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142 lines
8.1 KiB
C#
142 lines
8.1 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 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.Objects;
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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public static class AimEvaluator
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{
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private const double wide_angle_multiplier = 1.5;
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private const double acute_angle_multiplier = 2.0;
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private const double slider_multiplier = 1.5;
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private const double velocity_change_multiplier = 0.75;
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/// <summary>
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/// Evaluates the difficulty of aiming the current object, based on:
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/// <list type="bullet">
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/// <item><description>cursor velocity to the current object,</description></item>
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/// <item><description>angle difficulty,</description></item>
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/// <item><description>sharp velocity increases,</description></item>
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/// <item><description>and slider difficulty.</description></item>
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/// </list>
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliders)
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{
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if (current.BaseObject is Spinner || current.Index <= 1 || current.Previous(0).BaseObject is Spinner)
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return 0;
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var osuCurrObj = (OsuDifficultyHitObject)current;
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var osuLastObj = (OsuDifficultyHitObject)current.Previous(0);
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var osuLastLastObj = (OsuDifficultyHitObject)current.Previous(1);
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// Calculate the velocity to the current hitobject, which starts with a base distance / time assuming the last object is a hitcircle.
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double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.StrainTime;
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// But if the last object is a slider, then we extend the travel velocity through the slider into the current object.
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if (osuLastObj.BaseObject is Slider && withSliders)
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{
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double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime; // calculate the slider velocity from slider head to slider end.
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double movementVelocity = osuCurrObj.MinimumJumpDistance / osuCurrObj.MinimumJumpTime; // calculate the movement velocity from slider end to current object
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currVelocity = Math.Max(currVelocity, movementVelocity + travelVelocity); // take the larger total combined velocity.
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}
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// As above, do the same for the previous hitobject.
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double prevVelocity = osuLastObj.LazyJumpDistance / osuLastObj.StrainTime;
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if (osuLastLastObj.BaseObject is Slider && withSliders)
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{
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double travelVelocity = osuLastLastObj.TravelDistance / osuLastLastObj.TravelTime;
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double movementVelocity = osuLastObj.MinimumJumpDistance / osuLastObj.MinimumJumpTime;
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prevVelocity = Math.Max(prevVelocity, movementVelocity + travelVelocity);
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}
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double wideAngleBonus = 0;
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double acuteAngleBonus = 0;
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double sliderBonus = 0;
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double velocityChangeBonus = 0;
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double aimStrain = currVelocity; // Start strain with regular velocity.
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if (Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime) < 1.25 * Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime)) // If rhythms are the same.
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{
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if (osuCurrObj.Angle != null && osuLastObj.Angle != null && osuLastLastObj.Angle != null)
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{
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double currAngle = osuCurrObj.Angle.Value;
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double lastAngle = osuLastObj.Angle.Value;
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double lastLastAngle = osuLastLastObj.Angle.Value;
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// Rewarding angles, take the smaller velocity as base.
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double angleBonus = Math.Min(currVelocity, prevVelocity);
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wideAngleBonus = calcWideAngleBonus(currAngle);
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acuteAngleBonus = calcAcuteAngleBonus(currAngle);
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if (osuCurrObj.StrainTime > 100) // Only buff deltaTime exceeding 300 bpm 1/2.
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acuteAngleBonus = 0;
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else
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{
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acuteAngleBonus *= calcAcuteAngleBonus(lastAngle) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
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* Math.Min(angleBonus, 125 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
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* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, (100 - osuCurrObj.StrainTime) / 25)), 2) // scale buff from 150 bpm 1/4 to 200 bpm 1/4
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* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.LazyJumpDistance, 50, 100) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter).
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}
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// Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
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wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3)));
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// Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse.
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acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3)));
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}
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}
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if (Math.Max(prevVelocity, currVelocity) != 0)
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{
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// We want to use the average velocity over the whole object when awarding differences, not the individual jump and slider path velocities.
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prevVelocity = (osuLastObj.LazyJumpDistance + osuLastLastObj.TravelDistance) / osuLastObj.StrainTime;
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currVelocity = (osuCurrObj.LazyJumpDistance + osuLastObj.TravelDistance) / osuCurrObj.StrainTime;
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// Scale with ratio of difference compared to 0.5 * max dist.
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double distRatio = Math.Pow(Math.Sin(Math.PI / 2 * Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity)), 2);
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// Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing.
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double overlapVelocityBuff = Math.Min(125 / Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime), Math.Abs(prevVelocity - currVelocity));
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// Reward for % distance slowed down compared to previous, paying attention to not award overlap
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double nonOverlapVelocityBuff = Math.Abs(prevVelocity - currVelocity)
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// do not award overlap
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* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, Math.Min(osuCurrObj.LazyJumpDistance, osuLastObj.LazyJumpDistance) / 100)), 2);
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// Choose the largest bonus, multiplied by ratio.
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velocityChangeBonus = Math.Max(overlapVelocityBuff, nonOverlapVelocityBuff) * distRatio;
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// Penalize for rhythm changes.
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velocityChangeBonus *= Math.Pow(Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime) / Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime), 2);
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}
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if (osuLastObj.TravelTime != 0)
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{
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// Reward sliders based on velocity.
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sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
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}
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// Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger.
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aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);
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// Add in additional slider velocity bonus.
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if (withSliders)
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aimStrain += sliderBonus * slider_multiplier;
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return aimStrain;
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}
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private static double calcWideAngleBonus(double angle) => Math.Pow(Math.Sin(3.0 / 4 * (Math.Min(5.0 / 6 * Math.PI, Math.Max(Math.PI / 6, angle)) - Math.PI / 6)), 2);
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private static double calcAcuteAngleBonus(double angle) => 1 - calcWideAngleBonus(angle);
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}
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}
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