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202 lines
9.0 KiB
C#
202 lines
9.0 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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using System;
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using System.Diagnostics;
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using System.Linq;
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namespace osu.Game.Modes.Osu.Objects
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{
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internal class OsuHitObjectDifficulty
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{
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/// <summary>
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/// Factor by how much speed / aim strain decays per second.
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/// </summary>
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/// <remarks>
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/// These values are results of tweaking a lot and taking into account general feedback.
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/// Opinionated observation: Speed is easier to maintain than accurate jumps.
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/// </remarks>
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internal static readonly double[] DECAY_BASE = { 0.3, 0.15 };
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/// <summary>
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/// Pseudo threshold values to distinguish between "singles" and "streams"
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/// </summary>
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/// <remarks>
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/// Of course the border can not be defined clearly, therefore the algorithm has a smooth transition between those values.
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/// They also are based on tweaking and general feedback.
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/// </remarks>
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private const double stream_spacing_threshold = 110,
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single_spacing_threshold = 125;
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/// <summary>
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/// Scaling values for weightings to keep aim and speed difficulty in balance.
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/// </summary>
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/// <remarks>
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/// Found from testing a very large map pool (containing all ranked maps) and keeping the average values the same.
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/// </remarks>
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private static readonly double[] spacing_weight_scaling = { 1400, 26.25 };
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/// <summary>
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/// Almost the normed diameter of a circle (104 osu pixel). That is -after- position transforming.
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/// </summary>
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private const double almost_diameter = 90;
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internal OsuHitObject BaseHitObject;
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internal double[] Strains = { 1, 1 };
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internal int MaxCombo = 1;
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private readonly float scalingFactor;
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private float lazySliderLength;
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private readonly Vector2 startPosition;
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private readonly Vector2 endPosition;
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internal OsuHitObjectDifficulty(OsuHitObject baseHitObject)
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{
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BaseHitObject = baseHitObject;
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float circleRadius = baseHitObject.Scale * 64;
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Slider slider = BaseHitObject as Slider;
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if (slider != null)
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MaxCombo += slider.Ticks.Count();
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// We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps.
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scalingFactor = 52.0f / circleRadius;
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if (circleRadius < 30)
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{
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float smallCircleBonus = Math.Min(30.0f - circleRadius, 5.0f) / 50.0f;
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scalingFactor *= 1.0f + smallCircleBonus;
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}
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lazySliderLength = 0;
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startPosition = baseHitObject.StackedPosition;
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// Calculate approximation of lazy movement on the slider
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if (slider != null)
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{
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float sliderFollowCircleRadius = circleRadius * 3; // Not sure if this is correct, but here we do not need 100% exact values. This comes pretty darn close in my tests.
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// For simplifying this step we use actual osu! coordinates and simply scale the length, that we obtain by the ScalingFactor later
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Vector2 cursorPos = startPosition;
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Action<Vector2> addSliderVertex = delegate (Vector2 pos)
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{
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Vector2 difference = pos - cursorPos;
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float distance = difference.Length;
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// Did we move away too far?
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if (distance > sliderFollowCircleRadius)
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{
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// Yep, we need to move the cursor
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difference.Normalize(); // Obtain the direction of difference. We do no longer need the actual difference
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distance -= sliderFollowCircleRadius;
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cursorPos += difference * distance; // We move the cursor just as far as needed to stay in the follow circle
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lazySliderLength += distance;
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}
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};
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// Actual computation of the first lazy curve
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foreach (var tick in slider.Ticks)
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addSliderVertex(tick.StackedPosition);
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addSliderVertex(baseHitObject.StackedEndPosition);
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lazySliderLength *= scalingFactor;
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endPosition = cursorPos;
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}
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// We have a normal HitCircle or a spinner
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else
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endPosition = startPosition;
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}
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internal void CalculateStrains(OsuHitObjectDifficulty previousHitObject, double timeRate)
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{
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calculateSpecificStrain(previousHitObject, OsuDifficultyCalculator.DifficultyType.Speed, timeRate);
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calculateSpecificStrain(previousHitObject, OsuDifficultyCalculator.DifficultyType.Aim, timeRate);
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}
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// Caution: The subjective values are strong with this one
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private static double spacingWeight(double distance, OsuDifficultyCalculator.DifficultyType type)
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{
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switch (type)
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{
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case OsuDifficultyCalculator.DifficultyType.Speed:
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if (distance > single_spacing_threshold)
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return 2.5;
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else if (distance > stream_spacing_threshold)
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return 1.6 + 0.9 * (distance - stream_spacing_threshold) / (single_spacing_threshold - stream_spacing_threshold);
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else if (distance > almost_diameter)
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return 1.2 + 0.4 * (distance - almost_diameter) / (stream_spacing_threshold - almost_diameter);
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else if (distance > almost_diameter / 2)
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return 0.95 + 0.25 * (distance - almost_diameter / 2) / (almost_diameter / 2);
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else
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return 0.95;
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case OsuDifficultyCalculator.DifficultyType.Aim:
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return Math.Pow(distance, 0.99);
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}
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Debug.Assert(false, "Invalid osu difficulty hit object type.");
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return 0;
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}
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private void calculateSpecificStrain(OsuHitObjectDifficulty previousHitObject, OsuDifficultyCalculator.DifficultyType type, double timeRate)
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{
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double addition = 0;
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double timeElapsed = (BaseHitObject.StartTime - previousHitObject.BaseHitObject.StartTime) / timeRate;
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double decay = Math.Pow(DECAY_BASE[(int)type], timeElapsed / 1000);
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if (BaseHitObject is Spinner)
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{
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// Do nothing for spinners
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}
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else if (BaseHitObject is Slider)
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{
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switch (type)
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{
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case OsuDifficultyCalculator.DifficultyType.Speed:
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// For speed strain we treat the whole slider as a single spacing entity, since "Speed" is about how hard it is to click buttons fast.
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// The spacing weight exists to differentiate between being able to easily alternate or having to single.
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addition =
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spacingWeight(previousHitObject.lazySliderLength +
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DistanceTo(previousHitObject), type) *
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spacing_weight_scaling[(int)type];
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break;
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case OsuDifficultyCalculator.DifficultyType.Aim:
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// For Aim strain we treat each slider segment and the jump after the end of the slider as separate jumps, since movement-wise there is no difference
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// to multiple jumps.
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addition =
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(
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spacingWeight(previousHitObject.lazySliderLength, type) +
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spacingWeight(DistanceTo(previousHitObject), type)
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) *
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spacing_weight_scaling[(int)type];
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break;
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}
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}
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else if (BaseHitObject is HitCircle)
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{
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addition = spacingWeight(DistanceTo(previousHitObject), type) * spacing_weight_scaling[(int)type];
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}
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// Scale addition by the time, that elapsed. Filter out HitObjects that are too close to be played anyway to avoid crazy values by division through close to zero.
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// You will never find maps that require this amongst ranked maps.
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addition /= Math.Max(timeElapsed, 50);
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Strains[(int)type] = previousHitObject.Strains[(int)type] * decay + addition;
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}
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internal double DistanceTo(OsuHitObjectDifficulty other)
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{
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// Scale the distance by circle size.
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return (startPosition - other.endPosition).Length * scalingFactor;
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}
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}
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}
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