// 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.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Mods; namespace osu.Game.Rulesets.Difficulty.Skills { /// /// Used to processes strain values of s, keep track of strain levels caused by the processed objects /// and to calculate a final difficulty value representing the difficulty of hitting all the processed objects. /// public abstract class StrainSkill : Skill { /// /// The weight by which each strain value decays. /// protected virtual double DecayWeight => 0.9; /// /// The length of each strain section. /// protected virtual int SectionLength => 400; private double currentSectionPeak; // We also keep track of the peak strain level in the current section. private double currentSectionEnd; private readonly List strainPeaks = new List(); protected StrainSkill(Mod[] mods) : base(mods) { } /// /// Returns the strain value at . This value is calculated with or without respect to previous objects. /// protected abstract double StrainValueAt(DifficultyHitObject current); /// /// Process a and update current strain values accordingly. /// public sealed override void Process(DifficultyHitObject current) { // The first object doesn't generate a strain, so we begin with an incremented section end if (current.Index == 0) currentSectionEnd = Math.Ceiling(current.StartTime / SectionLength) * SectionLength; while (current.StartTime > currentSectionEnd) { saveCurrentPeak(); startNewSectionFrom(currentSectionEnd, current); currentSectionEnd += SectionLength; } currentSectionPeak = Math.Max(StrainValueAt(current), currentSectionPeak); } /// /// Saves the current peak strain level to the list of strain peaks, which will be used to calculate an overall difficulty. /// private void saveCurrentPeak() { strainPeaks.Add(currentSectionPeak); } /// /// Sets the initial strain level for a new section. /// /// The beginning of the new section in milliseconds. /// The current hit object. private void startNewSectionFrom(double time, DifficultyHitObject current) { // The maximum strain of the new section is not zero by default // This means we need to capture the strain level at the beginning of the new section, and use that as the initial peak level. currentSectionPeak = CalculateInitialStrain(time, current); } /// /// Retrieves the peak strain at a point in time. /// /// The time to retrieve the peak strain at. /// The current hit object. /// The peak strain. protected abstract double CalculateInitialStrain(double time, DifficultyHitObject current); /// /// Returns a live enumerable of the peak strains for each section of the beatmap, /// including the peak of the current section. /// public IEnumerable GetCurrentStrainPeaks() => strainPeaks.Append(currentSectionPeak); /// /// Returns the calculated difficulty value representing all s that have been processed up to this point. /// public override double DifficultyValue() { double difficulty = 0; double weight = 1; // Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871). // These sections will not contribute to the difficulty. var peaks = GetCurrentStrainPeaks().Where(p => p > 0); // Difficulty is the weighted sum of the highest strains from every section. // We're sorting from highest to lowest strain. foreach (double strain in peaks.OrderDescending()) { difficulty += strain * weight; weight *= DecayWeight; } return difficulty; } } }