// Copyright (c) ppy Pty Ltd . 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.Beatmaps; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Osu.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Difficulty.Skills; using osu.Game.Rulesets.Osu.Mods; using osu.Game.Rulesets.Osu.Objects; namespace osu.Game.Rulesets.Osu.Difficulty { public class OsuDifficultyCalculator : DifficultyCalculator { private const int section_length = 400; private const double difficulty_multiplier = 0.0675; public OsuDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap) : base(ruleset, beatmap) { } protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate) { if (!beatmap.HitObjects.Any()) return new OsuDifficultyAttributes(mods, 0); OsuDifficultyBeatmap difficultyBeatmap = new OsuDifficultyBeatmap(beatmap.HitObjects.Cast().ToList(), timeRate); Skill[] skills = { new Aim(), new Speed() }; double sectionLength = section_length * timeRate; // The first object doesn't generate a strain, so we begin with an incremented section end double currentSectionEnd = Math.Ceiling(beatmap.HitObjects.First().StartTime / sectionLength) * sectionLength; foreach (OsuDifficultyHitObject h in difficultyBeatmap) { while (h.BaseObject.StartTime > currentSectionEnd) { foreach (Skill s in skills) { s.SaveCurrentPeak(); s.StartNewSectionFrom(currentSectionEnd); } currentSectionEnd += sectionLength; } foreach (Skill s in skills) s.Process(h); } // The peak strain will not be saved for the last section in the above loop foreach (Skill s in skills) s.SaveCurrentPeak(); double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier; double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier; double starRating = aimRating + speedRating + Math.Abs(aimRating - speedRating) / 2; // Todo: These int casts are temporary to achieve 1:1 results with osu!stable, and should be removed in the future double hitWindowGreat = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / timeRate; double preempt = (int)BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / timeRate; int maxCombo = beatmap.HitObjects.Count; // Add the ticks + tail of the slider. 1 is subtracted because the head circle would be counted twice (once for the slider itself in the line above) maxCombo += beatmap.HitObjects.OfType().Sum(s => s.NestedHitObjects.Count - 1); return new OsuDifficultyAttributes(mods, starRating) { AimStrain = aimRating, SpeedStrain = speedRating, ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5, OverallDifficulty = (80 - hitWindowGreat) / 6, MaxCombo = maxCombo }; } protected override Mod[] DifficultyAdjustmentMods => new Mod[] { new OsuModDoubleTime(), new OsuModHalfTime(), new OsuModEasy(), new OsuModHardRock(), }; } }