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Although this isn't necessary for existing official rulesets and calculators, custom calculators can have use cases for accessing mods in difficulty calculation. For example, accounting for the effects of visual mods.
210 lines
8.9 KiB
C#
210 lines
8.9 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.Framework.Audio.Track;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Game.Beatmaps;
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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.Mods;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Difficulty
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{
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public abstract class DifficultyCalculator
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{
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/// <summary>
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/// The length of each strain section.
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/// </summary>
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protected virtual int SectionLength => 400;
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private readonly Ruleset ruleset;
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private readonly WorkingBeatmap beatmap;
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protected DifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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{
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this.ruleset = ruleset;
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this.beatmap = beatmap;
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}
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/// <summary>
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/// Calculates the difficulty of the beatmap using a specific mod combination.
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/// </summary>
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/// <param name="mods">The mods that should be applied to the beatmap.</param>
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/// <returns>A structure describing the difficulty of the beatmap.</returns>
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public DifficultyAttributes Calculate(params Mod[] mods)
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{
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mods = mods.Select(m => m.CreateCopy()).ToArray();
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IBeatmap playableBeatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo, mods);
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var track = new TrackVirtual(10000);
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mods.OfType<IApplicableToTrack>().ForEach(m => m.ApplyToTrack(track));
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return calculate(playableBeatmap, mods, track.Rate);
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}
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/// <summary>
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/// Calculates the difficulty of the beatmap using all mod combinations applicable to the beatmap.
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/// </summary>
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/// <returns>A collection of structures describing the difficulty of the beatmap for each mod combination.</returns>
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public IEnumerable<DifficultyAttributes> CalculateAll()
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{
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foreach (var combination in CreateDifficultyAdjustmentModCombinations())
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{
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if (combination is MultiMod multi)
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yield return Calculate(multi.Mods);
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else
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yield return Calculate(combination);
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}
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}
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private DifficultyAttributes calculate(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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var skills = CreateSkills(beatmap, mods);
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if (!beatmap.HitObjects.Any())
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return CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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var difficultyHitObjects = SortObjects(CreateDifficultyHitObjects(beatmap, clockRate)).ToList();
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double sectionLength = SectionLength * clockRate;
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// The first object doesn't generate a strain, so we begin with an incremented section end
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double currentSectionEnd = Math.Ceiling(beatmap.HitObjects.First().StartTime / sectionLength) * sectionLength;
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foreach (DifficultyHitObject h in difficultyHitObjects)
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{
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while (h.BaseObject.StartTime > currentSectionEnd)
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{
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foreach (Skill s in skills)
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{
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s.SaveCurrentPeak();
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s.StartNewSectionFrom(currentSectionEnd);
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}
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currentSectionEnd += sectionLength;
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}
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foreach (Skill s in skills)
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s.Process(h);
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}
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// The peak strain will not be saved for the last section in the above loop
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foreach (Skill s in skills)
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s.SaveCurrentPeak();
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return CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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}
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/// <summary>
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/// Sorts a given set of <see cref="DifficultyHitObject"/>s.
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/// </summary>
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/// <param name="input">The <see cref="DifficultyHitObject"/>s to sort.</param>
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/// <returns>The sorted <see cref="DifficultyHitObject"/>s.</returns>
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protected virtual IEnumerable<DifficultyHitObject> SortObjects(IEnumerable<DifficultyHitObject> input)
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=> input.OrderBy(h => h.BaseObject.StartTime);
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/// <summary>
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/// Creates all <see cref="Mod"/> combinations which adjust the <see cref="Beatmap"/> difficulty.
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/// </summary>
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public Mod[] CreateDifficultyAdjustmentModCombinations()
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{
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return createDifficultyAdjustmentModCombinations(DifficultyAdjustmentMods, Array.Empty<Mod>()).ToArray();
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static IEnumerable<Mod> createDifficultyAdjustmentModCombinations(ReadOnlyMemory<Mod> remainingMods, IEnumerable<Mod> currentSet, int currentSetCount = 0)
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{
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// Return the current set.
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switch (currentSetCount)
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{
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case 0:
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// Initial-case: Empty current set
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yield return new ModNoMod();
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break;
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case 1:
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yield return currentSet.Single();
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break;
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default:
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yield return new MultiMod(currentSet.ToArray());
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break;
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}
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// Apply the rest of the remaining mods recursively.
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for (int i = 0; i < remainingMods.Length; i++)
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{
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var (nextSet, nextCount) = flatten(remainingMods.Span[i]);
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// Check if any mods in the next set are incompatible with any of the current set.
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if (currentSet.SelectMany(m => m.IncompatibleMods).Any(c => nextSet.Any(c.IsInstanceOfType)))
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continue;
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// Check if any mods in the next set are the same type as the current set. Mods of the exact same type are not incompatible with themselves.
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if (currentSet.Any(c => nextSet.Any(n => c.GetType() == n.GetType())))
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continue;
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// If all's good, attach the next set to the current set and recurse further.
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foreach (var combo in createDifficultyAdjustmentModCombinations(remainingMods.Slice(i + 1), currentSet.Concat(nextSet), currentSetCount + nextCount))
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yield return combo;
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}
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}
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// Flattens a mod hierarchy (through MultiMod) as an IEnumerable<Mod>
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static (IEnumerable<Mod> set, int count) flatten(Mod mod)
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{
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if (!(mod is MultiMod multi))
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return (mod.Yield(), 1);
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IEnumerable<Mod> set = Enumerable.Empty<Mod>();
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int count = 0;
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foreach (var nested in multi.Mods)
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{
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var (nestedSet, nestedCount) = flatten(nested);
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set = set.Concat(nestedSet);
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count += nestedCount;
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}
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return (set, count);
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}
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}
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/// <summary>
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/// Retrieves all <see cref="Mod"/>s which adjust the <see cref="Beatmap"/> difficulty.
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/// </summary>
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protected virtual Mod[] DifficultyAdjustmentMods => Array.Empty<Mod>();
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/// <summary>
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/// Creates <see cref="DifficultyAttributes"/> to describe beatmap's calculated difficulty.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty was calculated.</param>
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/// <param name="mods">The <see cref="Mod"/>s that difficulty was calculated with.</param>
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/// <param name="skills">The skills which processed the beatmap.</param>
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/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
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protected abstract DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate);
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/// <summary>
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/// Enumerates <see cref="DifficultyHitObject"/>s to be processed from <see cref="HitObject"/>s in the <see cref="IBeatmap"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> providing the <see cref="HitObject"/>s to enumerate.</param>
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/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
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/// <returns>The enumerated <see cref="DifficultyHitObject"/>s.</returns>
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protected abstract IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate);
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/// <summary>
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/// Creates the <see cref="Skill"/>s to calculate the difficulty of an <see cref="IBeatmap"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty will be calculated.</param>
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/// <param name="mods">Mods to calculate difficulty with.</param>
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/// <returns>The <see cref="Skill"/>s.</returns>
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protected abstract Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods);
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}
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}
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