// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Generic; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing; using osu.Game.Rulesets.Osu.OsuDifficulty.Utils; namespace osu.Game.Rulesets.Osu.OsuDifficulty.Skills { public abstract class Skill { protected abstract double skillMultiplier { get; } protected abstract double strainDecayBase { get; } protected OsuDifficultyHitObject current; protected History previous = new History(2); // Contained objects not used yet private double currentStrain = 1; // We keep track of the strain level at all times throughout the beatmap. private double currentSectionPeak = 1; // We also keep track of the peak strain level in the current section. private List strainPeaks = new List(); /// /// Process a HitObject and update current strain values accordingly. /// public void Process(OsuDifficultyHitObject h) { current = h; currentStrain *= strainDecay(current.MS); if (!(current.BaseObject is Spinner)) currentStrain += strainValue() * skillMultiplier; currentSectionPeak = Math.Max(currentStrain, currentSectionPeak); previous.Push(current); } /// /// Saves the current peak strain level to the list of strain peaks, which will be used to calculate an overall difficulty. /// public void SaveCurrentPeak() { if (previous.Count > 0) strainPeaks.Add(currentSectionPeak); } /// /// Sets the initial strain level for a new section. /// /// The beginning of the new section in milliseconds public void StartNewSectionFrom(double offset) { // The maximum strain of the new section is not zero by default, strain decays as usual regardless of section boundaries. // This means we need to capture the strain level at the beginning of the new section, and use that as the initial peak level. if (previous.Count > 0) currentSectionPeak = currentStrain * strainDecay(offset - previous[0].BaseObject.StartTime); } /// /// Returns the calculated difficulty value representing all currently processed HitObjects. /// public double DifficultyValue() { strainPeaks.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain. double difficulty = 0; double weight = 1; // Difficulty is the weighted sum of the highest strains from every section. foreach (double strain in strainPeaks) { difficulty += strain * weight; weight *= 0.9; } return difficulty; } protected abstract double strainValue(); private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000); } }