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121 lines
4.9 KiB
C#
121 lines
4.9 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.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Difficulty.Skills
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{
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/// <summary>
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/// Used to processes strain values of <see cref="DifficultyHitObject"/>s, keep track of strain levels caused by the processed objects
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/// and to calculate a final difficulty value representing the difficulty of hitting all the processed objects.
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/// </summary>
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public abstract class StrainSkill : Skill
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{
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/// <summary>
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/// The weight by which each strain value decays.
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/// </summary>
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protected virtual double DecayWeight => 0.9;
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/// <summary>
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/// The length of each strain section.
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/// </summary>
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protected virtual int SectionLength => 400;
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private double currentSectionPeak; // We also keep track of the peak strain level in the current section.
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private double currentSectionEnd;
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private readonly List<double> strainPeaks = new List<double>();
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protected StrainSkill(Mod[] mods)
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: base(mods)
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{
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}
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/// <summary>
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/// Returns the strain value at <see cref="DifficultyHitObject"/>. This value is calculated with or without respect to previous objects.
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/// </summary>
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protected abstract double StrainValueAt(DifficultyHitObject current);
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/// <summary>
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/// Process a <see cref="DifficultyHitObject"/> and update current strain values accordingly.
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/// </summary>
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public sealed override void Process(DifficultyHitObject current)
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{
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// The first object doesn't generate a strain, so we begin with an incremented section end
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if (current.Index == 0)
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currentSectionEnd = Math.Ceiling(current.StartTime / SectionLength) * SectionLength;
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while (current.StartTime > currentSectionEnd)
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{
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saveCurrentPeak();
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startNewSectionFrom(currentSectionEnd, current);
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currentSectionEnd += SectionLength;
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}
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currentSectionPeak = Math.Max(StrainValueAt(current), currentSectionPeak);
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}
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/// <summary>
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/// Saves the current peak strain level to the list of strain peaks, which will be used to calculate an overall difficulty.
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/// </summary>
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private void saveCurrentPeak()
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{
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strainPeaks.Add(currentSectionPeak);
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}
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/// <summary>
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/// Sets the initial strain level for a new section.
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/// </summary>
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/// <param name="time">The beginning of the new section in milliseconds.</param>
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/// <param name="current">The current hit object.</param>
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private void startNewSectionFrom(double time, DifficultyHitObject current)
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{
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// The maximum strain of the new section is not zero by default
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// This means we need to capture the strain level at the beginning of the new section, and use that as the initial peak level.
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currentSectionPeak = CalculateInitialStrain(time, current);
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}
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/// <summary>
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/// Retrieves the peak strain at a point in time.
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/// </summary>
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/// <param name="time">The time to retrieve the peak strain at.</param>
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/// <param name="current">The current hit object.</param>
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/// <returns>The peak strain.</returns>
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protected abstract double CalculateInitialStrain(double time, DifficultyHitObject current);
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/// <summary>
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/// Returns a live enumerable of the peak strains for each <see cref="SectionLength"/> section of the beatmap,
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/// including the peak of the current section.
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/// </summary>
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public IEnumerable<double> GetCurrentStrainPeaks() => strainPeaks.Append(currentSectionPeak);
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/// <summary>
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/// Returns the calculated difficulty value representing all <see cref="DifficultyHitObject"/>s that have been processed up to this point.
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/// </summary>
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public override double DifficultyValue()
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{
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double difficulty = 0;
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double weight = 1;
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// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
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// These sections will not contribute to the difficulty.
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var peaks = GetCurrentStrainPeaks().Where(p => p > 0);
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// Difficulty is the weighted sum of the highest strains from every section.
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// We're sorting from highest to lowest strain.
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foreach (double strain in peaks.OrderByDescending(d => d))
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{
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difficulty += strain * weight;
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weight *= DecayWeight;
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}
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return difficulty;
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}
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}
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}
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