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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs
Samuel Cattini-Schultz 66643a97b0 Add a list of mods to Skill class
Although this isn't necessary for existing official rulesets and calculators, custom calculators can have use cases for accessing mods in difficulty calculation.
For example, accounting for the effects of visual mods.
2021-02-20 20:37:44 +11:00

97 lines
4.1 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Skills;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuDifficultyCalculator : DifficultyCalculator
{
private const double difficulty_multiplier = 0.0675;
public OsuDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
if (beatmap.HitObjects.Count == 0)
return new OsuDifficultyAttributes { Mods = mods, Skills = skills };
double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
double starRating = aimRating + speedRating + Math.Abs(aimRating - speedRating) / 2;
HitWindows hitWindows = new OsuHitWindows();
hitWindows.SetDifficulty(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
// Todo: These int casts are temporary to achieve 1:1 results with osu!stable, and should be removed in the future
double hitWindowGreat = (int)(hitWindows.WindowFor(HitResult.Great)) / clockRate;
double preempt = (int)BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / clockRate;
int maxCombo = beatmap.HitObjects.Count;
// Add the ticks + tail of the slider. 1 is subtracted because the head circle would be counted twice (once for the slider itself in the line above)
maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
return new OsuDifficultyAttributes
{
StarRating = starRating,
Mods = mods,
AimStrain = aimRating,
SpeedStrain = speedRating,
ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
OverallDifficulty = (80 - hitWindowGreat) / 6,
MaxCombo = maxCombo,
HitCircleCount = hitCirclesCount,
SpinnerCount = spinnerCount,
Skills = skills
};
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
// The first jump is formed by the first two hitobjects of the map.
// If the map has less than two OsuHitObjects, the enumerator will not return anything.
for (int i = 1; i < beatmap.HitObjects.Count; i++)
{
var lastLast = i > 1 ? beatmap.HitObjects[i - 2] : null;
var last = beatmap.HitObjects[i - 1];
var current = beatmap.HitObjects[i];
yield return new OsuDifficultyHitObject(current, lastLast, last, clockRate);
}
}
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[]
{
new Aim(mods),
new Speed(mods)
};
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{
new OsuModDoubleTime(),
new OsuModHalfTime(),
new OsuModEasy(),
new OsuModHardRock(),
};
}
}