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166 lines
6.4 KiB
C#
166 lines
6.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Extensions;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mania.Difficulty.Skills;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Mania.Mods;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mania.Difficulty
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{
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public class ManiaDifficultyCalculator : DifficultyCalculator
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{
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private const double star_scaling_factor = 0.018;
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private readonly bool isForCurrentRuleset;
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private readonly double originalOverallDifficulty;
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public override int Version => 20220902;
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private readonly IWorkingBeatmap workingBeatmap;
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public ManiaDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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workingBeatmap = beatmap;
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isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.MatchesOnlineID(ruleset);
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originalOverallDifficulty = beatmap.BeatmapInfo.Difficulty.OverallDifficulty;
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}
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new ManiaDifficultyAttributes { Mods = mods };
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HitWindows hitWindows = new ManiaHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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ManiaDifficultyAttributes attributes = new ManiaDifficultyAttributes
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{
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StarRating = skills[0].DifficultyValue() * star_scaling_factor,
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Mods = mods,
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// In osu-stable mania, rate-adjustment mods don't affect the hit window.
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// This is done the way it is to introduce fractional differences in order to match osu-stable for the time being.
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GreatHitWindow = Math.Ceiling((int)(getHitWindow300(mods) * clockRate) / clockRate),
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MaxCombo = beatmap.HitObjects.Sum(maxComboForObject),
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};
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if (ComputeLegacyScoringValues)
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{
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ManiaLegacyScoreSimulator sv1Simulator = new ManiaLegacyScoreSimulator();
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sv1Simulator.Simulate(workingBeatmap, beatmap, mods);
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attributes.LegacyAccuracyScore = sv1Simulator.AccuracyScore;
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attributes.LegacyComboScore = sv1Simulator.ComboScore;
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attributes.LegacyBonusScoreRatio = sv1Simulator.BonusScoreRatio;
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}
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return attributes;
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}
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private static int maxComboForObject(HitObject hitObject)
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{
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if (hitObject is HoldNote hold)
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return 1 + (int)((hold.EndTime - hold.StartTime) / 100);
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return 1;
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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var sortedObjects = beatmap.HitObjects.ToArray();
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LegacySortHelper<HitObject>.Sort(sortedObjects, Comparer<HitObject>.Create((a, b) => (int)Math.Round(a.StartTime) - (int)Math.Round(b.StartTime)));
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List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
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for (int i = 1; i < sortedObjects.Length; i++)
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objects.Add(new ManiaDifficultyHitObject(sortedObjects[i], sortedObjects[i - 1], clockRate, objects, objects.Count));
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return objects;
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}
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// Sorting is done in CreateDifficultyHitObjects, since the full list of hitobjects is required.
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protected override IEnumerable<DifficultyHitObject> SortObjects(IEnumerable<DifficultyHitObject> input) => input;
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[]
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{
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new Strain(mods, ((ManiaBeatmap)Beatmap).TotalColumns)
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};
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protected override Mod[] DifficultyAdjustmentMods
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{
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get
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{
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var mods = new Mod[]
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{
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new ManiaModDoubleTime(),
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new ManiaModHalfTime(),
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new ManiaModEasy(),
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new ManiaModHardRock(),
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};
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if (isForCurrentRuleset)
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return mods;
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// if we are a convert, we can be played in any key mod.
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return mods.Concat(new Mod[]
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{
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new ManiaModKey1(),
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new ManiaModKey2(),
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new ManiaModKey3(),
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new ManiaModKey4(),
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new ManiaModKey5(),
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new MultiMod(new ManiaModKey5(), new ManiaModDualStages()),
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new ManiaModKey6(),
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new MultiMod(new ManiaModKey6(), new ManiaModDualStages()),
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new ManiaModKey7(),
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new MultiMod(new ManiaModKey7(), new ManiaModDualStages()),
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new ManiaModKey8(),
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new MultiMod(new ManiaModKey8(), new ManiaModDualStages()),
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new ManiaModKey9(),
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new MultiMod(new ManiaModKey9(), new ManiaModDualStages()),
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}).ToArray();
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}
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}
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private double getHitWindow300(Mod[] mods)
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{
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if (isForCurrentRuleset)
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{
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double od = Math.Min(10.0, Math.Max(0, 10.0 - originalOverallDifficulty));
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return applyModAdjustments(34 + 3 * od, mods);
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}
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if (Math.Round(originalOverallDifficulty) > 4)
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return applyModAdjustments(34, mods);
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return applyModAdjustments(47, mods);
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static double applyModAdjustments(double value, Mod[] mods)
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{
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if (mods.Any(m => m is ManiaModHardRock))
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value /= 1.4;
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else if (mods.Any(m => m is ManiaModEasy))
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value *= 1.4;
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return value;
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}
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}
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}
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}
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