// 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 System.Linq; using osu.Game.Beatmaps; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Catch.Objects; using osu.Game.Rulesets.Catch.UI; namespace osu.Game.Rulesets.Catch.Difficulty { public class CatchDifficultyCalculator : DifficultyCalculator { /// /// 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 = 750; /// /// The weighting of each strain value decays to this number * it's previous value /// private const double decay_weight = 0.94; private const double star_scaling_factor = 0.145; public CatchDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap) : base(ruleset, beatmap) { } protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate) { if (!beatmap.HitObjects.Any()) return new CatchDifficultyAttributes(mods, 0); var catcher = new CatcherArea.Catcher(beatmap.BeatmapInfo.BaseDifficulty); float halfCatchWidth = catcher.CatchWidth * 0.5f; var difficultyHitObjects = new List(); foreach (var hitObject in beatmap.HitObjects) { switch (hitObject) { // We want to only consider fruits that contribute to the combo. Droplets are addressed as accuracy and spinners are not relevant for "skill" calculations. case Fruit fruit: difficultyHitObjects.Add(new CatchDifficultyHitObject(fruit, halfCatchWidth)); break; case JuiceStream _: difficultyHitObjects.AddRange(hitObject.NestedHitObjects.OfType().Where(o => !(o is TinyDroplet)).Select(o => new CatchDifficultyHitObject(o, halfCatchWidth))); break; } } difficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime)); if (!calculateStrainValues(difficultyHitObjects, timeRate)) return new CatchDifficultyAttributes(mods, 0); // this is the same as osu!, so there's potential to share the implementation... maybe double preempt = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / timeRate; double starRating = Math.Sqrt(calculateDifficulty(difficultyHitObjects, timeRate)) * star_scaling_factor; return new CatchDifficultyAttributes(mods, starRating) { ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0, MaxCombo = difficultyHitObjects.Count }; } private bool calculateStrainValues(List objects, double timeRate) { CatchDifficultyHitObject lastObject = null; if (!objects.Any()) return false; // Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment. foreach (var currentObject in objects) { if (lastObject != null) currentObject.CalculateStrains(lastObject, timeRate); lastObject = currentObject; } return true; } private double calculateDifficulty(List objects, double timeRate) { // The strain step needs to be adjusted for the algorithm to be considered equal with speed changing mods double actualStrainStep = strain_step * timeRate; // Find the highest strain value within each strain step var highestStrains = new List(); double intervalEndTime = actualStrainStep; double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval CatchDifficultyHitObject previousHitObject = null; foreach (CatchDifficultyHitObject hitObject in objects) { // 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 decay = Math.Pow(CatchDifficultyHitObject.DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000); maximumStrain = previousHitObject.Strain * decay; } // Go to the next time interval intervalEndTime += actualStrainStep; } // Obtain maximum strain maximumStrain = Math.Max(hitObject.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; } } }