mirror of
https://github.com/ppy/osu.git
synced 2024-11-12 11:47:24 +08:00
91 lines
3.5 KiB
C#
91 lines
3.5 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Difficulty.Skills;
|
|
using osu.Game.Rulesets.Mods;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
|
|
{
|
|
public class Peaks : Skill
|
|
{
|
|
private const double rhythm_skill_multiplier = 0.32 * final_multiplier;
|
|
private const double colour_skill_multiplier = 0.37 * final_multiplier;
|
|
private const double stamina_skill_multiplier = 0.37 * final_multiplier;
|
|
|
|
private const double final_multiplier = 0.047;
|
|
|
|
private readonly Rhythm rhythm;
|
|
private readonly Colour colour;
|
|
private readonly Stamina stamina;
|
|
|
|
public double ColourDifficultyValue => colour.DifficultyValue() * colour_skill_multiplier;
|
|
public double RhythmDifficultyValue => rhythm.DifficultyValue() * rhythm_skill_multiplier;
|
|
public double StaminaDifficultyValue => stamina.DifficultyValue() * stamina_skill_multiplier;
|
|
|
|
public Peaks(Mod[] mods)
|
|
: base(mods)
|
|
{
|
|
rhythm = new Rhythm(mods);
|
|
colour = new Colour(mods);
|
|
stamina = new Stamina(mods);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the <i>p</i>-norm of an <i>n</i>-dimensional vector.
|
|
/// </summary>
|
|
/// <param name="p">The value of <i>p</i> to calculate the norm for.</param>
|
|
/// <param name="values">The coefficients of the vector.</param>
|
|
private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
|
|
|
|
public override void Process(DifficultyHitObject current)
|
|
{
|
|
rhythm.Process(current);
|
|
colour.Process(current);
|
|
stamina.Process(current);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the combined star rating of the beatmap, calculated using peak strains from all sections of the map.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
|
|
/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
|
|
/// </remarks>
|
|
public override double DifficultyValue()
|
|
{
|
|
List<double> peaks = new List<double>();
|
|
|
|
var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
|
|
var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
|
|
var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
|
|
|
|
for (int i = 0; i < colourPeaks.Count; i++)
|
|
{
|
|
double colourPeak = colourPeaks[i] * colour_skill_multiplier;
|
|
double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
|
|
double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier;
|
|
|
|
double peak = norm(1.5, colourPeak, staminaPeak);
|
|
peak = norm(2, peak, rhythmPeak);
|
|
|
|
// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
|
|
// These sections will not contribute to the difficulty.
|
|
if (peak > 0)
|
|
peaks.Add(peak);
|
|
}
|
|
|
|
double difficulty = 0;
|
|
double weight = 1;
|
|
|
|
foreach (double strain in peaks.OrderByDescending(d => d))
|
|
{
|
|
difficulty += strain * weight;
|
|
weight *= 0.9;
|
|
}
|
|
|
|
return difficulty;
|
|
}
|
|
}
|
|
}
|