using System; using System.Collections.Generic; using System.Linq; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Mods; namespace osu.Game.Rulesets.Taiko.Difficulty.Skills { public class Peaks : Skill { private const double rhythm_skill_multiplier = 0.3 * final_multiplier; private const double colour_skill_multiplier = 0.39 * final_multiplier; private const double stamina_skill_multiplier = 0.33 * final_multiplier; private const double final_multiplier = 0.06; private readonly Rhythm rhythm; private readonly Colour colour; private readonly Stamina stamina; public double ColourDifficultyValue => colour.DifficultyValue() * colour_skill_multiplier; public double RhythmDifficultyValue => rhythm.DifficultyValue() * rhythm_skill_multiplier; public double StaminaDifficultyValue => stamina.DifficultyValue() * stamina_skill_multiplier; public Peaks(Mod[] mods) : base(mods) { rhythm = new Rhythm(mods); colour = new Colour(mods); stamina = new Stamina(mods); } /// /// Returns the p-norm of an n-dimensional vector. /// /// The value of p to calculate the norm for. /// The coefficients of the vector. private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p); public override void Process(DifficultyHitObject current) { rhythm.Process(current); colour.Process(current); stamina.Process(current); } /// /// Returns the combined star rating of the beatmap, calculated using peak strains from all sections of the map. /// /// /// For each section, the peak strains of all separate skills are combined into a single peak strain for the section. /// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more). /// public override double DifficultyValue() { List peaks = new List(); var colourPeaks = colour.GetCurrentStrainPeaks().ToList(); var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList(); var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList(); for (int i = 0; i < colourPeaks.Count; i++) { double colourPeak = colourPeaks[i] * colour_skill_multiplier; double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier; double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier; double peak = norm(1.5, colourPeak, staminaPeak); peak = norm(2, peak, rhythmPeak); // 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. if (peak > 0) peaks.Add(peak); } double difficulty = 0; double weight = 1; foreach (double strain in peaks.OrderByDescending(d => d)) { difficulty += strain * weight; weight *= 0.9; } return difficulty; } } }