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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs
2020-05-24 11:48:56 +09:00

159 lines
6.4 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.Scoring;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Skills;
using osu.Game.Rulesets.Taiko.Mods;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Scoring;
namespace osu.Game.Rulesets.Taiko.Difficulty
{
public class TaikoDifficultyCalculator : DifficultyCalculator
{
private const double rhythmSkillMultiplier = 0.15;
private const double colourSkillMultiplier = 0.01;
private const double staminaSkillMultiplier = 0.02;
public TaikoDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
private double simpleColourPenalty(double staminaDifficulty, double colorDifficulty)
{
if (colorDifficulty <= 0) return 0.79 - 0.25;
return 0.79 - Math.Atan(staminaDifficulty / colorDifficulty - 12) / Math.PI / 2;
}
private double norm(double p, double v1, double v2, double v3)
{
return Math.Pow(
Math.Pow(v1, p) +
Math.Pow(v2, p) +
Math.Pow(v3, p)
, 1 / p);
}
private double rescale(double sr)
{
if (sr <= 1) return sr;
sr -= 1;
sr = 1.6 * Math.Pow(sr, 0.7);
sr += 1;
return sr;
}
private double combinedDifficulty(double staminaPenalty, Skill colour, Skill rhythm, Skill stamina1, Skill stamina2)
{
double difficulty = 0;
double weight = 1;
List<double> peaks = new List<double>();
for (int i = 0; i < colour.StrainPeaks.Count; i++)
{
double colourPeak = colour.StrainPeaks[i] * colourSkillMultiplier;
double rhythmPeak = rhythm.StrainPeaks[i] * rhythmSkillMultiplier;
double staminaPeak = (stamina1.StrainPeaks[i] + stamina2.StrainPeaks[i]) * staminaSkillMultiplier * staminaPenalty;
peaks.Add(norm(2, colourPeak, rhythmPeak, staminaPeak));
}
foreach (double strain in peaks.OrderByDescending(d => d))
{
difficulty += strain * weight;
weight *= 0.9;
}
return difficulty;
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
if (beatmap.HitObjects.Count == 0)
return new TaikoDifficultyAttributes { Mods = mods, Skills = skills };
double staminaRating = (skills[2].DifficultyValue() + skills[3].DifficultyValue()) * staminaSkillMultiplier;
double colourRating = skills[0].DifficultyValue() * colourSkillMultiplier;
double rhythmRating = skills[1].DifficultyValue() * rhythmSkillMultiplier;
double staminaPenalty = simpleColourPenalty(staminaRating, colourRating);
staminaRating *= staminaPenalty;
double combinedRating = combinedDifficulty(staminaPenalty, skills[0], skills[1], skills[2], skills[3]);
// Console.WriteLine("colour\t" + colourRating);
// Console.WriteLine("rhythm\t" + rhythmRating);
// Console.WriteLine("stamina\t" + staminaRating);
double separatedRating = norm(1.5, colourRating, rhythmRating, staminaRating);
// Console.WriteLine("combinedRating\t" + combinedRating);
// Console.WriteLine("separatedRating\t" + separatedRating);
double starRating = 1.4 * separatedRating + 0.5 * combinedRating;
starRating = rescale(starRating);
HitWindows hitWindows = new TaikoHitWindows();
hitWindows.SetDifficulty(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
return new TaikoDifficultyAttributes
{
StarRating = starRating,
Mods = mods,
StaminaStrain = staminaRating,
RhythmStrain = rhythmRating,
ColourStrain = colourRating,
// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future
GreatHitWindow = (int)(hitWindows.WindowFor(HitResult.Great)) / clockRate,
MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
Skills = skills
};
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
List<TaikoDifficultyHitObject> taikoDifficultyHitObjects = new List<TaikoDifficultyHitObject>();
var rhythm = new TaikoDifficultyHitObjectRhythm();
for (int i = 2; i < beatmap.HitObjects.Count; i++)
{
// Check for negative durations
if (beatmap.HitObjects[i].StartTime > beatmap.HitObjects[i - 1].StartTime && beatmap.HitObjects[i - 1].StartTime > beatmap.HitObjects[i - 2].StartTime)
taikoDifficultyHitObjects.Add(new TaikoDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, rhythm));
}
new StaminaCheeseDetector().FindCheese(taikoDifficultyHitObjects);
for (int i = 0; i < taikoDifficultyHitObjects.Count; i++)
yield return taikoDifficultyHitObjects[i];
}
protected override Skill[] CreateSkills(IBeatmap beatmap) => new Skill[]
{
new Colour(),
new Rhythm(),
new Stamina(true),
new Stamina(false),
};
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{
new TaikoModDoubleTime(),
new TaikoModHalfTime(),
new TaikoModEasy(),
new TaikoModHardRock(),
};
/*
protected override DifficultyAttributes VirtualCalculate(IBeatmap beatmap, Mod[] mods, double clockRate)
=> taikoCalculate(beatmap, mods, clockRate);
*/
}
}