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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Evaluators/CognitionEvaluator.cs
2022-09-13 22:33:51 +01:00

222 lines
9.3 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 CognitionEvaluator
{
private const double cognition_window_size = 3000;
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden)
{
if (current.BaseObject is Spinner || current.Index == 0)
return 0;
var currObj = (OsuDifficultyHitObject)current;
var prevObj = (OsuDifficultyHitObject)current.Previous(0);
double currVelocity = currObj.LazyJumpDistance / currObj.StrainTime;
// Maybe I should just pass in clockrate...
var clockRateEstimate = current.BaseObject.StartTime / currObj.StartTime;
List<OsuDifficultyHitObject> pastVisibleObjects = retrievePastVisibleObjects(currObj);
//List<OsuDifficultyHitObject> currentVisibleObjects = retrieveCurrentVisibleObjects(currObj);
// Rather than note density being the number of on-screen objects visible at the current object,
// consider it as how many objects the current object has been visible for.
double noteDensityDifficulty = 1.0;
double pastObjectDifficultyInfluence = 1.0;
foreach (var loopObj in pastVisibleObjects)
{
var prevLoopObj = loopObj.Previous(0) as OsuDifficultyHitObject;
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;
loopDifficulty *= getTimeNerfFactor(timeBetweenCurrAndLoopObj);
// Objects that are arranged in a mostly-linear fashion should be easy to read (such as circles in a stream).
if (prevLoopObj != null && loopObj.Angle.IsNotNull() && prevLoopObj.Angle.IsNotNull())
loopDifficulty *= 1 - Math.Pow(Math.Sin(0.5 * loopObj.Angle.Value), 5);
pastObjectDifficultyInfluence += loopDifficulty;
}
noteDensityDifficulty = Math.Pow(3 * Math.Log(Math.Max(1, pastObjectDifficultyInfluence - 1)), 2.3);
double hiddenDifficulty = 0;
if (hidden)
{
var timeSpentInvisible = getDurationSpentInvisible(currObj) / clockRateEstimate;
var isRhythmChange = (currObj.StrainTime - prevObj.StrainTime < 5);
var timeDifficultyFactor = 800 / pastObjectDifficultyInfluence;
hiddenDifficulty += Math.Pow(7 * timeSpentInvisible / timeDifficultyFactor, 1);
if (isRhythmChange)
hiddenDifficulty *= 1.1;
hiddenDifficulty += 2 * currVelocity;
}
double preemptDifficulty = 0.0;
if (currObj.preempt < 400)
{
preemptDifficulty += Math.Pow(400 - currObj.preempt, 1.5) / (10 + (currObj.StrainTime * 0.05));
// Buff spacing.
preemptDifficulty *= 1 + 0.4 * currVelocity;
// Buff rhythm.
preemptDifficulty *= Math.Max(1, RhythmEvaluator.EvaluateDifficultyOf(current, 30) - 0.1);
// Buff small circles.
// Very arbitrary, but lets assume CS5 is when AR11 becomes more uncomfortable.
// This is likely going to need adjustments in the future as player meta develops.
preemptDifficulty *= 1 + Math.Max((30 - ((OsuHitObject)currObj.BaseObject).Radius) / 20, 0);
// Nerf repeated angles.
if (current.Index > 1)
{
var prevPrevObj = (OsuDifficultyHitObject)current.Previous(1);
if (currObj.Angle != null && prevObj.Angle != null)
{
preemptDifficulty *= getAngleDifferenceNerfFactor(Math.Abs(currObj.Angle.Value - prevObj.Angle.Value));
}
if (currObj.Angle != null && prevPrevObj.Angle != null)
{
preemptDifficulty *= getAngleDifferenceNerfFactor(Math.Abs(currObj.Angle.Value - prevPrevObj.Angle.Value));
}
}
// Nerf constant rhythm.
preemptDifficulty *= getConstantRhythmNerfFactor(currObj);
}
double difficulty = Math.Max(preemptDifficulty, hiddenDifficulty) + noteDensityDifficulty;
// While there is slider leniency...
if (currObj.BaseObject is Slider)
difficulty *= 0.2;
return difficulty;
}
// Returns a list of objects that are visible on screen at
// the point in time at which the current object becomes visible.
private static List<OsuDifficultyHitObject> retrievePastVisibleObjects(OsuDifficultyHitObject current)
{
List<OsuDifficultyHitObject> objects = new List<OsuDifficultyHitObject>();
for (int i = 0; i < current.Index; i++)
{
OsuDifficultyHitObject loopObj = (OsuDifficultyHitObject)current.Previous(i);
if (loopObj.IsNull() || current.StartTime - loopObj.StartTime > cognition_window_size)
break;
objects.Add(loopObj);
}
return objects;
}
// Returns a list of objects that are visible on screen at
// the point in time at which the current object needs is clicked.
private static List<OsuDifficultyHitObject> retrieveCurrentVisibleObjects(OsuDifficultyHitObject current)
{
List<OsuDifficultyHitObject> objects = new List<OsuDifficultyHitObject>();
for (int i = 0; i < current.Count; i++)
{
OsuDifficultyHitObject loopObj = (OsuDifficultyHitObject)current.Next(i);
if (loopObj.IsNull() || (loopObj.StartTime - current.StartTime) > cognition_window_size)
break;
objects.Add(loopObj);
}
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 getConstantRhythmNerfFactor(OsuDifficultyHitObject current)
{
// Studies [citation needed] suggest that 33bpm is where humans stop interpreting notes as a part of a beat,
// instead interpreting them as individual events. We're gonna use this to both lessen the nerf of this factor,
// as well as using it as a convenient limit for how back in time we're gonna look for the calculation.
const double time_limit = 1800;
const double time_limit_low = 500;
double constantRhythmCount = 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 (Math.Abs(current.StrainTime - loopObj.StrainTime) < 10) // constant rhythm, o-o-o-o
constantRhythmCount += 1.0 * longIntervalFactor;
else if (Math.Abs(current.StrainTime - loopObj.StrainTime * 2) < 10) // speed up rhythm, o---o-o
constantRhythmCount += 0.33 * longIntervalFactor;
else if (Math.Abs(current.StrainTime * 2 - loopObj.StrainTime) < 10) // slow down rhythm, o-o---o
constantRhythmCount += 0.33 * longIntervalFactor;
else
break;
currentTimeGap = current.StartTime - loopObj.StartTime;
index++;
}
double difficulty = Math.Pow(Math.Min(1, 2 / constantRhythmCount), 2);
return difficulty;
}
private static double getTimeNerfFactor(double deltaTime)
{
return Math.Clamp(2 - (deltaTime / 1500), 0, 1);
}
private static double getAngleDifferenceNerfFactor(double angleDifference) => 1 - 0.5 * Math.Cos(1 * Math.Min(Math.PI / 2, angleDifference));
private static double logistic(double x) => 1 / (1 + Math.Pow(Math.E, -x));
}
}