// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Generic; using osu.Game.Beatmaps; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Mania.Beatmaps; using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mods; namespace osu.Game.Rulesets.Mania.Difficulty { internal class ManiaDifficultyCalculator : DifficultyCalculator { private const double star_scaling_factor = 0.018; /// /// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size strain_step. /// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain. /// The higher this value, the less strains there will be, indirectly giving long beatmaps an advantage. /// private const double strain_step = 400; /// /// The weighting of each strain value decays to this number * it's previous value /// private const double decay_weight = 0.9; /// /// HitObjects are stored as a member variable. /// private readonly List difficultyHitObjects = new List(); public ManiaDifficultyCalculator(IBeatmap beatmap) : base(beatmap) { } public ManiaDifficultyCalculator(IBeatmap beatmap, Mod[] mods) : base(beatmap, mods) { } public override double Calculate(Dictionary categoryDifficulty = null) { // Fill our custom DifficultyHitObject class, that carries additional information difficultyHitObjects.Clear(); int columnCount = (Beatmap as ManiaBeatmap)?.TotalColumns ?? 7; foreach (var hitObject in Beatmap.HitObjects) difficultyHitObjects.Add(new ManiaHitObjectDifficulty((ManiaHitObject)hitObject, columnCount)); // Sort DifficultyHitObjects by StartTime of the HitObjects - just to make sure. difficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime)); if (!calculateStrainValues()) return 0; double starRating = calculateDifficulty() * star_scaling_factor; categoryDifficulty?.Add("Strain", starRating); return starRating; } private bool calculateStrainValues() { // Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment. using (List.Enumerator hitObjectsEnumerator = difficultyHitObjects.GetEnumerator()) { if (!hitObjectsEnumerator.MoveNext()) return false; ManiaHitObjectDifficulty current = hitObjectsEnumerator.Current; // First hitObject starts at strain 1. 1 is the default for strain values, so we don't need to set it here. See DifficultyHitObject. while (hitObjectsEnumerator.MoveNext()) { var next = hitObjectsEnumerator.Current; next?.CalculateStrains(current, TimeRate); current = next; } return true; } } private double calculateDifficulty() { double actualStrainStep = strain_step * TimeRate; // Find the highest strain value within each strain step List highestStrains = new List(); double intervalEndTime = actualStrainStep; double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval ManiaHitObjectDifficulty previousHitObject = null; foreach (var hitObject in difficultyHitObjects) { // While we are beyond the current interval push the currently available maximum to our strain list while (hitObject.BaseHitObject.StartTime > intervalEndTime) { highestStrains.Add(maximumStrain); // The maximum strain of the next interval is not zero by default! We need to take the last hitObject we encountered, take its strain and apply the decay // until the beginning of the next interval. if (previousHitObject == null) { maximumStrain = 0; } else { double individualDecay = Math.Pow(ManiaHitObjectDifficulty.INDIVIDUAL_DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000); double overallDecay = Math.Pow(ManiaHitObjectDifficulty.OVERALL_DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000); maximumStrain = previousHitObject.IndividualStrain * individualDecay + previousHitObject.OverallStrain * overallDecay; } // Go to the next time interval intervalEndTime += actualStrainStep; } // Obtain maximum strain double strain = hitObject.IndividualStrain + hitObject.OverallStrain; maximumStrain = Math.Max(strain, maximumStrain); previousHitObject = hitObject; } // Build the weighted sum over the highest strains for each interval double difficulty = 0; double weight = 1; highestStrains.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain. foreach (double strain in highestStrains) { difficulty += weight * strain; weight *= decay_weight; } return difficulty; } } }