// 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 osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Objects; namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators { public static class RhythmEvaluator { private const int history_time_max = 5000; // 5 seconds of calculatingRhythmBonus max. private const double rhythm_multiplier = 0.75; /// /// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current . /// public static double EvaluateDifficultyOf(DifficultyHitObject current) { if (current.BaseObject is Spinner) return 0; int previousIslandSize = 0; double rhythmComplexitySum = 0; int islandSize = 1; double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms bool firstDeltaSwitch = false; int historicalNoteCount = Math.Min(current.Index, 32); int rhythmStart = 0; while (rhythmStart < historicalNoteCount - 2 && current.StartTime - current.Previous(rhythmStart).StartTime < history_time_max) rhythmStart++; OsuDifficultyHitObject prevObj = (OsuDifficultyHitObject)current.Previous(rhythmStart); OsuDifficultyHitObject lastObj = (OsuDifficultyHitObject)current.Previous(rhythmStart + 1); for (int i = rhythmStart; i > 0; i--) { OsuDifficultyHitObject currObj = (OsuDifficultyHitObject)current.Previous(i - 1); double currHistoricalDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max; // scales note 0 to 1 from history to now currHistoricalDecay = Math.Min((double)(historicalNoteCount - i) / historicalNoteCount, currHistoricalDecay); // either we're limited by time or limited by object count. double currDelta = currObj.StrainTime; double prevDelta = prevObj.StrainTime; double lastDelta = lastObj.StrainTime; double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses. double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - currObj.HitWindowGreat * 0.3) / (currObj.HitWindowGreat * 0.3)); windowPenalty = Math.Min(1, windowPenalty); double effectiveRatio = windowPenalty * currRatio; if (firstDeltaSwitch) { if (!(prevDelta > 1.25 * currDelta || prevDelta * 1.25 < currDelta)) { if (islandSize < 7) islandSize++; // island is still progressing, count size. } else { if (currObj.BaseObject is Slider) // bpm change is into slider, this is easy acc window effectiveRatio *= 0.125; if (prevObj.BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle effectiveRatio *= 0.25; if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet) effectiveRatio *= 0.25; if (previousIslandSize % 2 == islandSize % 2) // repeated island polartiy (2 -> 4, 3 -> 5) effectiveRatio *= 0.50; if (lastDelta > prevDelta + 10 && prevDelta > currDelta + 10) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this. effectiveRatio *= 0.125; rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay * Math.Sqrt(4 + islandSize) / 2 * Math.Sqrt(4 + previousIslandSize) / 2; startRatio = effectiveRatio; previousIslandSize = islandSize; // log the last island size. if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size. islandSize = 1; } } else if (prevDelta > 1.25 * currDelta) // we want to be speeding up. { // Begin counting island until we change speed again. firstDeltaSwitch = true; startRatio = effectiveRatio; islandSize = 1; } lastObj = prevObj; prevObj = currObj; } return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity) (not really though) } } }