// 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.Framework.Extensions.ObjectExtensions; 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 { // Main class with some util functions public static class ReadingEvaluator { private const double reading_window_size = 3000; private const double overlap_multiplier = 2; public static double EvaluateDensityOf(DifficultyHitObject current, bool applyDistanceNerf = true) { var currObj = (OsuDifficultyHitObject)current; double density = 0; double densityAnglesNerf = -2.5; // we have threshold of 2.5 OsuDifficultyHitObject? prevObj0 = null; OsuDifficultyHitObject? prevObj1 = null; OsuDifficultyHitObject? prevObj2 = null; double prevAngleNerf = 1; foreach (var loopObj in retrievePastVisibleObjects(currObj).Reverse()) { if (loopObj.Index < 1) continue; // Don't look on the first object of the map 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. if (applyDistanceNerf) loopDifficulty *= (logistic((loopObj.MinimumJumpDistance - 60) / 10) + 0.2) / 1.2; // Reduce density bonus for this object if they're too apart in time // Nerf starts on 1500ms and reaches maximum (*=0) on 3000ms double timeBetweenCurrAndLoopObj = currObj.StartTime - loopObj.StartTime; loopDifficulty *= getTimeNerfFactor(timeBetweenCurrAndLoopObj); if (prevObj0.IsNull()) prevObj0 = (OsuDifficultyHitObject)loopObj.Previous(0); if (prevObj1.IsNull()) prevObj1 = (OsuDifficultyHitObject?)loopObj.Previous(1); if (prevObj2.IsNull()) prevObj2 = (OsuDifficultyHitObject?)loopObj.Previous(2); // Only if next object is slower, representing break from many notes in a row if (loopObj.StrainTime > prevObj0.StrainTime) { // Get rhythm similarity: 1 on same rhythms, 0.5 on 1/4 to 1/2 double rhythmSimilarity = 1 - getRhythmDifference(loopObj.StrainTime, prevObj0.StrainTime); // Make differentiation going from 1/4 to 1/2 and bigger difference // To 1/3 to 1/2 and smaller difference rhythmSimilarity = Math.Clamp(rhythmSimilarity, 0.5, 0.75); rhythmSimilarity = 4 * (rhythmSimilarity - 0.5); // Reduce density for this objects if rhythms are different loopDifficulty *= rhythmSimilarity; } density += loopDifficulty; // Angles nerf if (loopObj.Angle.IsNotNull() && prevObj0.IsNotNull() && prevObj0.Angle.IsNotNull()) { double angleDifference = Math.Abs(prevObj0.Angle.Value - loopObj.Angle.Value); // Assume that very low spacing difference means that angles don't matter if (prevObj0.LazyJumpDistance < OsuDifficultyHitObject.NORMALISED_RADIUS) angleDifference *= Math.Pow(prevObj0.LazyJumpDistance / OsuDifficultyHitObject.NORMALISED_RADIUS, 2); if (loopObj.LazyJumpDistance < OsuDifficultyHitObject.NORMALISED_RADIUS) angleDifference *= Math.Pow(loopObj.LazyJumpDistance / OsuDifficultyHitObject.NORMALISED_RADIUS, 2); // assume worst-case if no angles double angleDifference1 = 0; double angleDifference2 = 0; // Nerf alternating angles case if (prevObj1.IsNotNull() && prevObj2.IsNotNull() && prevObj1.Angle.IsNotNull() && prevObj2.Angle.IsNotNull()) { // Normalized difference angleDifference1 = Math.Abs(prevObj1.Angle.Value - loopObj.Angle.Value) / Math.PI; angleDifference2 = Math.Abs(prevObj2.Angle.Value - prevObj0.Angle.Value) / Math.PI; } // Will be close to 1 if angleDifference1 and angleDifference2 was both close to 0 double alternatingFactor = Math.Pow((1 - angleDifference1) * (1 - angleDifference2), 2); // Be sure to nerf only same rhythms double rhythmFactor = 1 - getRhythmDifference(loopObj.StrainTime, prevObj0.StrainTime); // 0 on different rhythm, 1 on same rhythm if (prevObj1.IsNotNull()) rhythmFactor *= 1 - getRhythmDifference(prevObj0.StrainTime, prevObj1.StrainTime); if (prevObj1.IsNotNull() && prevObj2.IsNotNull()) rhythmFactor *= 1 - getRhythmDifference(prevObj1.StrainTime, prevObj2.StrainTime); // double acuteAngleFactor = 1 - Math.Min(loopObj.Angle.Value, prevObj0.Angle.Value) / Math.PI; double prevAngleAdjust = Math.Max(angleDifference - angleDifference1, 0); prevAngleAdjust *= alternatingFactor; // Nerf if alternating prevAngleAdjust *= rhythmFactor; // Nerf if same rhythms // prevAngleAdjust *= acuteAngleFactor; // no longer needed? angleDifference -= prevAngleAdjust; // Reduce angles nerf if objects are too apart in time // Angle nerf is starting being reduced from 200ms (150BPM jump) and it reduced to 0 on 2000ms double longIntervalFactor = Math.Clamp(1 - (loopObj.StrainTime - 200) / (2000 - 200), 0, 1); // Bandaid to fix Rubik's Cube +EZ double wideness = 0; if (loopObj.Angle.Value > Math.PI * 0.5) { // Goes from 0 to 1 as angle increasing from 90 degrees to 180 wideness = (loopObj.Angle.Value / Math.PI - 0.5) * 2; // Transform into quadratic scaling wideness = 1 - Math.Pow(1 - wideness, 2); } // Angle difference will be considered as 2 times lower if angle is wide angleDifference /= 1 + wideness; // Current angle nerf. Angle difference more than 15 degrees gets no penalty double adjustedAngleDifference = Math.Min(Math.PI / 12, angleDifference); // WARNING - this thing always gives at least 0.5 angle nerf, this is a bug, but removing it completely ruins everything // Theoretically - this issue is fixable by changing multipliers everywhere, // but this is not needed because this bug have no drawbacks outside of algorithm not working as intended double currAngleNerf = Math.Cos(Math.Min(Math.PI / 2, 4 * adjustedAngleDifference)); // Apply the nerf only when it's repeated double angleNerf = Math.Min(currAngleNerf, prevAngleNerf); // But only for sharp angles angleNerf += wideness * (currAngleNerf - angleNerf); densityAnglesNerf += Math.Min(angleNerf, loopDifficulty); prevAngleNerf = currAngleNerf; } else // Assume worst-case if no angles { densityAnglesNerf += loopDifficulty; } prevObj2 = prevObj1; prevObj1 = prevObj0; prevObj0 = loopObj; } // Apply angles nerf density -= Math.Max(0, densityAnglesNerf); return density; } public static double EvaluateOverlapDifficultyOf(DifficultyHitObject current) { var currObj = (OsuDifficultyHitObject)current; double screenOverlapDifficulty = 0; foreach (var loopObj in retrievePastVisibleObjects(currObj)) { double lastOverlapness = 0; foreach (var overlapObj in loopObj.OverlapObjects) { if (overlapObj.HitObject.StartTime + overlapObj.HitObject.Preempt >= currObj.StartTime) break; lastOverlapness = overlapObj.Overlapness; } screenOverlapDifficulty += lastOverlapness; } return overlap_multiplier * Math.Max(0, screenOverlapDifficulty - 0.7); } public static double EvaluateDifficultyOf(DifficultyHitObject current) { if (current.BaseObject is Spinner || current.Index == 0) return 0; double difficulty = Math.Pow(4 * Math.Log(Math.Max(1, EvaluateDensityOf(current))), 2.5); double overlapBonus = EvaluateOverlapDifficultyOf(current) * difficulty; difficulty += overlapBonus; return difficulty; } public static double EvaluateAimingDensityFactorOf(DifficultyHitObject current) { double difficulty = EvaluateDensityOf(current); double overlapBonus = EvaluateOverlapDifficultyOf(current) * difficulty; difficulty += overlapBonus; return Math.Max(0, Math.Pow(difficulty, 1.5) - 1); } // Returns value from 0 to 1, where 0 is very predictable and 1 is very unpredictable public static double EvaluateInpredictabilityOf(DifficultyHitObject current) { // make the sum equal to 1 const double velocity_change_part = 0.8; const double angle_change_part = 0.1; const double rhythm_change_part = 0.1; if (current.BaseObject is Spinner || current.Index == 0 || current.Previous(0).BaseObject is Spinner) return 0; var osuCurrObj = (OsuDifficultyHitObject)current; var osuLastObj = (OsuDifficultyHitObject)current.Previous(0); // Rhythm difference punishment for velocity and angle bonuses double rhythmSimilarity = 1 - getRhythmDifference(osuCurrObj.StrainTime, osuLastObj.StrainTime); // Make differentiation going from 1/4 to 1/2 and bigger difference // To 1/3 to 1/2 and smaller difference rhythmSimilarity = Math.Clamp(rhythmSimilarity, 0.5, 0.75); rhythmSimilarity = 4 * (rhythmSimilarity - 0.5); double velocityChangeBonus = getVelocityChangeFactor(osuCurrObj, osuLastObj) * rhythmSimilarity; double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.StrainTime; double prevVelocity = osuLastObj.LazyJumpDistance / osuLastObj.StrainTime; double angleChangeBonus = 0; if (osuCurrObj.Angle != null && osuLastObj.Angle != null && currVelocity > 0 && prevVelocity > 0) { angleChangeBonus = Math.Pow(Math.Sin((double)((osuCurrObj.Angle - osuLastObj.Angle) / 2)), 2); // Also stealed from xexxar angleChangeBonus *= Math.Min(currVelocity, prevVelocity) / Math.Max(currVelocity, prevVelocity); // Prevent cheesing } angleChangeBonus *= rhythmSimilarity; // This bonus only awards rhythm changes if they're not filled with sliderends double rhythmChangeBonus = 0; if (current.Index > 1) { var osuLastLastObj = (OsuDifficultyHitObject)current.Previous(1); double currDelta = osuCurrObj.StrainTime; double lastDelta = osuLastObj.StrainTime; if (osuLastObj.BaseObject is Slider sliderCurr) { currDelta -= sliderCurr.Duration / osuCurrObj.ClockRate; currDelta = Math.Max(0, currDelta); } if (osuLastLastObj.BaseObject is Slider sliderLast) { lastDelta -= sliderLast.Duration / osuLastObj.ClockRate; lastDelta = Math.Max(0, lastDelta); } rhythmChangeBonus = getRhythmDifference(currDelta, lastDelta); } double result = velocity_change_part * velocityChangeBonus + angle_change_part * angleChangeBonus + rhythm_change_part * rhythmChangeBonus; return result; } private static double getVelocityChangeFactor(OsuDifficultyHitObject osuCurrObj, OsuDifficultyHitObject osuLastObj) { double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.StrainTime; double prevVelocity = osuLastObj.LazyJumpDistance / osuLastObj.StrainTime; double velocityChangeFactor = 0; // https://www.desmos.com/calculator/kqxmqc8pkg if (currVelocity > 0 || prevVelocity > 0) { double velocityChange = Math.Max(0, Math.Min( Math.Abs(prevVelocity - currVelocity) - 0.5 * Math.Min(currVelocity, prevVelocity), Math.Max(((OsuHitObject)osuCurrObj.BaseObject).Radius / Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime), Math.Min(currVelocity, prevVelocity)) )); // Stealed from xexxar velocityChangeFactor = velocityChange / Math.Max(currVelocity, prevVelocity); // maxiumum is 0.4 velocityChangeFactor /= 0.4; } return velocityChangeFactor; } // 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 double getTimeNerfFactor(double deltaTime) { return Math.Clamp(2 - deltaTime / (reading_window_size / 2), 0, 1); } private static double getRhythmDifference(double t1, double t2) => 1 - Math.Min(t1, t2) / Math.Max(t1, t2); private static double logistic(double x) => 1 / (1 + Math.Exp(-x)); } public static class ReadingHiddenEvaluator { public static double EvaluateDifficultyOf(DifficultyHitObject current) { var currObj = (OsuDifficultyHitObject)current; double density = ReadingEvaluator.EvaluateDensityOf(current, false); // Consider that density matters only starting from 3rd note on the screen double densityFactor = Math.Max(0, density - 1) / 4; // This is kinda wrong cuz it returns value bigger than preempt // double timeSpentInvisible = getDurationSpentInvisible(currObj) / 1000 / currObj.ClockRate; // The closer timeSpentInvisible is to 0 -> the less difference there are between NM and HD // So we will reduce base according to this // It will be 0.354 on AR11 value double invisibilityFactor = logistic(currObj.Preempt / 120 - 4); double hdDifficulty = invisibilityFactor + densityFactor; // Scale by inpredictability slightly hdDifficulty *= 0.95 + 0.15 * ReadingEvaluator.EvaluateInpredictabilityOf(current); // Max multiplier is 1.1 return hdDifficulty; } private static double logistic(double x) => 1 / (1 + Math.Exp(-x)); } public static class ReadingHighAREvaluator { public static double EvaluateDifficultyOf(DifficultyHitObject current, bool applyAdjust = false) { var currObj = (OsuDifficultyHitObject)current; double result = GetDifficulty(currObj.Preempt); if (applyAdjust) { double inpredictability = ReadingEvaluator.EvaluateInpredictabilityOf(current); // follow lines make high AR easier, so apply nerf if object isn't new combo inpredictability *= 1 + 0.1 * (800 - currObj.FollowLineTime) / 800; result *= 0.98 + 0.6 * inpredictability; } return result; } // High AR curve // https://www.desmos.com/calculator/srzbeumngi public static double GetDifficulty(double preempt) { // Get preempt in seconds preempt /= 1000; if (preempt < 0.375) // We have stop in the point of AR10.5, the value here = 0.396875, derivative = -10.5833, return 0.63 * Math.Pow(8 - 20 * preempt, 2.0 / 3); // This function is matching live high AR bonus else return Math.Exp(9.07583 - 80.0 * preempt / 3); } } }