
|
||||
};
|
||||
notifications?.Post(notification);
|
||||
|
||||
exportChannelLog(target).ContinueWith(t =>
|
||||
{
|
||||
if (t.Exception != null)
|
||||
{
|
||||
Logger.Log($@"Failed to export channel log: {t.Exception}");
|
||||
notification.State = ProgressNotificationState.Cancelled;
|
||||
return;
|
||||
}
|
||||
|
||||
string result = t.GetResultSafely();
|
||||
|
||||
if (result == null)
|
||||
{
|
||||
Logger.Log("Failed to export channel log due to missing storage.");
|
||||
notification.State = ProgressNotificationState.Cancelled;
|
||||
return;
|
||||
}
|
||||
|
||||
notification.CompletionText = NotificationsStrings.FileExportFinished(result);
|
||||
notification.CompletionClickAction = () =>
|
||||
{
|
||||
(storage as OsuStorage)?.GetExportStorage().PresentFileExternally(result);
|
||||
return true;
|
||||
};
|
||||
notification.State = ProgressNotificationState.Completed;
|
||||
});
|
||||
break;
|
||||
|
||||
case @"help":
|
||||
target.AddNewMessages(new InfoMessage("Supported commands: /help, /me [action], /join [channel], /chat [user], /np, /savelog, /roll [2-100] (multiplayer only)"));
|
||||
case "help":
|
||||
target.AddNewMessages(new InfoMessage("Supported commands: /help, /me [action], /join [channel], /chat [user], /np"));
|
||||
break;
|
||||
|
||||
default:
|
||||
@@ -766,26 +679,6 @@ namespace osu.Game.Online.Chat
|
||||
}
|
||||
}
|
||||
|
||||
[ItemCanBeNull]
|
||||
private async Task<string> exportChannelLog(Channel channel)
|
||||
{
|
||||
if (storage is not OsuStorage osuStorage)
|
||||
return null;
|
||||
|
||||
string filename = string.Format($@"chat-{channel.Name}-{DateTimeOffset.Now:yyyyMMdd-hhmmss}.txt").GetValidFilename();
|
||||
var exportStorage = osuStorage.GetExportStorage();
|
||||
|
||||
using (var file = exportStorage.CreateFileSafely(filename))
|
||||
{
|
||||
using var textWriter = new StreamWriter(file);
|
||||
|
||||
foreach (var message in channel.Messages)
|
||||
await textWriter.WriteLineAsync($@"{message.Timestamp:yyyy-MM-dd HH:mm} {message.Sender.Username}: {message.Content}").ConfigureAwait(false);
|
||||
}
|
||||
|
||||
return filename;
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
|
||||
@@ -25,16 +25,6 @@ namespace osu.Game.Online
|
||||
{
|
||||
public partial class FriendPresenceNotifier : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Minimum time between subsequent online/offline notifications.
|
||||
/// </summary>
|
||||
public double NotificationDebounceTime { get; set; } = 1000;
|
||||
|
||||
/// <summary>
|
||||
/// Minimum time after a user has gone offline, before they're added to the offline alert queue.
|
||||
/// </summary>
|
||||
public double OfflineDebounceTime { get; set; } = 15000;
|
||||
|
||||
[Resolved]
|
||||
private INotificationOverlay notifications { get; set; } = null!;
|
||||
|
||||
@@ -52,32 +42,14 @@ namespace osu.Game.Online
|
||||
private readonly IBindableList<APIRelation> friends = new BindableList<APIRelation>();
|
||||
private readonly IBindableDictionary<int, UserPresence> friendPresences = new BindableDictionary<int, UserPresence>();
|
||||
|
||||
/// <summary>
|
||||
/// List of users that will be notified as having come online with the next notification.
|
||||
/// </summary>
|
||||
private readonly HashSet<APIUser> onlineAlertQueue = new HashSet<APIUser>();
|
||||
|
||||
/// <summary>
|
||||
/// List of users that will be notified as having gone offline with the next notification.
|
||||
/// </summary>
|
||||
private readonly HashSet<APIUser> offlineAlertQueue = new HashSet<APIUser>();
|
||||
|
||||
/// <summary>
|
||||
/// List of users that have gone offline, but we're waiting for them to potentially come online again before queueing them for notification.
|
||||
/// For example, if a user is quickly toggling between the "Online" and "Appear Offline" states.
|
||||
/// </summary>
|
||||
private readonly HashSet<APIUser> pendingOfflineUsers = new HashSet<APIUser>();
|
||||
|
||||
/// <summary>
|
||||
/// The post time for the next online notification.
|
||||
/// </summary>
|
||||
private double? nextOnlineAlertTime;
|
||||
|
||||
/// <summary>
|
||||
/// The post time for the next offline notification.
|
||||
/// </summary>
|
||||
private double? nextOfflineAlertTime;
|
||||
|
||||
private const double debounce_time_before_notification = 1000;
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
@@ -161,55 +133,28 @@ namespace osu.Game.Online
|
||||
APIRelation? friend = friends.FirstOrDefault(f => f.TargetID == friendId);
|
||||
|
||||
if (friend?.TargetUser is APIUser user)
|
||||
markUserOfflineDebounced(user);
|
||||
markUserOffline(user);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Immediately registers a user for the next online notification alert.
|
||||
/// </summary>
|
||||
private void markUserOnline(APIUser user)
|
||||
{
|
||||
if (pendingOfflineUsers.Remove(user))
|
||||
return;
|
||||
|
||||
if (!offlineAlertQueue.Remove(user))
|
||||
{
|
||||
onlineAlertQueue.Add(user);
|
||||
nextOnlineAlertTime ??= Time.Current + NotificationDebounceTime;
|
||||
nextOnlineAlertTime ??= Time.Current + debounce_time_before_notification;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Waits <see cref="OfflineDebounceTime"/> before adding a user to the next offline notification alert.
|
||||
/// </summary>
|
||||
/// <param name="user"></param>
|
||||
private void markUserOfflineDebounced(APIUser user)
|
||||
{
|
||||
pendingOfflineUsers.Add(user);
|
||||
|
||||
Scheduler.AddDelayed(() =>
|
||||
{
|
||||
// Check if the friend has come back online.
|
||||
if (!pendingOfflineUsers.Remove(user))
|
||||
return;
|
||||
|
||||
markUserOffline(user);
|
||||
}, OfflineDebounceTime);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Immediately registers a user for the next offline notification alert.
|
||||
/// </summary>
|
||||
private void markUserOffline(APIUser user)
|
||||
{
|
||||
if (!onlineAlertQueue.Remove(user))
|
||||
{
|
||||
offlineAlertQueue.Add(user);
|
||||
nextOfflineAlertTime ??= Time.Current + NotificationDebounceTime;
|
||||
nextOfflineAlertTime ??= Time.Current + debounce_time_before_notification;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -175,7 +175,7 @@ namespace osu.Game.Online.Metadata
|
||||
public override Task<BeatmapUpdates> GetChangesSince(int queueId)
|
||||
{
|
||||
if (connector?.IsConnected.Value != true)
|
||||
return Task.FromCanceled<BeatmapUpdates>(CancellationToken.None);
|
||||
return Task.FromCanceled<BeatmapUpdates>(default);
|
||||
|
||||
Logger.Log($"Requesting any changes since last known queue id {queueId}");
|
||||
|
||||
|
||||
@@ -16,7 +16,7 @@ namespace osu.Game.Online.Notifications.WebSocket
|
||||
|
||||
public Func<SocketMessage, bool>? HandleMessage;
|
||||
|
||||
public Task SendAsync(SocketMessage message, CancellationToken? cancellationToken = null)
|
||||
public Task SendAsync(SocketMessage message, CancellationToken? cancellationToken = default)
|
||||
{
|
||||
if (HandleMessage?.Invoke(message) != true)
|
||||
throw new InvalidOperationException($@"{nameof(DummyNotificationsClient)} cannot process this message.");
|
||||
|
||||
@@ -26,6 +26,6 @@ namespace osu.Game.Online.Notifications.WebSocket
|
||||
/// <summary>
|
||||
/// Sends a <see cref="SocketMessage"/> to the notification server.
|
||||
/// </summary>
|
||||
Task SendAsync(SocketMessage message, CancellationToken? cancellationToken = null);
|
||||
Task SendAsync(SocketMessage message, CancellationToken? cancellationToken = default);
|
||||
}
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user