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374 lines
16 KiB
C#
374 lines
16 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.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Skills;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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// Main class with some util functions
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public static class ReadingEvaluator
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{
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private const double reading_window_size = 3000;
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private const double overlap_multiplier = 1;
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public static double EvaluateDensityOf(DifficultyHitObject current, bool applyDistanceNerf = true, bool applySliderbodyDensity = true, double angleNerfMultiplier = 1.0)
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{
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var currObj = (OsuDifficultyHitObject)current;
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double density = 0;
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double densityAnglesNerf = -2; // we have threshold of 2
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// Despite being called prev, it's actually more late in time
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OsuDifficultyHitObject prevObj0 = currObj;
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var readingObjects = currObj.ReadingObjects;
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for (int i = 0; i < readingObjects.Count; i++)
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{
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var loopObj = readingObjects[i].HitObject;
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if (loopObj.Index < 1)
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continue; // Don't look on the first object of the map
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double loopDifficulty = currObj.OpacityAt(loopObj.BaseObject.StartTime, false);
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// Small distances means objects may be cheesed, so it doesn't matter whether they are arranged confusingly.
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if (applyDistanceNerf) loopDifficulty *= (logistic((loopObj.MinimumJumpDistance - 80) / 10) + 0.2) / 1.2;
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// Additional buff for long sliderbodies. OVERBUFFED ON PURPOSE
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if (applySliderbodyDensity && loopObj.BaseObject is Slider slider)
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{
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// In radiuses, with minimal of 1
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double sliderBodyLength = Math.Max(1, slider.Velocity * slider.SpanDuration / slider.Radius);
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// Bandaid to fix abuze
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sliderBodyLength = Math.Min(sliderBodyLength, 1 + slider.LazyTravelDistance / 8);
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// The maximum is 3x buff
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double sliderBodyBuff = Math.Log10(sliderBodyLength);
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// Limit the max buff to prevent abuse with very long sliders.
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// With explicit coverage of cases like one very long slider on the map, or just very few objects visible before/after.
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double maxBuff = 0.5;
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if (i > 0) maxBuff += 1;
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if (i < readingObjects.Count - 1) maxBuff += 1;
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loopDifficulty *= 1 + 1.5 * Math.Min(sliderBodyBuff, maxBuff);
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}
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// Reduce density bonus for this object if they're too apart in time
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// Nerf starts on 1500ms and reaches maximum (*=0) on 3000ms
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double timeBetweenCurrAndLoopObj = currObj.StartTime - loopObj.StartTime;
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loopDifficulty *= getTimeNerfFactor(timeBetweenCurrAndLoopObj);
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// Only if next object is slower, representing break from many notes in a row
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if (loopObj.StrainTime > prevObj0.StrainTime)
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{
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// Get rhythm similarity: 1 on same rhythms, 0.5 on 1/4 to 1/2
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double rhythmSimilarity = 1 - getRhythmDifference(loopObj.StrainTime, prevObj0.StrainTime);
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// Make differentiation going from 1/4 to 1/2 and bigger difference
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// To 1/3 to 1/2 and smaller difference
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rhythmSimilarity = Math.Clamp(rhythmSimilarity, 0.5, 0.75);
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rhythmSimilarity = 4 * (rhythmSimilarity - 0.5);
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// Reduce density for this objects if rhythms are different
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loopDifficulty *= rhythmSimilarity;
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}
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density += loopDifficulty;
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// Angles nerf
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double angleNerf = (loopObj.AnglePredictability / 2) + 0.5;
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densityAnglesNerf += angleNerf * loopDifficulty * angleNerfMultiplier;
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prevObj0 = loopObj;
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}
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// Apply angles nerf
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density -= Math.Max(0, densityAnglesNerf);
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return density;
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}
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public static double EvaluateOverlapDifficultyOf(DifficultyHitObject current)
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{
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var currObj = (OsuDifficultyHitObject)current;
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double screenOverlapDifficulty = 0;
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if (currObj.ReadingObjects.Count == 0)
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return 0;
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var overlapDifficulties = new List<(OsuDifficultyHitObject HitObject, double Difficulty)>();
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var readingObjects = currObj.ReadingObjects;
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// Find initial overlap values
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for (int i = 0; i < readingObjects.Count; i++)
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{
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var loopObj = readingObjects[i].HitObject;
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var loopReadingObjects = (List<OsuDifficultyHitObject.ReadingObject>)loopObj.ReadingObjects;
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if (loopReadingObjects.Count == 0)
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continue;
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double targetStartTime = currObj.StartTime - currObj.Preempt;
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double overlapness = boundBinarySearch(loopReadingObjects, targetStartTime);
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if (overlapness > 0) overlapDifficulties.Add((loopObj, overlapness));
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}
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if (overlapDifficulties.Count == 0)
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return 0;
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var sortedDifficulties = overlapDifficulties.OrderByDescending(d => d.Difficulty).ToList();
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// Nerf overlap values of easier notes that are in the same place as hard notes
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for (int i = 0; i < sortedDifficulties.Count; i++)
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{
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var harderObject = sortedDifficulties[i];
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// Look for all easier objects
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for (int j = i + 1; j < sortedDifficulties.Count; j++)
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{
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var easierObject = sortedDifficulties[j];
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// Get the overlap value
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double overlapValue = 0;
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// OverlapValues dict only contains prev objects, so be sure to use right object
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if (harderObject.HitObject.Index > easierObject.HitObject.Index)
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harderObject.HitObject.OverlapValues.TryGetValue(easierObject.HitObject.Index, out overlapValue);
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else
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easierObject.HitObject.OverlapValues.TryGetValue(harderObject.HitObject.Index, out overlapValue);
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// Nerf easier object if it overlaps in the same place as hard one
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easierObject.Difficulty *= Math.Pow(1 - overlapValue, 2);
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}
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}
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const double decay_weight = 0.5;
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const double threshold = 0.6;
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double weight = 1.0;
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// Sum the overlap values to get difficulty
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foreach (var diffObject in sortedDifficulties.Where(d => d.Difficulty > threshold).OrderByDescending(d => d.Difficulty))
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{
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// Add weighted difficulty
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screenOverlapDifficulty += Math.Max(0, diffObject.Difficulty - threshold) * weight;
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weight *= decay_weight;
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}
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return overlap_multiplier * Math.Max(0, screenOverlapDifficulty);
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}
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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if (current.BaseObject is Spinner || current.Index == 0)
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return 0;
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double difficulty = Math.Pow(4 * Math.Log(Math.Max(1, EvaluateDensityOf(current, true, true))), 2.5);
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double overlapBonus = EvaluateOverlapDifficultyOf(current) * difficulty;
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difficulty += overlapBonus;
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return difficulty;
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}
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public static double EvaluateAimingDensityFactorOf(DifficultyHitObject current)
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{
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double difficulty = EvaluateDensityOf(current, true, false, 0.5);
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return Math.Max(0, Math.Pow(difficulty, 1.37) - 1);
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}
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// Returns value from 0 to 1, where 0 is very predictable and 1 is very unpredictable
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public static double EvaluateInpredictabilityOf(DifficultyHitObject current)
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{
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// make the sum equal to 1
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const double velocity_change_part = 0.8;
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const double angle_change_part = 0.1;
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const double rhythm_change_part = 0.1;
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if (current.BaseObject is Spinner || current.Index == 0 || current.Previous(0).BaseObject is Spinner)
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return 0;
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var osuCurrObj = (OsuDifficultyHitObject)current;
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var osuLastObj = (OsuDifficultyHitObject)current.Previous(0);
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// Rhythm difference punishment for velocity and angle bonuses
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double rhythmSimilarity = 1 - getRhythmDifference(osuCurrObj.StrainTime, osuLastObj.StrainTime);
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// Make differentiation going from 1/4 to 1/2 and bigger difference
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// To 1/3 to 1/2 and smaller difference
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rhythmSimilarity = Math.Clamp(rhythmSimilarity, 0.5, 0.75);
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rhythmSimilarity = 4 * (rhythmSimilarity - 0.5);
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double velocityChangeBonus = getVelocityChangeFactor(osuCurrObj, osuLastObj) * rhythmSimilarity;
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double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.StrainTime;
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double prevVelocity = osuLastObj.LazyJumpDistance / osuLastObj.StrainTime;
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double angleChangeBonus = 0;
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if (osuCurrObj.Angle != null && osuLastObj.Angle != null && currVelocity > 0 && prevVelocity > 0)
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{
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angleChangeBonus = 1 - osuCurrObj.AnglePredictability;
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angleChangeBonus *= Math.Min(currVelocity, prevVelocity) / Math.Max(currVelocity, prevVelocity); // Prevent cheesing
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}
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angleChangeBonus *= rhythmSimilarity;
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// This bonus only awards rhythm changes if they're not filled with sliderends
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double rhythmChangeBonus = 0;
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if (current.Index > 1)
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{
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var osuLastLastObj = (OsuDifficultyHitObject)current.Previous(1);
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double currDelta = osuCurrObj.StrainTime;
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double lastDelta = osuLastObj.StrainTime;
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if (osuLastObj.BaseObject is Slider sliderCurr)
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{
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currDelta -= sliderCurr.Duration / osuCurrObj.ClockRate;
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currDelta = Math.Max(0, currDelta);
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}
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if (osuLastLastObj.BaseObject is Slider sliderLast)
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{
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lastDelta -= sliderLast.Duration / osuLastObj.ClockRate;
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lastDelta = Math.Max(0, lastDelta);
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}
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rhythmChangeBonus = getRhythmDifference(currDelta, lastDelta);
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}
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double result = velocity_change_part * velocityChangeBonus + angle_change_part * angleChangeBonus + rhythm_change_part * rhythmChangeBonus;
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return result;
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}
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private static double getVelocityChangeFactor(OsuDifficultyHitObject osuCurrObj, OsuDifficultyHitObject osuLastObj)
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{
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double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.StrainTime;
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double prevVelocity = osuLastObj.LazyJumpDistance / osuLastObj.StrainTime;
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double velocityChangeFactor = 0;
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// https://www.desmos.com/calculator/kqxmqc8pkg
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if (currVelocity > 0 || prevVelocity > 0)
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{
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double velocityChange = Math.Max(0,
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Math.Min(
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Math.Abs(prevVelocity - currVelocity) - 0.5 * Math.Min(currVelocity, prevVelocity),
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Math.Max(((OsuHitObject)osuCurrObj.BaseObject).Radius / Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime), Math.Min(currVelocity, prevVelocity))
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)); // Stealed from xexxar
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velocityChangeFactor = velocityChange / Math.Max(currVelocity, prevVelocity); // maxiumum is 0.4
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velocityChangeFactor /= 0.4;
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}
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return velocityChangeFactor;
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}
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private static double getTimeNerfFactor(double deltaTime) => Math.Clamp(2 - deltaTime / (reading_window_size / 2), 0, 1);
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private static double getRhythmDifference(double t1, double t2) => 1 - Math.Min(t1, t2) / Math.Max(t1, t2);
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private static double logistic(double x) => 1 / (1 + Math.Exp(-x));
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// Finds the overlapness of the last object for which StartTime lower than target
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private static double boundBinarySearch(List<OsuDifficultyHitObject.ReadingObject> arr, double target)
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{
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int low = 0;
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int mid;
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int high = arr.Count;
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int result = -1;
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while (low < high)
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{
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mid = low + (high - low) / 2;
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if (arr[mid].HitObject.StartTime >= target)
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{
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result = mid;
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low = mid + 1;
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}
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else high = mid - 1;
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}
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if (result == -1) return 0;
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return arr[result].Overlapness;
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}
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}
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public static class ReadingHiddenEvaluator
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{
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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var currObj = (OsuDifficultyHitObject)current;
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double density = ReadingEvaluator.EvaluateDensityOf(current, false, false);
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double preempt = currObj.Preempt / 1000;
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double densityFactor = Math.Pow(density / 6.2, 1.5);
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double invisibilityFactor;
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// AR11+DT and faster = 0 HD pp unless density is big
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if (preempt < 0.2) invisibilityFactor = 0;
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// Else accelerating growth until around ART0, then linear, and starting from AR5 is 3 times faster again to buff AR0 +HD
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else invisibilityFactor = Math.Min(Math.Pow(preempt * 2.4 - 0.2, 5), Math.Max(preempt, preempt * 3 - 2.4));
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double hdDifficulty = invisibilityFactor + densityFactor;
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// Scale by inpredictability slightly
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hdDifficulty *= 0.96 + 0.1 * ReadingEvaluator.EvaluateInpredictabilityOf(current); // Max multiplier is 1.1
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return hdDifficulty;
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}
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}
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public static class ReadingHighAREvaluator
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{
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public static double EvaluateDifficultyOf(DifficultyHitObject current, bool applyAdjust = false)
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{
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var currObj = (OsuDifficultyHitObject)current;
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double result = GetDifficulty(currObj.Preempt);
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if (applyAdjust)
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{
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double inpredictability = ReadingEvaluator.EvaluateInpredictabilityOf(current);
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// follow lines make high AR easier, so apply nerf if object isn't new combo
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inpredictability *= 1 + 0.1 * (800 - currObj.FollowLineTime) / 800;
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result *= 0.98 + 0.6 * inpredictability;
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}
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return result;
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}
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// High AR curve (this curve is without Math.Pow(value, 2))
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// https://www.desmos.com/calculator/xuuwd77cbq
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public static double GetDifficulty(double preempt)
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{
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// Get preempt in seconds
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preempt /= 1000;
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double value;
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if (preempt < 0.375) // We have stop in the point of AR10.5, the value here = 0.396875, derivative = -10.5833,
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value = 0.63 * Math.Pow(8 - 20 * preempt, 2.0 / 3); // This function is matching live high AR bonus
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else
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value = Math.Exp(9.07583 - 80.0 * preempt / 3);
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return Math.Pow(value, 1.0 / ReadingHighAR.MECHANICAL_PP_POWER);
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}
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}
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}
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