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226 lines
9.0 KiB
C#
226 lines
9.0 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.Linq;
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using Humanizer;
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using osu.Framework.Extensions.LocalisationExtensions;
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using osu.Framework.Localisation;
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namespace osu.Game.Utils
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{
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public static class FormatUtils
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{
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/// <summary>
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/// Turns the provided accuracy into a percentage with 2 decimal places.
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/// </summary>
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/// <param name="accuracy">The accuracy to be formatted.</param>
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/// <returns>formatted accuracy in percentage</returns>
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public static LocalisableString FormatAccuracy(this double accuracy)
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{
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// for the sake of display purposes, we don't want to show a user a "rounded up" percentage to the next whole number.
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// ie. a score which gets 89.99999% shouldn't ever show as 90%.
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// the reasoning for this is that cutoffs for grade increases are at whole numbers and displaying the required
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// percentile with a non-matching grade is confusing.
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accuracy = Math.Floor(accuracy * 10000) / 10000;
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return accuracy.ToLocalisableString("0.00%");
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}
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/// <summary>
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/// Formats the supplied rank/leaderboard position in a consistent, simplified way.
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/// </summary>
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/// <param name="rank">The rank/position to be formatted.</param>
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public static string FormatRank(this int rank) => rank.ToMetric(decimals: rank < 100_000 ? 1 : 0);
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/// <summary>
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/// Formats the supplied star rating in a consistent, simplified way.
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/// </summary>
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/// <param name="starRating">The star rating to be formatted.</param>
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public static LocalisableString FormatStarRating(this double starRating) => starRating.ToLocalisableString("0.00");
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/// <summary>
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/// Finds the number of digits after the decimal.
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/// </summary>
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/// <param name="d">The value to find the number of decimal digits for.</param>
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/// <returns>The number decimal digits.</returns>
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public static int FindPrecision(decimal d)
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{
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int precision = 0;
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while (d != Math.Round(d))
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{
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d *= 10;
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precision++;
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}
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return precision;
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}
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/// <summary>
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/// Applies rounding to the given BPM value.
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/// </summary>
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/// <remarks>
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/// Double-rounding is applied intentionally (see https://github.com/ppy/osu/pull/18345#issue-1243311382 for rationale).
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/// </remarks>
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/// <param name="baseBpm">The base BPM to round.</param>
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/// <param name="rate">Rate adjustment, if applicable.</param>
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public static int RoundBPM(double baseBpm, double rate = 1) => (int)Math.Round(Math.Round(baseBpm) * rate);
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/// <summary>
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/// Resampling strain values to certain bin size.
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/// </summary>
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/// <remarks>
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/// The main feature of this resampling is that peak strains will be always preserved.
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/// This means that the highest strain can't be decreased by averaging or interpolation.
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/// </remarks>
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public static double[] ResampleStrains(double[] values, int targetSize)
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{
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// Set to at least one value, what will be 0 in this case
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if (values.Length == 0)
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values = new double[1];
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if (targetSize > values.Length)
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return resamplingUpscale(values, targetSize);
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else if (targetSize < values.Length)
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return resamplingDownscale(values, targetSize);
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return (double[])values.Clone();
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}
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private static double[] resamplingUpscale(double[] values, int targetSize)
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{
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// Create array filled with -inf
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double[] result = Enumerable.Repeat(double.NegativeInfinity, targetSize).ToArray();
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// First and last peaks are constant
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result[0] = values[0];
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result[^1] = values[^1];
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// On the first pass we place peaks
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int sourceIndex = 1;
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int targetIndex = 1;
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// Adjust sizes accounting for the fact that first and last elements already set-up
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int sourceSize = Math.Max(1, values.Length - 1);
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targetSize -= 1;
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for (; targetIndex < targetSize - 1; targetIndex++)
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{
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double sourceProgress = (double)sourceIndex / sourceSize;
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double targetProgressNext = (targetIndex + 1.0) / targetSize;
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// If we reached the point where source is between current and next - then peak is either current or next
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if (sourceProgress <= targetProgressNext)
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{
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double targetProgressCurrent = (double)targetIndex / targetSize;
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double distanceToCurrent = sourceProgress - targetProgressCurrent;
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double distanceToNext = targetProgressNext - sourceProgress;
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// If it's next what is closer - abbadon current and move to next immediatly
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if (distanceToNext < distanceToCurrent)
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{
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result[targetIndex] = double.NegativeInfinity;
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targetIndex++;
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}
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result[targetIndex] = values[sourceIndex];
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sourceIndex++;
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}
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}
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// On second pass we interpolate between peaks
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sourceIndex = 0;
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targetIndex = 1;
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for (; targetIndex < targetSize; targetIndex++)
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{
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// If we're on peak - skip iteration
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if (result[targetIndex] != double.NegativeInfinity)
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{
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sourceIndex++;
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continue;
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}
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double targetProgress = (double)targetIndex / targetSize;
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double previousPeakProgress = (double)sourceIndex / sourceSize;
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double nextPeakProgress = (sourceIndex + 1.0) / sourceSize;
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double distanceToPreviousPeak = targetProgress - previousPeakProgress;
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double distanceToNextPeak = nextPeakProgress - targetProgress;
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double lerpCoef = distanceToPreviousPeak / (distanceToPreviousPeak + distanceToNextPeak);
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double nextValue = sourceIndex + 1 < values.Length ? values[sourceIndex + 1] : values[sourceIndex];
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result[targetIndex] = double.Lerp(values[sourceIndex], nextValue, lerpCoef);
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}
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return result;
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}
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private static double[] resamplingDownscale(double[] values, int targetSize)
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{
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double[] result = new double[targetSize];
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int sourceIndex = 0;
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int targetIndex = 0;
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double currentSampleMax = double.NegativeInfinity;
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for (; sourceIndex < values.Length; sourceIndex++)
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{
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double currentValue = values[sourceIndex];
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double sourceProgress = (sourceIndex + 0.5) / values.Length;
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double targetProgressBorder = (targetIndex + 1.0) / targetSize;
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double distanceToBorder = targetProgressBorder - sourceProgress;
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// Handle transition to next sample
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if (distanceToBorder < 0)
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{
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double targetProgressCurrent = (targetIndex + 0.5) / targetSize;
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double targetProgressNext = (targetIndex + 1.5) / targetSize;
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// Try fit weighted current into still current sample
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// It would always be closer to Next than to Current
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double weight = (targetProgressNext - sourceProgress) / (sourceProgress - targetProgressCurrent);
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double weightedValue = currentValue * weight;
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if (currentSampleMax < weightedValue) currentSampleMax = weightedValue;
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// Flush current max
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result[targetIndex] = currentSampleMax;
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targetIndex++;
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currentSampleMax = double.NegativeInfinity;
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// Try to fit weighted previous into future sample
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if (sourceIndex > 0)
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{
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double prevValue = values[sourceIndex - 1];
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double sourceProgressPrev = (sourceIndex - 0.5) / values.Length;
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// It would always be closer to Current than to Current
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weight = (sourceProgressPrev - targetProgressCurrent) / (targetProgressNext - sourceProgressPrev);
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weightedValue = prevValue * weight;
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currentSampleMax = weightedValue;
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}
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}
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// Replace with maximum of the sample
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if (currentSampleMax < currentValue) currentSampleMax = currentValue;
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}
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// Flush last value
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result[targetIndex] = currentSampleMax;
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return result;
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}
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}
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}
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