// 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.Mania.Beatmaps; using osu.Game.Rulesets.Mania.Mods; using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mods; namespace osu.Game.Rulesets.Mania.Difficulty { internal class ManiaDifficultyCalculator : DifficultyCalculator { private const double star_scaling_factor = 0.018; /// /// 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 = 400; /// /// The weighting of each strain value decays to this number * it's previous value /// private const double decay_weight = 0.9; private readonly bool isForCurrentRuleset; public ManiaDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap) : base(ruleset, beatmap) { isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.Equals(ruleset.RulesetInfo); } protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate) { if (!beatmap.HitObjects.Any()) return new ManiaDifficultyAttributes(mods, 0); var difficultyHitObjects = new List(); int columnCount = ((ManiaBeatmap)beatmap).TotalColumns; // Sort DifficultyHitObjects by StartTime of the HitObjects - just to make sure. // Note: Stable sort is done so that the ordering of hitobjects with equal start times doesn't change difficultyHitObjects.AddRange(beatmap.HitObjects.Select(h => new ManiaHitObjectDifficulty((ManiaHitObject)h, columnCount)).OrderBy(h => h.BaseHitObject.StartTime)); if (!calculateStrainValues(difficultyHitObjects, timeRate)) return new DifficultyAttributes(mods, 0); double starRating = calculateDifficulty(difficultyHitObjects, timeRate) * star_scaling_factor; return new ManiaDifficultyAttributes(mods, starRating) { // Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be remoevd in the future GreatHitWindow = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / timeRate }; } private bool calculateStrainValues(List objects, double timeRate) { // Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment. using (var hitObjectsEnumerator = objects.GetEnumerator()) { if (!hitObjectsEnumerator.MoveNext()) return false; ManiaHitObjectDifficulty current = hitObjectsEnumerator.Current; // First hitObject starts at strain 1. 1 is the default for strain values, so we don't need to set it here. See DifficultyHitObject. while (hitObjectsEnumerator.MoveNext()) { var next = hitObjectsEnumerator.Current; next?.CalculateStrains(current, timeRate); current = next; } return true; } } private double calculateDifficulty(List objects, double timeRate) { double actualStrainStep = strain_step * timeRate; // Find the highest strain value within each strain step List highestStrains = new List(); double intervalEndTime = actualStrainStep; double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval ManiaHitObjectDifficulty previousHitObject = null; foreach (var 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 individualDecay = Math.Pow(ManiaHitObjectDifficulty.INDIVIDUAL_DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000); double overallDecay = Math.Pow(ManiaHitObjectDifficulty.OVERALL_DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000); maximumStrain = previousHitObject.IndividualStrain * individualDecay + previousHitObject.OverallStrain * overallDecay; } // Go to the next time interval intervalEndTime += actualStrainStep; } // Obtain maximum strain double strain = hitObject.IndividualStrain + hitObject.OverallStrain; maximumStrain = Math.Max(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; } protected override Mod[] DifficultyAdjustmentMods { get { var mods = new Mod[] { new ManiaModDoubleTime(), new ManiaModHalfTime(), new ManiaModEasy(), new ManiaModHardRock(), }; if (isForCurrentRuleset) return mods; // if we are a convert, we can be played in any key mod. return mods.Concat(new Mod[] { new ManiaModKey1(), new ManiaModKey2(), new ManiaModKey3(), new ManiaModKey4(), new ManiaModKey5(), new ManiaModKey6(), new ManiaModKey7(), new ManiaModKey8(), new ManiaModKey9(), }).ToArray(); } } } }