// 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.Taiko.Difficulty.Preprocessing; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data; namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators { public class ColourEvaluator { /// /// A sigmoid function. It gives a value between (middle - height/2) and (middle + height/2). /// /// The input value. /// The center of the sigmoid, where the largest gradient occurs and value is equal to middle. /// The radius of the sigmoid, outside of which values are near the minimum/maximum. /// The middle of the sigmoid output. /// The height of the sigmoid output. This will be equal to max value - min value. private static double sigmoid(double val, double center, double width, double middle, double height) { double sigmoid = Math.Tanh(Math.E * -(val - center) / width); return sigmoid * (height / 2) + middle; } /// /// Evaluate the difficulty of the first note of a . /// public static double EvaluateDifficultyOf(MonoStreak monoStreak) { return sigmoid(monoStreak.Index, 2, 2, 0.5, 1) * EvaluateDifficultyOf(monoStreak.Parent) * 0.5; } /// /// Evaluate the difficulty of the first note of a . /// public static double EvaluateDifficultyOf(AlternatingMonoPattern alternatingMonoPattern) { return sigmoid(alternatingMonoPattern.Index, 2, 2, 0.5, 1) * EvaluateDifficultyOf(alternatingMonoPattern.Parent); } /// /// Evaluate the difficulty of the first note of a . /// public static double EvaluateDifficultyOf(RepeatingHitPatterns repeatingHitPattern) { return 2 * (1 - sigmoid(repeatingHitPattern.RepetitionInterval, 2, 2, 0.5, 1)); } public static double EvaluateDifficultyOf(DifficultyHitObject hitObject) { TaikoDifficultyHitObjectColour colour = ((TaikoDifficultyHitObject)hitObject).Colour; double difficulty = 0.0d; if (colour.MonoStreak?.FirstHitObject == hitObject) // Difficulty for MonoStreak difficulty += EvaluateDifficultyOf(colour.MonoStreak); if (colour.AlternatingMonoPattern?.FirstHitObject == hitObject) // Difficulty for AlternatingMonoPattern difficulty += EvaluateDifficultyOf(colour.AlternatingMonoPattern); if (colour.RepeatingHitPattern?.FirstHitObject == hitObject) // Difficulty for RepeatingHitPattern difficulty += EvaluateDifficultyOf(colour.RepeatingHitPattern); return difficulty; } } }