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163 lines
7.1 KiB
C#
163 lines
7.1 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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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.Mods;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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public class CatchDifficultyCalculator : DifficultyCalculator
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{
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private const double star_scaling_factor = 0.145;
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private const float playfield_width = CatchPlayfield.BASE_WIDTH;
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private readonly List<CatchDifficultyHitObject> difficultyHitObjects = new List<CatchDifficultyHitObject>();
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public CatchDifficultyCalculator(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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public CatchDifficultyCalculator(IBeatmap beatmap, Mod[] mods)
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: base(beatmap, mods)
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{
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}
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
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{
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difficultyHitObjects.Clear();
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float circleSize = Beatmap.BeatmapInfo.BaseDifficulty.CircleSize;
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float catcherWidth = ((1.0f - 0.7f * (circleSize - 5) / 5) * 0.62064f) * CatcherArea.CATCHER_SIZE;
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float catcherWidthHalf = catcherWidth / 2;
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catcherWidthHalf *= 0.8f;
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foreach (var hitObject in Beatmap.HitObjects)
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{
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// We want to only consider fruits that contribute to the combo. Droplets are addressed as accuracy and spinners are not relevant for "skill" calculations.
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if (hitObject is Fruit)
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{
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difficultyHitObjects.Add(new CatchDifficultyHitObject((CatchHitObject)hitObject, catcherWidthHalf));
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}
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if (hitObject is JuiceStream)
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{
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IEnumerator<HitObject> nestedHitObjectsEnumerator = hitObject.NestedHitObjects.GetEnumerator();
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while (nestedHitObjectsEnumerator.MoveNext())
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{
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CatchHitObject objectInJuiceStream = (CatchHitObject)nestedHitObjectsEnumerator.Current;
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if (!(objectInJuiceStream is TinyDroplet))
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difficultyHitObjects.Add(new CatchDifficultyHitObject(objectInJuiceStream, catcherWidthHalf));
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}
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// Dispose the enumerator after counting all fruits.
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nestedHitObjectsEnumerator.Dispose();
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}
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}
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difficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime));
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if (!CalculateStrainValues()) return 0;
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double starRating = Math.Sqrt(CalculateDifficulty()) * star_scaling_factor;
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if (categoryDifficulty != null)
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{
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categoryDifficulty["Aim"] = starRating;
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double ar = Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate;
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double preEmpt = BeatmapDifficulty.DifficultyRange(ar, 1800, 1200, 450) / TimeRate;
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categoryDifficulty["AR"] = (preEmpt > 1200.0) ? -(preEmpt - 1800.0) / 120.0 : (-(preEmpt - 1200.0) / 150.0) + 5.0;
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categoryDifficulty["Max combo"] = difficultyHitObjects.Count;
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}
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return starRating;
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}
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protected bool CalculateStrainValues()
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{
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// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
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using (List<CatchDifficultyHitObject>.Enumerator hitObjectsEnumerator = difficultyHitObjects.GetEnumerator())
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{
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if (!hitObjectsEnumerator.MoveNext()) return false;
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CatchDifficultyHitObject currentHitObject = hitObjectsEnumerator.Current;
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// First hitObject starts at strain 1. 1 is the default for strain values, so we don't need to set it here. See DifficultyHitObject.
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while (hitObjectsEnumerator.MoveNext())
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{
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CatchDifficultyHitObject nextHitObject = hitObjectsEnumerator.Current;
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if (nextHitObject != null)
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nextHitObject.CalculateStrains(currentHitObject, TimeRate);
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currentHitObject = nextHitObject;
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}
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return true;
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}
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}
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/// <summary>
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/// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size STRAIN_STEP.
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/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
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/// The higher this value, the less strains there will be, indirectly giving long beatmaps an advantage.
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/// </summary>
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private const double strain_step = 750;
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/// <summary>
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/// The weighting of each strain value decays to this number * it's previous value
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/// </summary>
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private const double decay_weight = 0.94;
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protected double CalculateDifficulty()
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{
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// The strain step needs to be adjusted for the algorithm to be considered equal with speed changing mods
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double actualStrainStep = strain_step * TimeRate;
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// Find the highest strain value within each strain step
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List<double> highestStrains = new List<double>();
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double intervalEndTime = actualStrainStep;
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double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval
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CatchDifficultyHitObject previousHitObject = null;
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foreach (CatchDifficultyHitObject hitObject in difficultyHitObjects)
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{
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// While we are beyond the current interval push the currently available maximum to our strain list
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while (hitObject.BaseHitObject.StartTime > intervalEndTime)
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{
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highestStrains.Add(maximumStrain);
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// The maximum strain of the next interval is not zero by default! We need to take the last hitObject we encountered, take its strain and apply the decay
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// until the beginning of the next interval.
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if (previousHitObject == null)
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{
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maximumStrain = 0;
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}
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else
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{
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double decay = Math.Pow(CatchDifficultyHitObject.DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000);
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maximumStrain = previousHitObject.Strain * decay;
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}
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// Go to the next time interval
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intervalEndTime += actualStrainStep;
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}
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// Obtain maximum strain
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maximumStrain = Math.Max(hitObject.Strain, maximumStrain);
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previousHitObject = hitObject;
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}
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// calculate maximun strain difficulty
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double difficulty = StrainCalculator(highestStrains, decay_weight);
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return difficulty;
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}
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}
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}
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