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* Calculate hit windows in performance calculator instead of databased difficulty attributes * Apply mods to beatmap difficulty in osu! performance calculator * Remove `GreatHitWindow` difficulty attribute for osu!mania * Remove use of approach rate and overall difficulty attributes for osu! * Remove use of hit window difficulty attributes in osu!taiko * Remove use of approach rate attribute in osu!catch * Remove unused attribute IDs * Code quality * Fix `computeDeviationUpperBound` being called before `greatHitWindow` is set
207 lines
9.1 KiB
C#
207 lines
9.1 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm;
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using osu.Game.Rulesets.Taiko.Difficulty.Skills;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Rulesets.Taiko.Scoring;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public class TaikoDifficultyCalculator : DifficultyCalculator
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{
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private const double difficulty_multiplier = 0.084375;
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private const double rhythm_skill_multiplier = 0.65 * difficulty_multiplier;
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private const double reading_skill_multiplier = 0.100 * difficulty_multiplier;
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private const double colour_skill_multiplier = 0.375 * difficulty_multiplier;
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private const double stamina_skill_multiplier = 0.445 * difficulty_multiplier;
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private double strainLengthBonus;
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private double patternMultiplier;
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private bool isConvert;
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public override int Version => 20241007;
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public TaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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HitWindows hitWindows = new TaikoHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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isConvert = beatmap.BeatmapInfo.Ruleset.OnlineID == 0;
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return new Skill[]
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{
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new Rhythm(mods, hitWindows.WindowFor(HitResult.Great) / clockRate),
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new Reading(mods),
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new Colour(mods),
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new Stamina(mods, false, isConvert),
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new Stamina(mods, true, isConvert)
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};
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}
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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{
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new TaikoModDoubleTime(),
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new TaikoModHalfTime(),
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new TaikoModEasy(),
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new TaikoModHardRock(),
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};
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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var difficultyHitObjects = new List<DifficultyHitObject>();
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var centreObjects = new List<TaikoDifficultyHitObject>();
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var rimObjects = new List<TaikoDifficultyHitObject>();
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var noteObjects = new List<TaikoDifficultyHitObject>();
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// Generate TaikoDifficultyHitObjects from the beatmap's hit objects.
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for (int i = 2; i < beatmap.HitObjects.Count; i++)
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{
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difficultyHitObjects.Add(new TaikoDifficultyHitObject(
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beatmap.HitObjects[i],
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beatmap.HitObjects[i - 1],
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clockRate,
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difficultyHitObjects,
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centreObjects,
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rimObjects,
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noteObjects,
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difficultyHitObjects.Count,
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beatmap.ControlPointInfo,
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beatmap.Difficulty.SliderMultiplier
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));
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}
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TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
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TaikoRhythmDifficultyPreprocessor.ProcessAndAssign(noteObjects);
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return difficultyHitObjects;
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}
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new TaikoDifficultyAttributes { Mods = mods };
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bool isRelax = mods.Any(h => h is TaikoModRelax);
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var rhythm = skills.OfType<Rhythm>().Single();
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var reading = skills.OfType<Reading>().Single();
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var colour = skills.OfType<Colour>().Single();
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var stamina = skills.OfType<Stamina>().Single(s => !s.SingleColourStamina);
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var singleColourStamina = skills.OfType<Stamina>().Single(s => s.SingleColourStamina);
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double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier;
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double readingRating = reading.DifficultyValue() * reading_skill_multiplier;
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double colourRating = colour.DifficultyValue() * colour_skill_multiplier;
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double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier;
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double monoStaminaRating = singleColourStamina.DifficultyValue() * stamina_skill_multiplier;
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double monoStaminaFactor = staminaRating == 0 ? 1 : Math.Pow(monoStaminaRating / staminaRating, 5);
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double colourDifficultStrains = colour.CountTopWeightedStrains();
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double rhythmDifficultStrains = rhythm.CountTopWeightedStrains();
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double staminaDifficultStrains = stamina.CountTopWeightedStrains();
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// As we don't have pattern integration in osu!taiko, we apply the other two skills relative to rhythm.
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patternMultiplier = Math.Pow(staminaRating * colourRating, 0.10);
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strainLengthBonus = 1
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+ Math.Min(Math.Max((staminaDifficultStrains - 1000) / 3700, 0), 0.15)
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+ Math.Min(Math.Max((staminaRating - 7.0) / 1.0, 0), 0.05);
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double combinedRating = combinedDifficultyValue(rhythm, reading, colour, stamina, isRelax, isConvert);
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double starRating = rescale(combinedRating * 1.4);
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TaikoDifficultyAttributes attributes = new TaikoDifficultyAttributes
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{
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StarRating = starRating,
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Mods = mods,
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RhythmDifficulty = rhythmRating,
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ReadingDifficulty = readingRating,
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ColourDifficulty = colourRating,
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StaminaDifficulty = staminaRating,
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MonoStaminaFactor = monoStaminaFactor,
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RhythmTopStrains = rhythmDifficultStrains,
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ColourTopStrains = colourDifficultStrains,
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StaminaTopStrains = staminaDifficultStrains,
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MaxCombo = beatmap.GetMaxCombo(),
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};
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return attributes;
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}
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/// <summary>
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/// Returns the combined star rating of the beatmap, calculated using peak strains from all sections of the map.
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/// </summary>
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/// <remarks>
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/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
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/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
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/// </remarks>
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private double combinedDifficultyValue(Rhythm rhythm, Reading reading, Colour colour, Stamina stamina, bool isRelax, bool isConvert)
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{
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List<double> peaks = new List<double>();
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var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
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var readingPeaks = reading.GetCurrentStrainPeaks().ToList();
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var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
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var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
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for (int i = 0; i < colourPeaks.Count; i++)
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{
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double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier * patternMultiplier;
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double readingPeak = readingPeaks[i] * reading_skill_multiplier;
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double colourPeak = isRelax ? 0 : colourPeaks[i] * colour_skill_multiplier; // There is no colour difficulty in relax.
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double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier * strainLengthBonus;
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staminaPeak /= isConvert || isRelax ? 1.5 : 1.0; // Available finger count is increased by 150%, thus we adjust accordingly.
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double peak = DifficultyCalculationUtils.Norm(2, DifficultyCalculationUtils.Norm(1.5, colourPeak, staminaPeak), rhythmPeak, readingPeak);
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// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
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// These sections will not contribute to the difficulty.
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if (peak > 0)
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peaks.Add(peak);
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}
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double difficulty = 0;
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double weight = 1;
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foreach (double strain in peaks.OrderDescending())
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{
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difficulty += strain * weight;
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weight *= 0.9;
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}
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return difficulty;
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}
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/// <summary>
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/// Applies a final re-scaling of the star rating.
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/// </summary>
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/// <param name="sr">The raw star rating value before re-scaling.</param>
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private static double rescale(double sr)
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{
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if (sr < 0)
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return sr;
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return 10.43 * Math.Log(sr / 8 + 1);
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}
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}
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}
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