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91 Commits
2026.406.0
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pp-dev
+3
-3
@@ -19,13 +19,13 @@ namespace osu.Game.Rulesets.EmptyFreeform
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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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{
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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>();
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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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}
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}
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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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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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{
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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>();
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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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}
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}
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+3
-3
@@ -19,13 +19,13 @@ namespace osu.Game.Rulesets.EmptyScrolling
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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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{
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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>();
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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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}
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}
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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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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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{
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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>();
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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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}
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}
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@@ -15,6 +15,7 @@ using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Utils;
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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@@ -22,8 +23,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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{
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private const double difficulty_multiplier = 4.59;
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private float halfCatcherWidth;
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public override int Version => 20251020;
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public CatchDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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@@ -31,7 +30,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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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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{
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if (beatmap.HitObjects.Count == 0)
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return new CatchDifficultyAttributes { Mods = mods };
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@@ -46,12 +45,19 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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return attributes;
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods)
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{
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CatchHitObject? lastObject = null;
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List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
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double clockRate = ModUtils.CalculateRateWithMods(mods);
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float halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.Difficulty) * 0.5f;
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// For circle sizes above 5.5, reduce the catcher width further to simulate imperfect gameplay.
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halfCatcherWidth *= 1 - (Math.Max(0, beatmap.Difficulty.CircleSize - 5.5f) * 0.0625f);
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// In 2B beatmaps, it is possible that a normal Fruit is placed in the middle of a JuiceStream.
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foreach (var hitObject in CatchBeatmap.GetPalpableObjects(beatmap.HitObjects))
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{
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@@ -68,16 +74,11 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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return objects;
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}
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods)
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{
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halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.Difficulty) * 0.5f;
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// For circle sizes above 5.5, reduce the catcher width further to simulate imperfect gameplay.
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halfCatcherWidth *= 1 - (Math.Max(0, beatmap.Difficulty.CircleSize - 5.5f) * 0.0625f);
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return new Skill[]
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{
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new Movement(mods, halfCatcherWidth, clockRate),
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new Movement(mods),
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};
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}
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@@ -11,12 +11,16 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Evaluators
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{
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private const double direction_change_bonus = 21.0;
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public static double EvaluateDifficultyOf(DifficultyHitObject current, double catcherSpeedMultiplier)
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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var catchCurrent = (CatchDifficultyHitObject)current;
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var catchLast = (CatchDifficultyHitObject)current.Previous(0);
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var catchLastLast = (CatchDifficultyHitObject)current.Previous(1);
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// In catch, clockrate adjustments do not only affect the timings of hitobjects,
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// but also the speed of the player's catcher, which has an impact on difficulty
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double catcherSpeedMultiplier = current.ClockRate;
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double weightedStrainTime = catchCurrent.StrainTime + 13 + (3 / catcherSpeedMultiplier);
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double distanceAddition = (Math.Pow(Math.Abs(catchCurrent.DistanceMoved), 1.3) / 510);
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@@ -40,6 +44,30 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Evaluators
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/ (CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH * 6) / sqrtStrain;
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}
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// Linear spacing nerf.
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double linearSpacingCount = 0;
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for (int i = 0; i < Math.Min(current.Index, 10); i++)
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{
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var catchPrevObj = (CatchDifficultyHitObject)catchCurrent.Previous(i);
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// Only same direction movements matter as they do not take any additional inputs.
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if (Math.Sign(catchCurrent.DistanceMoved) != Math.Sign(catchPrevObj.DistanceMoved) || catchCurrent.DistanceMoved == 0 || catchPrevObj.DistanceMoved == 0)
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break;
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double currentSpacing = Math.Abs(catchCurrent.DistanceMoved / catchCurrent.StrainTime);
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double prevSpacing = Math.Abs(catchPrevObj.DistanceMoved / catchPrevObj.StrainTime);
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double relativeDifference = Math.Abs(currentSpacing / prevSpacing - 1);
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if (relativeDifference > 0.05)
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break;
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linearSpacingCount++;
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}
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distanceAddition *= Math.Pow(0.7, linearSpacingCount);
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// Bonus for edge dashes.
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if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f)
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{
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@@ -17,28 +17,14 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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protected override int SectionLength => 750;
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protected readonly float HalfCatcherWidth;
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/// <summary>
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/// The speed multiplier applied to the player's catcher.
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/// </summary>
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private readonly double catcherSpeedMultiplier;
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public Movement(Mod[] mods, float halfCatcherWidth, double clockRate)
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public Movement(Mod[] mods)
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: base(mods)
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{
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HalfCatcherWidth = halfCatcherWidth;
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// In catch, clockrate adjustments do not only affect the timings of hitobjects,
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// but also the speed of the player's catcher, which has an impact on difficulty
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// TODO: Support variable clockrates caused by mods such as ModTimeRamp
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// (perhaps by using IApplicableToRate within the CatchDifficultyHitObject constructor to set a catcher speed for each object before processing)
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catcherSpeedMultiplier = clockRate;
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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return MovementEvaluator.EvaluateDifficultyOf(current, catcherSpeedMultiplier);
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return MovementEvaluator.EvaluateDifficultyOf(current);
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}
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}
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}
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@@ -19,6 +19,7 @@ using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Utils;
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namespace osu.Game.Rulesets.Mania.Difficulty
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{
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@@ -36,7 +37,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.MatchesOnlineID(ruleset);
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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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{
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if (beatmap.HitObjects.Count == 0)
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return new ManiaDifficultyAttributes { Mods = mods };
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@@ -62,11 +63,13 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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return 1;
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods)
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{
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var sortedObjects = beatmap.HitObjects.ToArray();
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int totalColumns = ((ManiaBeatmap)beatmap).TotalColumns;
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double clockRate = ModUtils.CalculateRateWithMods(mods);
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LegacySortHelper<HitObject>.Sort(sortedObjects, Comparer<HitObject>.Create((a, b) => (int)Math.Round(a.StartTime) - (int)Math.Round(b.StartTime)));
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List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
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@@ -88,7 +91,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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// Sorting is done in CreateDifficultyHitObjects, since the full list of hitobjects is required.
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protected override IEnumerable<DifficultyHitObject> SortObjects(IEnumerable<DifficultyHitObject> input) => input;
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[]
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[]
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{
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new Strain(mods, ((ManiaBeatmap)Beatmap).TotalColumns)
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};
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@@ -34,6 +34,30 @@ namespace osu.Game.Rulesets.Osu.Tests
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public void TestClassicMod(double expectedStarRating, int expectedMaxCombo, string name)
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=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModClassic());
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[TestCase(239, "diffcalc-test")]
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[TestCase(54, "zero-length-sliders")]
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[TestCase(4, "very-fast-slider")]
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public void TestOffsetChanges(int expectedMaxCombo, string name)
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{
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const double offset_iterations = 400;
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var beatmap = GetBeatmap(name);
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var attributes = CreateDifficultyCalculator(beatmap).Calculate();
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double expectedStarRating = attributes.StarRating;
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for (int i = 0; i < offset_iterations; i++)
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{
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foreach (var beatmapHitObject in beatmap.Beatmap.HitObjects)
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beatmapHitObject.StartTime++;
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attributes = CreateDifficultyCalculator(beatmap).Calculate();
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// Platform-dependent math functions (Pow, Cbrt, Exp, etc) may result in minute differences.
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Assert.That(attributes.StarRating, Is.EqualTo(expectedStarRating).Within(0.00001));
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Assert.That(attributes.MaxCombo, Is.EqualTo(expectedMaxCombo));
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}
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}
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protected override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => new OsuDifficultyCalculator(new OsuRuleset().RulesetInfo, beatmap);
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protected override Ruleset CreateRuleset() => new OsuRuleset();
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@@ -0,0 +1,42 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Aim
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{
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public static class AgilityEvaluator
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{
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private const double distance_cap = OsuDifficultyHitObject.NORMALISED_DIAMETER * 1.2; // 1.2 circles distance between centers
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/// <summary>
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/// Evaluates the difficulty of fast aiming
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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if (current.BaseObject is Spinner)
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return 0;
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var osuCurrObj = (OsuDifficultyHitObject)current;
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var osuPrevObj = current.Index > 0 ? (OsuDifficultyHitObject)current.Previous(0) : null;
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double travelDistance = osuPrevObj?.LazyTravelDistance ?? 0;
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double distance = travelDistance + osuCurrObj.LazyJumpDistance;
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double distanceScaled = Math.Min(distance, distance_cap) / distance_cap;
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double agilityDifficulty = distanceScaled * 1000 / osuCurrObj.AdjustedDeltaTime;
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agilityDifficulty *= Math.Pow(osuCurrObj.SmallCircleBonus, 1.5);
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agilityDifficulty *= highBpmBonus(osuCurrObj.AdjustedDeltaTime);
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return agilityDifficulty;
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}
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private static double highBpmBonus(double ms) => 1 / (1 - Math.Pow(0.2, ms / 1000));
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}
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}
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@@ -0,0 +1,126 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
|
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Aim
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{
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public static class FlowAimEvaluator
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{
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private const double velocity_change_multiplier = 0.52;
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/// <summary>
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/// Evaluates difficulty of "flow aim" - aiming pattern where player doesn't stop their cursor on every object and instead "flows" through them.
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliderTravelDistance)
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{
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if (current.BaseObject is Spinner || current.Index <= 1 || current.Previous(0).BaseObject is Spinner)
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return 0;
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var osuCurrObj = (OsuDifficultyHitObject)current;
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var osuLastObj = (OsuDifficultyHitObject)current.Previous(0);
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var osuLastLastObj = (OsuDifficultyHitObject)current.Previous(1);
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double currDistance = withSliderTravelDistance ? osuCurrObj.LazyJumpDistance : osuCurrObj.JumpDistance;
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double prevDistance = withSliderTravelDistance ? osuLastObj.LazyJumpDistance : osuLastObj.JumpDistance;
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double currVelocity = currDistance / osuCurrObj.AdjustedDeltaTime;
|
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|
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if (osuLastObj.BaseObject is Slider && withSliderTravelDistance)
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{
|
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// If the last object is a slider, then we extend the travel velocity through the slider into the current object.
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double sliderDistance = osuLastObj.LazyTravelDistance + osuCurrObj.LazyJumpDistance;
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currVelocity = Math.Max(currVelocity, sliderDistance / osuCurrObj.AdjustedDeltaTime);
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}
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double prevVelocity = prevDistance / osuLastObj.AdjustedDeltaTime;
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double flowDifficulty = currVelocity;
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// Apply high circle size bonus to the base velocity.
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// We use reduced CS bonus here because the bonus was made for an evaluator with a different d/t scaling
|
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flowDifficulty *= Math.Sqrt(osuCurrObj.SmallCircleBonus);
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// Rhythm changes are harder to flow
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flowDifficulty *= 1 + Math.Min(0.25,
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Math.Pow((Math.Max(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime) - Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime)) / 50, 4));
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||||
|
||||
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;
|
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double angularVelocity = angleDifferenceAdjusted / (osuCurrObj.AdjustedDeltaTime * 0.1);
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// 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>();
|
||||
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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>();
|
||||
}
|
||||
|
||||
|
||||
@@ -33,6 +33,8 @@ namespace osu.Game.Rulesets.Difficulty
|
||||
protected const int ATTRIB_ID_MAXIMUM_LEGACY_COMBO_SCORE = 41;
|
||||
protected const int ATTRIB_ID_RHYTHM_DIFFICULTY = 43;
|
||||
protected const int ATTRIB_ID_CONSISTENCY_FACTOR = 45;
|
||||
protected const int ATTRIB_ID_READING = 47;
|
||||
protected const int ATTRIB_ID_READING_DIFFICULT_NOTE_COUNT = 49;
|
||||
|
||||
/// <summary>
|
||||
/// The mods which were applied to the beatmap.
|
||||
|
||||
@@ -34,7 +34,6 @@ namespace osu.Game.Rulesets.Difficulty
|
||||
protected readonly IWorkingBeatmap WorkingBeatmap;
|
||||
|
||||
private Mod[] playableMods;
|
||||
private double clockRate;
|
||||
|
||||
private readonly IRulesetInfo ruleset;
|
||||
|
||||
@@ -74,10 +73,10 @@ namespace osu.Game.Rulesets.Difficulty
|
||||
// ReSharper disable once PossiblyMistakenUseOfCancellationToken
|
||||
preProcess(mods, cancellationToken);
|
||||
|
||||
var skills = CreateSkills(Beatmap, playableMods, clockRate);
|
||||
var skills = CreateSkills(Beatmap, playableMods);
|
||||
|
||||
if (!Beatmap.HitObjects.Any())
|
||||
return CreateDifficultyAttributes(Beatmap, playableMods, skills, clockRate);
|
||||
return CreateDifficultyAttributes(Beatmap, playableMods, skills);
|
||||
|
||||
foreach (var hitObject in getDifficultyHitObjects())
|
||||
{
|
||||
@@ -88,7 +87,7 @@ namespace osu.Game.Rulesets.Difficulty
|
||||
}
|
||||
}
|
||||
|
||||
return CreateDifficultyAttributes(Beatmap, playableMods, skills, clockRate);
|
||||
return CreateDifficultyAttributes(Beatmap, playableMods, skills);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -121,7 +120,7 @@ namespace osu.Game.Rulesets.Difficulty
|
||||
if (!Beatmap.HitObjects.Any())
|
||||
return attribs;
|
||||
|
||||
var skills = CreateSkills(Beatmap, playableMods, clockRate);
|
||||
var skills = CreateSkills(Beatmap, playableMods);
|
||||
var progressiveBeatmap = new ProgressiveCalculationBeatmap(Beatmap);
|
||||
var difficultyObjects = getDifficultyHitObjects().ToArray();
|
||||
|
||||
@@ -142,7 +141,7 @@ namespace osu.Game.Rulesets.Difficulty
|
||||
currentIndex++;
|
||||
}
|
||||
|
||||
attribs.Add(new TimedDifficultyAttributes(obj.GetEndTime(), CreateDifficultyAttributes(progressiveBeatmap, playableMods, skills, clockRate)));
|
||||
attribs.Add(new TimedDifficultyAttributes(obj.GetEndTime(), CreateDifficultyAttributes(progressiveBeatmap, playableMods, skills)));
|
||||
}
|
||||
|
||||
return attribs;
|
||||
@@ -174,7 +173,7 @@ namespace osu.Game.Rulesets.Difficulty
|
||||
/// <summary>
|
||||
/// Retrieves the <see cref="DifficultyHitObject"/>s to calculate against.
|
||||
/// </summary>
|
||||
private IEnumerable<DifficultyHitObject> getDifficultyHitObjects() => SortObjects(CreateDifficultyHitObjects(Beatmap, clockRate));
|
||||
private IEnumerable<DifficultyHitObject> getDifficultyHitObjects() => SortObjects(CreateDifficultyHitObjects(Beatmap, playableMods));
|
||||
|
||||
/// <summary>
|
||||
/// Performs required tasks before every calculation.
|
||||
@@ -185,8 +184,6 @@ namespace osu.Game.Rulesets.Difficulty
|
||||
{
|
||||
playableMods = mods.Select(m => m.DeepClone()).ToArray();
|
||||
Beatmap = WorkingBeatmap.GetPlayableBeatmap(ruleset, playableMods, cancellationToken);
|
||||
|
||||
clockRate = ModUtils.CalculateRateWithMods(playableMods);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -277,16 +274,15 @@ namespace osu.Game.Rulesets.Difficulty
|
||||
/// This may differ from <see cref="Beatmap"/> in the case of timed calculation.</param>
|
||||
/// <param name="mods">The <see cref="Mod"/>s that difficulty was calculated with.</param>
|
||||
/// <param name="skills">The skills which processed the beatmap.</param>
|
||||
/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
|
||||
protected abstract DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate);
|
||||
protected abstract DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills);
|
||||
|
||||
/// <summary>
|
||||
/// Enumerates <see cref="DifficultyHitObject"/>s to be processed from <see cref="HitObject"/>s in the <see cref="IBeatmap"/>.
|
||||
/// </summary>
|
||||
/// <param name="beatmap">The <see cref="IBeatmap"/> providing the <see cref="HitObject"/>s to enumerate.</param>
|
||||
/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
|
||||
/// <param name="mods">Mods to create difficulty objects with.</param>
|
||||
/// <returns>The enumerated <see cref="DifficultyHitObject"/>s.</returns>
|
||||
protected abstract IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate);
|
||||
protected abstract IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods);
|
||||
|
||||
/// <summary>
|
||||
/// Creates the <see cref="Skill"/>s to calculate the difficulty of an <see cref="IBeatmap"/>.
|
||||
@@ -294,9 +290,8 @@ namespace osu.Game.Rulesets.Difficulty
|
||||
/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty will be calculated.
|
||||
/// This may differ from <see cref="Beatmap"/> in the case of timed calculation.</param>
|
||||
/// <param name="mods">Mods to calculate difficulty with.</param>
|
||||
/// <param name="clockRate">Clockrate to calculate difficulty with.</param>
|
||||
/// <returns>The <see cref="Skill"/>s.</returns>
|
||||
protected abstract Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate);
|
||||
protected abstract Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods);
|
||||
|
||||
/// <summary>
|
||||
/// Used to calculate timed difficulty attributes, where only a subset of hitobjects should be visible at any point in time.
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
|
||||
using System.Collections.Generic;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
|
||||
namespace osu.Game.Rulesets.Difficulty.Preprocessing
|
||||
{
|
||||
@@ -45,6 +46,11 @@ namespace osu.Game.Rulesets.Difficulty.Preprocessing
|
||||
/// </summary>
|
||||
public readonly double EndTime;
|
||||
|
||||
/// <summary>
|
||||
/// Beatmap playback rate.
|
||||
/// </summary>
|
||||
public readonly double ClockRate;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new <see cref="DifficultyHitObject"/>.
|
||||
/// </summary>
|
||||
@@ -62,6 +68,7 @@ namespace osu.Game.Rulesets.Difficulty.Preprocessing
|
||||
DeltaTime = (hitObject.StartTime - lastObject.StartTime) / clockRate;
|
||||
StartTime = hitObject.StartTime / clockRate;
|
||||
EndTime = hitObject.GetEndTime() / clockRate;
|
||||
ClockRate = clockRate;
|
||||
}
|
||||
|
||||
public DifficultyHitObject Previous(int backwardsIndex)
|
||||
@@ -75,5 +82,26 @@ namespace osu.Game.Rulesets.Difficulty.Preprocessing
|
||||
int index = Index + (forwardsIndex + 1);
|
||||
return index >= 0 && index < difficultyHitObjects.Count ? difficultyHitObjects[index] : default;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves the full hit window for a <see cref="HitResult"/>.
|
||||
/// </summary>
|
||||
public virtual double HitWindow(HitResult hitResult)
|
||||
{
|
||||
// Try to get HitWindows from nested hit objects
|
||||
// This is important for objects such as Slider in osu! where the object itself has HitWindows set to Empty, but the nested SliderHead has proper hit windows
|
||||
if (BaseObject.HitWindows == HitWindows.Empty)
|
||||
{
|
||||
foreach (var nestedHitObject in BaseObject.NestedHitObjects)
|
||||
{
|
||||
if (nestedHitObject.HitWindows == HitWindows.Empty)
|
||||
continue;
|
||||
|
||||
return 2 * nestedHitObject.HitWindows.WindowFor(hitResult) / ClockRate;
|
||||
}
|
||||
}
|
||||
|
||||
return 2 * BaseObject.HitWindows.WindowFor(hitResult) / ClockRate;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,105 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Difficulty.Utils;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
|
||||
namespace osu.Game.Rulesets.Difficulty.Skills
|
||||
{
|
||||
public abstract class HarmonicSkill : Skill
|
||||
{
|
||||
/// <summary>
|
||||
/// The sum of note weights, calculated during summation.
|
||||
/// Required for any calculations which need to normalise difficulty value.
|
||||
/// </summary>
|
||||
protected double NoteWeightSum;
|
||||
|
||||
/// <summary>
|
||||
/// Scaling factor applied as HarmonicScale / (1 + index) during weight calculations.
|
||||
/// A higher value will increase the influence of the hardest object difficulties during summation.
|
||||
/// </summary>
|
||||
protected virtual double HarmonicScale => 1.0;
|
||||
|
||||
/// <summary>
|
||||
/// Exponent that controls the rate of which decay increases as the index increases.
|
||||
/// Values closer to 1 decay faster whilst lower values give more weight to lower object difficulties.
|
||||
/// </summary>
|
||||
protected virtual double DecayExponent => 0.9;
|
||||
|
||||
protected HarmonicSkill(Mod[] mods)
|
||||
: base(mods)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the difficulty value of the current <see cref="DifficultyHitObject"/>. This value is calculated with or without respect to previous objects.
|
||||
/// </summary>
|
||||
protected abstract double ObjectDifficultyOf(DifficultyHitObject current);
|
||||
|
||||
protected sealed override double ProcessInternal(DifficultyHitObject current)
|
||||
=> ObjectDifficultyOf(current);
|
||||
|
||||
/// <summary>
|
||||
/// Transforms the object difficulties specifically for final difficulty summation.
|
||||
/// This can be used to decrease weight of certain notes based on a skill-specific criteria.
|
||||
/// </summary>
|
||||
protected virtual void ApplyDifficultyTransformation(double[] difficulties)
|
||||
{
|
||||
}
|
||||
|
||||
public override double DifficultyValue()
|
||||
{
|
||||
if (ObjectDifficulties.Count == 0)
|
||||
return 0;
|
||||
|
||||
// Notes with 0 difficulty are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
|
||||
// These notes will not contribute to the difficulty.
|
||||
double[] difficulties = ObjectDifficulties.Where(p => p > 0).ToArray();
|
||||
|
||||
if (difficulties.Length == 0)
|
||||
return 0;
|
||||
|
||||
ApplyDifficultyTransformation(difficulties);
|
||||
|
||||
double difficulty = 0;
|
||||
int index = 0;
|
||||
|
||||
foreach (double note in difficulties.OrderDescending())
|
||||
{
|
||||
// Use a harmonic sum that considers each note of the map according to a predefined weight.
|
||||
double weight = (1 + (HarmonicScale / (1 + index))) / (Math.Pow(index, DecayExponent) + 1 + (HarmonicScale / (1 + index)));
|
||||
|
||||
NoteWeightSum += weight;
|
||||
|
||||
difficulty += note * weight;
|
||||
index += 1;
|
||||
}
|
||||
|
||||
return difficulty;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the number of object difficulties weighted against the top object difficulty.
|
||||
/// </summary>
|
||||
public virtual 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, 0.88, 10, 1.1));
|
||||
}
|
||||
|
||||
public static double DifficultyToPerformance(double difficulty) => 4.0 * Math.Pow(difficulty, 3.0);
|
||||
}
|
||||
}
|
||||
@@ -20,6 +20,11 @@ namespace osu.Game.Rulesets.Difficulty.Skills
|
||||
/// </summary>
|
||||
protected IReadOnlyList<Mod> Mods => mods;
|
||||
|
||||
/// <summary>
|
||||
/// List of calculated per-object difficulties, populated by Process
|
||||
/// </summary>
|
||||
protected readonly List<double> ObjectDifficulties = new List<double>();
|
||||
|
||||
private readonly Mod[] mods;
|
||||
|
||||
protected Skill(Mod[] mods)
|
||||
@@ -31,11 +36,19 @@ namespace osu.Game.Rulesets.Difficulty.Skills
|
||||
/// Process a <see cref="DifficultyHitObject"/>.
|
||||
/// </summary>
|
||||
/// <param name="current">The <see cref="DifficultyHitObject"/> to process.</param>
|
||||
public abstract void Process(DifficultyHitObject current);
|
||||
public void Process(DifficultyHitObject current)
|
||||
{
|
||||
double difficultyValue = ProcessInternal(current);
|
||||
ObjectDifficulties.Add(difficultyValue);
|
||||
}
|
||||
|
||||
protected abstract double ProcessInternal(DifficultyHitObject current);
|
||||
|
||||
/// <summary>
|
||||
/// Returns the calculated difficulty value representing all <see cref="DifficultyHitObject"/>s that have been processed up to this point.
|
||||
/// </summary>
|
||||
public abstract double DifficultyValue();
|
||||
|
||||
public IReadOnlyList<double> GetObjectDifficulties() => ObjectDifficulties;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -29,7 +29,6 @@ namespace osu.Game.Rulesets.Difficulty.Skills
|
||||
private double currentSectionEnd;
|
||||
|
||||
private readonly List<double> strainPeaks = new List<double>();
|
||||
protected readonly List<double> ObjectStrains = new List<double>(); // Store individual strains
|
||||
|
||||
protected StrainSkill(Mod[] mods)
|
||||
: base(mods)
|
||||
@@ -44,7 +43,7 @@ namespace osu.Game.Rulesets.Difficulty.Skills
|
||||
/// <summary>
|
||||
/// Process a <see cref="DifficultyHitObject"/> and update current strain values accordingly.
|
||||
/// </summary>
|
||||
public sealed override void Process(DifficultyHitObject current)
|
||||
protected sealed override double ProcessInternal(DifficultyHitObject current)
|
||||
{
|
||||
// The first object doesn't generate a strain, so we begin with an incremented section end
|
||||
if (current.Index == 0)
|
||||
@@ -60,26 +59,25 @@ namespace osu.Game.Rulesets.Difficulty.Skills
|
||||
double strain = StrainValueAt(current);
|
||||
currentSectionPeak = Math.Max(strain, currentSectionPeak);
|
||||
|
||||
// Store the strain value for the object
|
||||
ObjectStrains.Add(strain);
|
||||
return strain;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the number of strains weighted against the top strain.
|
||||
/// The result is scaled by clock rate as it affects the total number of strains.
|
||||
/// </summary>
|
||||
public virtual double CountTopWeightedStrains()
|
||||
public virtual double CountTopWeightedStrains(double difficultyValue)
|
||||
{
|
||||
if (ObjectStrains.Count == 0)
|
||||
if (ObjectDifficulties.Count == 0)
|
||||
return 0.0;
|
||||
|
||||
double consistentTopStrain = DifficultyValue() / 10; // What would the top strain be if all strain values were identical
|
||||
double consistentTopStrain = difficultyValue * (1 - DecayWeight); // What would the top strain be if all strain values were identical
|
||||
|
||||
if (consistentTopStrain == 0)
|
||||
return ObjectStrains.Count;
|
||||
return ObjectDifficulties.Count;
|
||||
|
||||
// Use a weighted sum of all strains. Constants are arbitrary and give nice values
|
||||
return ObjectStrains.Sum(s => 1.1 / (1 + Math.Exp(-10 * (s / consistentTopStrain - 0.88))));
|
||||
return ObjectDifficulties.Sum(s => 1.1 / (1 + Math.Exp(-10 * (s / consistentTopStrain - 0.88))));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -116,8 +114,6 @@ namespace osu.Game.Rulesets.Difficulty.Skills
|
||||
/// </summary>
|
||||
public IEnumerable<double> GetCurrentStrainPeaks() => strainPeaks.Append(currentSectionPeak);
|
||||
|
||||
public IEnumerable<double> GetObjectStrains() => ObjectStrains;
|
||||
|
||||
/// <summary>
|
||||
/// Returns the calculated difficulty value representing all <see cref="DifficultyHitObject"/>s that have been processed up to this point.
|
||||
/// </summary>
|
||||
|
||||
@@ -0,0 +1,277 @@
|
||||
// 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.Extensions;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
|
||||
namespace osu.Game.Rulesets.Difficulty.Skills
|
||||
{
|
||||
/// <summary>
|
||||
/// Similar to <see cref="StrainSkill"/>, but instead of strains having a fixed length, strains can be any length.
|
||||
/// A new <see cref="StrainPeak"/> is created for each <see cref="DifficultyHitObject"/>.
|
||||
/// </summary>
|
||||
public abstract class VariableLengthStrainSkill : Skill
|
||||
{
|
||||
/// <summary>
|
||||
/// The weight by which each strain value decays.
|
||||
/// </summary>
|
||||
protected virtual double DecayWeight => 0.9;
|
||||
|
||||
/// <summary>
|
||||
/// The maximum length of each strain section.
|
||||
/// </summary>
|
||||
protected virtual int MaxSectionLength => 400;
|
||||
|
||||
private double currentSectionPeak; // We also keep track of the peak strain in the current section.
|
||||
private double currentSectionBegin;
|
||||
private double currentSectionEnd;
|
||||
|
||||
/// <summary>
|
||||
/// The number of `MaxSectionLength` sections calculated such that enough of the difficulty value is preserved.
|
||||
/// WARNING: This should be overridden if strains are ever used outside of <see cref="DifficultyValue"/>,
|
||||
/// or if <see cref="DifficultyValue"/> is overridden to not use the default geometric sum. This should be removed
|
||||
/// in the future when a better memory-saving technique is implemented.
|
||||
/// </summary>
|
||||
private double maxStoredSections => 11 / (1 - DecayWeight);
|
||||
|
||||
private readonly List<StrainPeak> strainPeaks = new List<StrainPeak>();
|
||||
|
||||
private double totalLength;
|
||||
|
||||
/// <summary>
|
||||
/// Stores previous strains so that, if a high difficulty hit object is followed by a lower
|
||||
/// difficulty hit object, the high difficulty hit object gets a full strain instead of being cut short.
|
||||
/// </summary>
|
||||
private readonly List<(double StrainValue, double StartTime)> queuedStrains = new List<(double, double)>();
|
||||
|
||||
protected VariableLengthStrainSkill(Mod[] mods)
|
||||
: base(mods)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the strain value at <see cref="DifficultyHitObject"/>. This value is calculated with or without respect to previous objects.
|
||||
/// </summary>
|
||||
protected abstract double StrainValueAt(DifficultyHitObject current);
|
||||
|
||||
/// <summary>
|
||||
/// Process a <see cref="DifficultyHitObject"/> and update current strain values accordingly.
|
||||
/// </summary>
|
||||
protected sealed override double ProcessInternal(DifficultyHitObject current)
|
||||
{
|
||||
// If we're on the first object, set up the first section to end `MaxSectionLength` after it.
|
||||
if (current.Index == 0)
|
||||
{
|
||||
currentSectionBegin = current.StartTime;
|
||||
currentSectionEnd = currentSectionBegin + MaxSectionLength;
|
||||
|
||||
// No work is required for first object after calculating difficulty
|
||||
currentSectionPeak = StrainValueAt(current);
|
||||
return currentSectionPeak;
|
||||
}
|
||||
|
||||
backfillPeaks(current);
|
||||
|
||||
double currentStrain = StrainValueAt(current);
|
||||
|
||||
// If the current strain is larger than the current peak, begin a new peak
|
||||
// Otherwise, add the current strain to the queue
|
||||
if (currentStrain > currentSectionPeak)
|
||||
{
|
||||
// Clear the queue since none of the strains inside of it will be contributing to the difficulty.
|
||||
queuedStrains.Clear();
|
||||
|
||||
// End the current section with the new peak
|
||||
saveCurrentPeak(current.StartTime - currentSectionBegin);
|
||||
|
||||
// Set up the new section to start at the current object with the current strain
|
||||
currentSectionBegin = current.StartTime;
|
||||
currentSectionEnd = currentSectionBegin + MaxSectionLength;
|
||||
currentSectionPeak = currentStrain;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Empty the queue of smaller elements as they won't be relevant to difficulty
|
||||
while (queuedStrains.Count > 0 && queuedStrains[^1].StrainValue < currentStrain)
|
||||
queuedStrains.RemoveAt(queuedStrains.Count - 1);
|
||||
|
||||
queuedStrains.Add((currentStrain, current.StartTime));
|
||||
}
|
||||
|
||||
return currentStrain;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fills the space between the end of the current section and the current object, if there is any.
|
||||
/// </summary>
|
||||
/// <param name="current">The object who's <see cref="DifficultyHitObject.StartTime"/> is backfilled to.</param>
|
||||
private void backfillPeaks(DifficultyHitObject current)
|
||||
{
|
||||
// If the current object starts after the current section ends
|
||||
// then we want to start a new section without any harsh drop-off.
|
||||
// If we have previous strains that influence the current difficulty we will prioritise those first.
|
||||
// Otherwise, start with the current object's initial strain.
|
||||
while (current.StartTime > currentSectionEnd)
|
||||
{
|
||||
// Save the current peak, marking the end of the section.
|
||||
saveCurrentPeak(currentSectionEnd - currentSectionBegin);
|
||||
currentSectionBegin = currentSectionEnd;
|
||||
|
||||
// If we have any strains queued, then we will use those until the object falls into the new section.
|
||||
if (queuedStrains.Count > 0)
|
||||
{
|
||||
(double strain, double startTime) = queuedStrains[0];
|
||||
queuedStrains.RemoveAt(0);
|
||||
|
||||
// We want the section to end `MaxSectionLength` after the strain we're using as an influence.
|
||||
// This effectively means the queued strain will exist in its own section if the gap between the queued strain and current object is large enough.
|
||||
// This is required to make sure there's no harsh difficulty difference between 2 sections if there was a large gap.
|
||||
currentSectionEnd = startTime + MaxSectionLength;
|
||||
startNewSectionFrom(currentSectionBegin, current);
|
||||
|
||||
// If the current object's peak was higher, we don't want to override it with a lower strain.
|
||||
// Only use the queued strain if it contributes more difficulty.
|
||||
currentSectionPeak = Math.Max(currentSectionPeak, strain);
|
||||
}
|
||||
// If the queue is empty then we should start the section from the current object instead.
|
||||
// The queue can be empty if we're starting off of the back of a new peak, or if we drained through all the queue
|
||||
// and the current object is still later than the section end.
|
||||
else
|
||||
{
|
||||
// We don't have any prior strains to take as a reference, so end the new section `MaxSectionLength` after it starts.
|
||||
currentSectionEnd = currentSectionBegin + MaxSectionLength;
|
||||
startNewSectionFrom(currentSectionBegin, current);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Saves the current peak strain level to the list of strain peaks, which will be used to calculate an overall difficulty.
|
||||
/// </summary>
|
||||
private void saveCurrentPeak(double sectionLength)
|
||||
{
|
||||
strainPeaks.AddInPlace(new StrainPeak(currentSectionPeak, sectionLength));
|
||||
totalLength += sectionLength;
|
||||
|
||||
// Remove from the back of our strain peaks if there's any which are too deep to contribute to difficulty.
|
||||
// `maxStoredSections` dictates for us how many sections will preserve at least 99.999% of the difficulty value.
|
||||
while (totalLength > maxStoredSections * MaxSectionLength)
|
||||
{
|
||||
totalLength -= strainPeaks[0].SectionLength;
|
||||
strainPeaks.RemoveAt(0);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the initial strain level for a new section.
|
||||
/// </summary>
|
||||
/// <param name="time">The beginning of the new section in milliseconds.</param>
|
||||
/// <param name="current">The current hit object.</param>
|
||||
private void startNewSectionFrom(double time, DifficultyHitObject current)
|
||||
{
|
||||
// The maximum strain of the new section is not zero by default
|
||||
// This means we need to capture the strain level at the beginning of the new section, and use that as the initial peak level.
|
||||
currentSectionPeak = CalculateInitialStrain(time, current);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves the peak strain at a point in time.
|
||||
/// </summary>
|
||||
/// <param name="time">The time to retrieve the peak strain at.</param>
|
||||
/// <param name="current">The current hit object.</param>
|
||||
/// <returns>The peak strain.</returns>
|
||||
protected abstract double CalculateInitialStrain(double time, DifficultyHitObject current);
|
||||
|
||||
/// <summary>
|
||||
/// Returns a live enumerable of the peak strains for each <see cref="MaxSectionLength"/> section of the beatmap,
|
||||
/// including the peak of the current section.
|
||||
/// </summary>
|
||||
public IEnumerable<StrainPeak> GetCurrentStrainPeaks() => strainPeaks.Append(new StrainPeak(currentSectionPeak, currentSectionEnd - currentSectionBegin));
|
||||
|
||||
/// <summary>
|
||||
/// Returns the calculated difficulty value representing all <see cref="DifficultyHitObject"/>s that have been processed up to this point.
|
||||
/// </summary>
|
||||
public override double DifficultyValue()
|
||||
{
|
||||
double difficulty = 0;
|
||||
|
||||
// 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, p.SectionLength)).ToList();
|
||||
|
||||
// Time is measured in units of strains
|
||||
double time = 0;
|
||||
|
||||
// Difficulty is a continuous weighted sum of the sorted strains
|
||||
for (int i = 0; i < strains.Count; i++)
|
||||
{
|
||||
/* 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 + strains[i].SectionLength;
|
||||
|
||||
double weight = Math.Pow(DecayWeight, startTime) - Math.Pow(DecayWeight, endTime);
|
||||
|
||||
difficulty += strains[i].Value * weight;
|
||||
time = endTime;
|
||||
}
|
||||
|
||||
return difficulty / (1 - DecayWeight);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the number of strains weighted against the top strain.
|
||||
/// The result is scaled by clock rate as it affects the total number of strains.
|
||||
/// </summary>
|
||||
public virtual double CountTopWeightedStrains(double difficultyValue)
|
||||
{
|
||||
if (ObjectDifficulties.Count == 0)
|
||||
return 0.0;
|
||||
|
||||
double consistentTopStrain = difficultyValue * (1 - DecayWeight); // What would the top strain be if all strain values were identical
|
||||
|
||||
if (consistentTopStrain == 0)
|
||||
return ObjectDifficulties.Count;
|
||||
|
||||
// Use a weighted sum of all strains. Constants are arbitrary and give nice values
|
||||
return ObjectDifficulties.Sum(s => 1.1 / (1 + Math.Exp(-10 * (s / consistentTopStrain - 0.88))));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Used to store the difficulty of a section of a map.
|
||||
/// </summary>
|
||||
public readonly struct StrainPeak : IComparable<StrainPeak>
|
||||
{
|
||||
public StrainPeak(double value, double sectionLength)
|
||||
{
|
||||
Value = value;
|
||||
SectionLength = Math.Round(sectionLength);
|
||||
}
|
||||
|
||||
public double Value { get; }
|
||||
public double SectionLength { get; }
|
||||
|
||||
public int CompareTo(StrainPeak other) => Value.CompareTo(other.Value);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -23,16 +23,16 @@ namespace osu.Game.Tests.Beatmaps
|
||||
|
||||
protected abstract string ResourceAssembly { get; }
|
||||
|
||||
protected void Test(double expectedStarRating, int expectedMaxCombo, string name, params Mod[] mods)
|
||||
protected void Test(double? expectedStarRating, int expectedMaxCombo, string name, params Mod[] mods)
|
||||
{
|
||||
var attributes = CreateDifficultyCalculator(getBeatmap(name)).Calculate(mods);
|
||||
var attributes = CreateDifficultyCalculator(GetBeatmap(name)).Calculate(mods);
|
||||
|
||||
// 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));
|
||||
}
|
||||
|
||||
private IWorkingBeatmap getBeatmap(string name)
|
||||
protected IWorkingBeatmap GetBeatmap(string name)
|
||||
{
|
||||
using (var resStream = openResource($"{resource_namespace}.{name}.osu"))
|
||||
using (var stream = new LineBufferedReader(resStream))
|
||||
|
||||
Reference in New Issue
Block a user