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osu-lazer/osu.Game.Rulesets.Shape/ShapeDifficultyCalculator.cs
T
2018-03-19 12:07:10 -04:00

137 lines
5.4 KiB
C#

using osu.Game.Beatmaps;
using osu.Game.Rulesets.Shape.Objects;
using osu.Game.Rulesets.Shape.Beatmaps;
using osu.Game.Rulesets.Objects;
using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Shape
{
public class ShapeDifficultyCalculator : DifficultyCalculator<ShapeHitObject>
{
private const double star_scaling_factor = 0.0675;
private const double extreme_scaling_factor = 0.5;
internal List<ShapeHitObjectDifficulty> DifficultyHitObjects = new List<ShapeHitObjectDifficulty>();
public ShapeDifficultyCalculator(Beatmap beatmap, Mod[] mods) : base(beatmap, mods) { }
public ShapeDifficultyCalculator(Beatmap beatmap) : base(beatmap) { }
protected override void PreprocessHitObjects()
{
foreach (var h in Beatmap.HitObjects) { }
}
protected override BeatmapConverter<ShapeHitObject> CreateBeatmapConverter(Beatmap beatmap) => new ShapeBeatmapConverter();
public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
{
// Fill our custom DifficultyHitObject class, that carries additional information
DifficultyHitObjects.Clear();
foreach (var hitObject in Beatmap.HitObjects)
DifficultyHitObjects.Add(new ShapeHitObjectDifficulty(hitObject));
// Sort DifficultyHitObjects by StartTime of the HitObjects - just to make sure.
DifficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime));
if (!CalculateStrainValues()) return 0;
double speedDifficulty = (CalculateDifficulty(DifficultyType.Speed) * 0.75f);
double aimDifficulty = (CalculateDifficulty(DifficultyType.Aim) * 1.5f);
double speedStars = Math.Sqrt(speedDifficulty) * star_scaling_factor;
double aimStars = Math.Sqrt(aimDifficulty) * star_scaling_factor;
double starRating = speedStars + aimStars + Math.Abs(speedStars - aimStars) * extreme_scaling_factor;
return starRating;
}
protected bool CalculateStrainValues()
{
// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
using (List<ShapeHitObjectDifficulty>.Enumerator hitObjectsEnumerator = DifficultyHitObjects.GetEnumerator())
{
if (!hitObjectsEnumerator.MoveNext()) return false;
ShapeHitObjectDifficulty current = hitObjectsEnumerator.Current;
// First hitObject starts at strain 1. 1 is the default for strain values, so we don't need to set it here. See DifficultyHitObject.
while (hitObjectsEnumerator.MoveNext())
{
var next = hitObjectsEnumerator.Current;
next?.CalculateStrains(current, TimeRate);
current = next;
}
return true;
}
}
protected const double STRAIN_STEP = 200;
protected const double DECAY_WEIGHT = 0.75;
protected double CalculateDifficulty(DifficultyType type)
{
double actualStrainStep = STRAIN_STEP * TimeRate;
List<double> highestStrains = new List<double>();
double intervalEndTime = actualStrainStep;
double maximumStrain = 0;
ShapeHitObjectDifficulty previousHitObject = null;
foreach (ShapeHitObjectDifficulty hitObject in DifficultyHitObjects)
{
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(ShapeHitObjectDifficulty.DECAY_BASE[(int)type], (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000);
maximumStrain = previousHitObject.Strains[(int)type] * decay;
}
// Go to the next time interval
intervalEndTime += actualStrainStep;
}
// Obtain maximum strain
maximumStrain = Math.Max(hitObject.Strains[(int)type], 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;
}
public enum DifficultyType
{
Speed = 0,
Aim,
};
}
}