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