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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Evaluators/ReadingEvaluator.cs
Givikap120 8c2405da68 Big bump
1) Fully reworked architecture: splitted reading in branches.
2) Added High AR reading

What is broken now:
- Low AR (because i focused mostly on High vs Low AR reading values on high end)
- HD (it's using live HD rn)
- 3 mod speed, cuz part of the speed pp is unaffected by low acc nerf in speed pp calculation
2024-01-20 22:59:35 +02:00

203 lines
8.4 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 osu.Framework.Extensions.ObjectExtensions;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
public static class ReadingEvaluator
{
private const double reading_window_size = 3000;
private const double overlap_multiplier = 0.5;
public static double EvaluateDensityDifficultyOf(DifficultyHitObject current)
{
if (current.BaseObject is Spinner || current.Index == 0)
return 0;
var currObj = (OsuDifficultyHitObject)current;
double pastObjectDifficultyInfluence = 0;
double screenOverlapDifficulty = 0;
foreach (var loopObj in retrievePastVisibleObjects(currObj))
{
double loopDifficulty = currObj.OpacityAt(loopObj.BaseObject.StartTime, false);
// Small distances means objects may be cheesed, so it doesn't matter whether they are arranged confusingly.
loopDifficulty *= logistic((loopObj.MinimumJumpDistance - 90) / 15);
//double timeBetweenCurrAndLoopObj = (currObj.BaseObject.StartTime - loopObj.BaseObject.StartTime) / clockRateEstimate;
double timeBetweenCurrAndLoopObj = currObj.StartTime - loopObj.StartTime;
loopDifficulty *= getTimeNerfFactor(timeBetweenCurrAndLoopObj);
pastObjectDifficultyInfluence += loopDifficulty;
double lastOverlapness = 0;
foreach (var overlapObj in loopObj.OverlapObjects)
{
if (overlapObj.HitObject.StartTime + overlapObj.HitObject.Preempt > currObj.StartTime) break;
lastOverlapness = overlapObj.Overlapness;
}
screenOverlapDifficulty += lastOverlapness;
}
//if (screenOverlapDifficulty > 0)
//{
// Console.WriteLine($"Object {currObj.StartTime}, overlapness = {screenOverlapDifficulty:0.##}");
//}
double difficulty = Math.Pow(4 * Math.Log(Math.Max(1, pastObjectDifficultyInfluence)), 2.3);
screenOverlapDifficulty = Math.Max(0, screenOverlapDifficulty - 0.5); // make overlap value =1 cost significantly less
difficulty *= getConstantAngleNerfFactor(currObj);
difficulty *= 1 + overlap_multiplier * screenOverlapDifficulty;
// Console.WriteLine($"Object {currObj.StartTime}, {hiddenDifficulty:0.##} + {noteDensityDifficulty:0.##} + {overlapDifficulty:0.##}");
return difficulty;
}
public static double EvaluateHighARDifficultyOf(DifficultyHitObject current, bool applyFollowLineAdjust = false)
{
// follow lines make high AR easier, so apply nerf if object isn't new combo
// double adjustedApproachTime = osuCurrObj.Preempt;
// if (applyFollowLineAdjust) adjustedApproachTime += Math.Max(0, (osuCurrObj.FollowLineTime - 200) / 25);
var currObj = (OsuDifficultyHitObject)current;
return highArCurve(currObj.Preempt);
}
public static double EvaluateHiddenDifficultyOf(DifficultyHitObject current)
{
var currObj = (OsuDifficultyHitObject)current;
// Maybe I should just pass in clockrate...
double clockRateEstimate = current.BaseObject.StartTime / currObj.StartTime;
double currVelocity = currObj.LazyJumpDistance / currObj.StrainTime;
double hdDifficulty = 0;
double timeSpentInvisible = getDurationSpentInvisible(currObj) / clockRateEstimate;
// Apollo version
// double timeDifficultyFactor = pastObjectDifficultyInfluence / 1000;
double visibleObjectFactor = Math.Clamp(retrieveCurrentVisibleObjects(currObj).Count - 2, 0, 15);
hdDifficulty += Math.Pow(visibleObjectFactor * timeSpentInvisible, 1) +
(8 + visibleObjectFactor) * currVelocity;
return hdDifficulty;
}
public static double EvaluatePredictabilityOf(DifficultyHitObject current)
{
return 0;
}
// Returns a list of objects that are visible on screen at
// the point in time at which the current object becomes visible.
private static IEnumerable<OsuDifficultyHitObject> retrievePastVisibleObjects(OsuDifficultyHitObject current)
{
for (int i = 0; i < current.Index; i++)
{
OsuDifficultyHitObject hitObject = (OsuDifficultyHitObject)current.Previous(i);
if (hitObject.IsNull() ||
current.StartTime - hitObject.StartTime > reading_window_size ||
hitObject.StartTime < current.StartTime - current.Preempt)
break;
yield return hitObject;
}
}
private static List<OsuDifficultyHitObject> retrieveCurrentVisibleObjects(OsuDifficultyHitObject current)
{
List<OsuDifficultyHitObject> objects = new List<OsuDifficultyHitObject>();
for (int i = 0; i < current.Count; i++)
{
OsuDifficultyHitObject hitObject = (OsuDifficultyHitObject)current.Next(i);
if (hitObject.IsNull() ||
(hitObject.StartTime - current.StartTime) > reading_window_size ||
current.StartTime < hitObject.StartTime - hitObject.Preempt)
break;
objects.Add(hitObject);
}
return objects;
}
private static double getDurationSpentInvisible(OsuDifficultyHitObject current)
{
var baseObject = (OsuHitObject)current.BaseObject;
double fadeOutStartTime = baseObject.StartTime - baseObject.TimePreempt + baseObject.TimeFadeIn;
double fadeOutDuration = baseObject.TimePreempt * OsuModHidden.FADE_OUT_DURATION_MULTIPLIER;
return (fadeOutStartTime + fadeOutDuration) - (baseObject.StartTime - baseObject.TimePreempt);
}
private static double getConstantAngleNerfFactor(OsuDifficultyHitObject current)
{
const double time_limit = 2000;
const double time_limit_low = 200;
double constantAngleCount = 0;
int index = 0;
double currentTimeGap = 0;
while (currentTimeGap < time_limit)
{
var loopObj = (OsuDifficultyHitObject)current.Previous(index);
if (loopObj.IsNull())
break;
double longIntervalFactor = Math.Clamp(1 - (loopObj.StrainTime - time_limit_low) / (time_limit - time_limit_low), 0, 1);
if (loopObj.Angle.IsNotNull() && current.Angle.IsNotNull())
{
double angleDifference = Math.Abs(current.Angle.Value - loopObj.Angle.Value);
constantAngleCount += Math.Cos(4 * Math.Min(Math.PI / 8, angleDifference)) * longIntervalFactor;
}
currentTimeGap = current.StartTime - loopObj.StartTime;
index++;
}
return Math.Pow(Math.Min(1, 2 / constantAngleCount), 2);
}
private static double getTimeNerfFactor(double deltaTime)
{
return Math.Clamp(2 - deltaTime / (reading_window_size / 2), 0, 1);
}
// https://www.desmos.com/calculator/hbj7swzlth
private static double highArCurve(double preempt)
{
double value = Math.Pow(4, 3 - 0.01 * preempt); // 1 for 300ms, 0.25 for 400ms, 0.0625 for 500ms
value = softmin(value, 2, 1.7); // use softmin to achieve full-memory cap, 2 times more than AR11 (300ms)
return value;
}
private static double logistic(double x) => 1 / (1 + Math.Exp(-x));
// We are using mutiply and divide instead of add and subtract, so values won't be negative
// https://www.desmos.com/calculator/fv5xerwpd2
private static double softmin(double a, double b, double power = Math.E) => a * b / Math.Log(Math.Pow(power, a) + Math.Pow(power, b), power);
}
}