// 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.Collections.Generic; using osu.Framework.Extensions.ObjectExtensions; using osu.Game.Rulesets.Difficulty.Preprocessing; 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 { public static class ReadingEvaluator { private const double reading_window_size = 3000; private const double overlap_multiplier = 0.5; public static double EvaluateDensityDifficultyOf(DifficultyHitObject current) { if (current.BaseObject is Spinner || current.Index == 0) return 0; var currObj = (OsuDifficultyHitObject)current; double pastObjectDifficultyInfluence = 0; double screenOverlapDifficulty = 0; foreach (var loopObj in retrievePastVisibleObjects(currObj)) { double loopDifficulty = currObj.OpacityAt(loopObj.BaseObject.StartTime, false); // Small distances means objects may be cheesed, so it doesn't matter whether they are arranged confusingly. loopDifficulty *= logistic((loopObj.MinimumJumpDistance - 90) / 15); //double timeBetweenCurrAndLoopObj = (currObj.BaseObject.StartTime - loopObj.BaseObject.StartTime) / clockRateEstimate; double timeBetweenCurrAndLoopObj = currObj.StartTime - loopObj.StartTime; loopDifficulty *= getTimeNerfFactor(timeBetweenCurrAndLoopObj); pastObjectDifficultyInfluence += loopDifficulty; double lastOverlapness = 0; foreach (var overlapObj in loopObj.OverlapObjects) { if (overlapObj.HitObject.StartTime + overlapObj.HitObject.Preempt > currObj.StartTime) break; lastOverlapness = overlapObj.Overlapness; } screenOverlapDifficulty += lastOverlapness; } //if (screenOverlapDifficulty > 0) //{ // Console.WriteLine($"Object {currObj.StartTime}, overlapness = {screenOverlapDifficulty:0.##}"); //} double difficulty = Math.Pow(4 * Math.Log(Math.Max(1, pastObjectDifficultyInfluence)), 2.3); screenOverlapDifficulty = Math.Max(0, screenOverlapDifficulty - 0.5); // make overlap value =1 cost significantly less difficulty *= getConstantAngleNerfFactor(currObj); difficulty *= 1 + overlap_multiplier * screenOverlapDifficulty; // Console.WriteLine($"Object {currObj.StartTime}, {hiddenDifficulty:0.##} + {noteDensityDifficulty:0.##} + {overlapDifficulty:0.##}"); return difficulty; } public static double EvaluateHighARDifficultyOf(DifficultyHitObject current, bool applyFollowLineAdjust = false) { // follow lines make high AR easier, so apply nerf if object isn't new combo // double adjustedApproachTime = osuCurrObj.Preempt; // if (applyFollowLineAdjust) adjustedApproachTime += Math.Max(0, (osuCurrObj.FollowLineTime - 200) / 25); var currObj = (OsuDifficultyHitObject)current; return highArCurve(currObj.Preempt); } public static double EvaluateHiddenDifficultyOf(DifficultyHitObject current) { var currObj = (OsuDifficultyHitObject)current; // Maybe I should just pass in clockrate... double clockRateEstimate = current.BaseObject.StartTime / currObj.StartTime; double currVelocity = currObj.LazyJumpDistance / currObj.StrainTime; double hdDifficulty = 0; double timeSpentInvisible = getDurationSpentInvisible(currObj) / clockRateEstimate; // Apollo version // double timeDifficultyFactor = pastObjectDifficultyInfluence / 1000; double visibleObjectFactor = Math.Clamp(retrieveCurrentVisibleObjects(currObj).Count - 2, 0, 15); hdDifficulty += Math.Pow(visibleObjectFactor * timeSpentInvisible, 1) + (8 + visibleObjectFactor) * currVelocity; return hdDifficulty; } public static double EvaluatePredictabilityOf(DifficultyHitObject current) { return 0; } // Returns a list of objects that are visible on screen at // the point in time at which the current object becomes visible. private static IEnumerable 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) break; yield return hitObject; } } private static List retrieveCurrentVisibleObjects(OsuDifficultyHitObject current) { List objects = new List(); for (int i = 0; i < current.Count; i++) { OsuDifficultyHitObject hitObject = (OsuDifficultyHitObject)current.Next(i); if (hitObject.IsNull() || (hitObject.StartTime - current.StartTime) > reading_window_size || current.StartTime < hitObject.StartTime - hitObject.Preempt) break; objects.Add(hitObject); } return objects; } private static double getDurationSpentInvisible(OsuDifficultyHitObject current) { var baseObject = (OsuHitObject)current.BaseObject; double fadeOutStartTime = baseObject.StartTime - baseObject.TimePreempt + baseObject.TimeFadeIn; double fadeOutDuration = baseObject.TimePreempt * OsuModHidden.FADE_OUT_DURATION_MULTIPLIER; return (fadeOutStartTime + fadeOutDuration) - (baseObject.StartTime - baseObject.TimePreempt); } private static double getConstantAngleNerfFactor(OsuDifficultyHitObject current) { const double time_limit = 2000; const double time_limit_low = 200; double constantAngleCount = 0; int index = 0; double currentTimeGap = 0; while (currentTimeGap < time_limit) { var loopObj = (OsuDifficultyHitObject)current.Previous(index); if (loopObj.IsNull()) break; double longIntervalFactor = Math.Clamp(1 - (loopObj.StrainTime - time_limit_low) / (time_limit - time_limit_low), 0, 1); if (loopObj.Angle.IsNotNull() && current.Angle.IsNotNull()) { double angleDifference = Math.Abs(current.Angle.Value - loopObj.Angle.Value); constantAngleCount += Math.Cos(4 * Math.Min(Math.PI / 8, angleDifference)) * longIntervalFactor; } currentTimeGap = current.StartTime - loopObj.StartTime; index++; } return Math.Pow(Math.Min(1, 2 / constantAngleCount), 2); } private static double getTimeNerfFactor(double deltaTime) { return Math.Clamp(2 - deltaTime / (reading_window_size / 2), 0, 1); } // https://www.desmos.com/calculator/hbj7swzlth private static double highArCurve(double preempt) { double value = Math.Pow(4, 3 - 0.01 * preempt); // 1 for 300ms, 0.25 for 400ms, 0.0625 for 500ms value = softmin(value, 2, 1.7); // use softmin to achieve full-memory cap, 2 times more than AR11 (300ms) return value; } private static double logistic(double x) => 1 / (1 + Math.Exp(-x)); // We are using mutiply and divide instead of add and subtract, so values won't be negative // https://www.desmos.com/calculator/fv5xerwpd2 private static double softmin(double a, double b, double power = Math.E) => a * b / Math.Log(Math.Pow(power, a) + Math.Pow(power, b), power); } }