mirror of
https://github.com/ppy/osu.git
synced 2024-11-15 02:17:46 +08:00
150 lines
6.4 KiB
C#
150 lines
6.4 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Difficulty;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Catch.Objects;
|
|
using osu.Game.Rulesets.Catch.UI;
|
|
|
|
namespace osu.Game.Rulesets.Catch.Difficulty
|
|
{
|
|
public class CatchDifficultyCalculator : DifficultyCalculator
|
|
{
|
|
|
|
/// <summary>
|
|
/// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size STRAIN_STEP.
|
|
/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
|
|
/// The higher this value, the less strains there will be, indirectly giving long beatmaps an advantage.
|
|
/// </summary>
|
|
private const double strain_step = 750;
|
|
|
|
/// <summary>
|
|
/// The weighting of each strain value decays to this number * it's previous value
|
|
/// </summary>
|
|
private const double decay_weight = 0.94;
|
|
|
|
private const double star_scaling_factor = 0.145;
|
|
|
|
public CatchDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
|
|
: base(ruleset, beatmap)
|
|
{
|
|
}
|
|
|
|
protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
|
|
{
|
|
if (!beatmap.HitObjects.Any())
|
|
return new CatchDifficultyAttributes(mods, 0);
|
|
|
|
var catcher = new CatcherArea.Catcher(beatmap.BeatmapInfo.BaseDifficulty);
|
|
float halfCatchWidth = catcher.CatchWidth * 0.5f;
|
|
|
|
var difficultyHitObjects = new List<CatchDifficultyHitObject>();
|
|
|
|
foreach (var hitObject in beatmap.HitObjects)
|
|
{
|
|
switch (hitObject)
|
|
{
|
|
// We want to only consider fruits that contribute to the combo. Droplets are addressed as accuracy and spinners are not relevant for "skill" calculations.
|
|
case Fruit fruit:
|
|
difficultyHitObjects.Add(new CatchDifficultyHitObject(fruit, halfCatchWidth));
|
|
break;
|
|
case JuiceStream _:
|
|
difficultyHitObjects.AddRange(hitObject.NestedHitObjects.OfType<CatchHitObject>().Where(o => !(o is TinyDroplet)).Select(o => new CatchDifficultyHitObject(o, halfCatchWidth)));
|
|
break;
|
|
}
|
|
}
|
|
|
|
difficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime));
|
|
|
|
if (!calculateStrainValues(difficultyHitObjects, timeRate))
|
|
return new CatchDifficultyAttributes(mods, 0);
|
|
|
|
// this is the same as osu!, so there's potential to share the implementation... maybe
|
|
double preempt = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / timeRate;
|
|
double starRating = Math.Sqrt(calculateDifficulty(difficultyHitObjects, timeRate)) * star_scaling_factor;
|
|
|
|
return new CatchDifficultyAttributes(mods, starRating)
|
|
{
|
|
ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0,
|
|
MaxCombo = difficultyHitObjects.Count
|
|
};
|
|
}
|
|
|
|
private bool calculateStrainValues(List<CatchDifficultyHitObject> objects, double timeRate)
|
|
{
|
|
CatchDifficultyHitObject lastObject = null;
|
|
|
|
if (!objects.Any()) return false;
|
|
|
|
// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
|
|
foreach (var currentObject in objects)
|
|
{
|
|
if (lastObject != null)
|
|
currentObject.CalculateStrains(lastObject, timeRate);
|
|
|
|
lastObject = currentObject;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private double calculateDifficulty(List<CatchDifficultyHitObject> objects, double timeRate)
|
|
{
|
|
// The strain step needs to be adjusted for the algorithm to be considered equal with speed changing mods
|
|
double actualStrainStep = strain_step * timeRate;
|
|
|
|
// Find the highest strain value within each strain step
|
|
var highestStrains = new List<double>();
|
|
double intervalEndTime = actualStrainStep;
|
|
double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval
|
|
|
|
CatchDifficultyHitObject previousHitObject = null;
|
|
foreach (CatchDifficultyHitObject hitObject in objects)
|
|
{
|
|
// While we are beyond the current interval push the currently available maximum to our strain list
|
|
while (hitObject.BaseHitObject.StartTime > intervalEndTime)
|
|
{
|
|
highestStrains.Add(maximumStrain);
|
|
|
|
// 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
|
|
// until the beginning of the next interval.
|
|
if (previousHitObject == null)
|
|
{
|
|
maximumStrain = 0;
|
|
}
|
|
else
|
|
{
|
|
double decay = Math.Pow(CatchDifficultyHitObject.DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000);
|
|
maximumStrain = previousHitObject.Strain * decay;
|
|
}
|
|
|
|
// Go to the next time interval
|
|
intervalEndTime += actualStrainStep;
|
|
}
|
|
|
|
// Obtain maximum strain
|
|
maximumStrain = Math.Max(hitObject.Strain, maximumStrain);
|
|
|
|
previousHitObject = hitObject;
|
|
}
|
|
|
|
// Build the weighted sum over the highest strains for each interval
|
|
double difficulty = 0;
|
|
double weight = 1;
|
|
highestStrains.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
|
|
|
|
foreach (double strain in highestStrains)
|
|
{
|
|
difficulty += weight * strain;
|
|
weight *= decay_weight;
|
|
}
|
|
|
|
return difficulty;
|
|
}
|
|
}
|
|
}
|