using System;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Beatmaps;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
public class Peaks : Skill
{
private const double rhythm_skill_multiplier = 0.2 * final_multiplier;
private const double colour_skill_multiplier = 0.375 * final_multiplier;
private const double stamina_skill_multiplier = 0.375 * final_multiplier;
private const double final_multiplier = 0.0625;
private readonly Rhythm rhythm;
private readonly Colour colour;
private readonly Stamina stamina;
public double ColourDifficultyValue => colour.DifficultyValue() * colour_skill_multiplier;
public double RhythmDifficultyValue => rhythm.DifficultyValue() * rhythm_skill_multiplier;
public double StaminaDifficultyValue => stamina.DifficultyValue() * stamina_skill_multiplier;
// TODO: remove before pr
private StreamWriter? colourDebugOutput;
bool debugColour = false;
private StreamWriter? strainPeakDebugOutput;
bool debugStrain = false;
public Peaks(Mod[] mods, IBeatmap beatmap)
: base(mods)
{
rhythm = new Rhythm(mods);
colour = new Colour(mods);
stamina = new Stamina(mods);
if (debugColour)
{
String filename = $"{beatmap.BeatmapInfo.OnlineID} - {beatmap.BeatmapInfo.Metadata.Title}[{beatmap.BeatmapInfo.DifficultyName}].csv";
filename = filename.Replace('/', '_');
colourDebugOutput = new StreamWriter(File.OpenWrite($"/run/mount/secondary/workspace/osu/output/colour-debug/{filename}"));
colourDebugOutput.WriteLine(Colour.GetDebugHeaderLabels());
}
if (debugStrain)
{
String filename = $"{beatmap.BeatmapInfo.OnlineID} - {beatmap.BeatmapInfo.Metadata.Title}[{beatmap.BeatmapInfo.DifficultyName}].csv";
filename = filename.Replace('/', '_');
strainPeakDebugOutput = new StreamWriter(File.OpenWrite($"/run/mount/secondary/workspace/osu/output/strain-debug/{filename}"));
strainPeakDebugOutput.WriteLine("Colour,Stamina,Rhythm,Combined");
}
}
///
/// Returns the p-norm of an n-dimensional vector.
///
/// The value of p to calculate the norm for.
/// The coefficients of the vector.
private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
public override void Process(DifficultyHitObject current)
{
rhythm.Process(current);
colour.Process(current);
stamina.Process(current);
// if (debugColour && colourDebugOutput != null)
// {
// colourDebugOutput.WriteLine(colour.GetDebugString(current));
// colourDebugOutput.Flush();
// }
}
///
/// Returns the combined star rating of the beatmap, calculated using peak strains from all sections of the map.
///
///
/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
///
public override double DifficultyValue()
{
List peaks = new List();
var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
for (int i = 0; i < colourPeaks.Count; i++)
{
double colourPeak = colourPeaks[i] * colour_skill_multiplier;
double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier;
double peak = norm(1.5, colourPeak, staminaPeak);
peak = norm(2, peak, rhythmPeak);
if (debugStrain && strainPeakDebugOutput != null)
{
strainPeakDebugOutput.WriteLine($"{colourPeak},{staminaPeak},{rhythmPeak},{peak}");
}
// 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.
if (peak > 0)
peaks.Add(peak);
}
double difficulty = 0;
double weight = 1;
foreach (double strain in peaks.OrderByDescending(d => d))
{
difficulty += strain * weight;
weight *= 0.9;
}
return difficulty;
}
}
}