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b04e2cbb5c
The main bug was that the beatmap was not being processed prior to having its Skill values calculated, causing stacking to be ignored in difficulty calculation. The fix involves processing the beatmap with OsuBeatmapProcessor. Another minor bug was that sliders were not taking into account the stacked position midway through the slider (PositionAt does not return stacked position.), so I corrected by adding StackOffset.
79 lines
2.6 KiB
C#
79 lines
2.6 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.Mods;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.OsuDifficulty.Skills;
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namespace osu.Game.Rulesets.Osu.OsuDifficulty
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{
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public class OsuDifficultyCalculator : DifficultyCalculator<OsuHitObject>
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{
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private const int section_length = 400;
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private const double difficulty_multiplier = 0.0675;
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public OsuDifficultyCalculator(Beatmap beatmap)
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: base(beatmap)
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{
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}
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public OsuDifficultyCalculator(Beatmap beatmap, Mod[] mods)
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: base(beatmap, mods)
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{
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}
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protected override void PreprocessHitObjects()
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{
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new OsuBeatmapProcessor().PostProcess(Beatmap);
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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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OsuDifficultyBeatmap beatmap = new OsuDifficultyBeatmap(Beatmap.HitObjects, TimeRate);
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Skill[] skills =
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{
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new Aim(),
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new Speed()
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};
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double sectionEnd = section_length / TimeRate;
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foreach (OsuDifficultyHitObject h in beatmap)
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{
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while (h.BaseObject.StartTime > sectionEnd)
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{
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foreach (Skill s in skills)
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{
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s.SaveCurrentPeak();
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s.StartNewSectionFrom(sectionEnd);
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}
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sectionEnd += section_length;
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}
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foreach (Skill s in skills)
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s.Process(h);
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}
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double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
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double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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double starRating = aimRating + speedRating + Math.Abs(aimRating - speedRating) / 2;
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if (categoryDifficulty != null)
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{
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categoryDifficulty.Add("Aim", aimRating);
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categoryDifficulty.Add("Speed", speedRating);
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}
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return starRating;
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}
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protected override BeatmapConverter<OsuHitObject> CreateBeatmapConverter(Beatmap beatmap) => new OsuBeatmapConverter();
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}
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}
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