mirror of
https://github.com/ppy/osu.git
synced 2025-02-13 06:22:55 +08:00
118 lines
4.5 KiB
C#
118 lines
4.5 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 System.Linq;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Difficulty.Skills;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
|
{
|
|
|
|
public class ReadingLowAR : GraphSkill
|
|
{
|
|
private readonly List<double> difficulties = new List<double>();
|
|
private double skillMultiplier => 1.04;
|
|
private double aimComponentMultiplier => 0.7;
|
|
|
|
public ReadingLowAR(Mod[] mods)
|
|
: base(mods)
|
|
{
|
|
}
|
|
|
|
private double strainDecayBase => 0.15;
|
|
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
|
|
|
private double currentDensityAimStrain = 0;
|
|
|
|
public override void Process(DifficultyHitObject current)
|
|
{
|
|
double densityReadingDifficulty = ReadingEvaluator.EvaluateDifficultyOf(current);
|
|
double densityAimingFactor = ReadingEvaluator.EvaluateAimingDensityFactorOf(current);
|
|
|
|
currentDensityAimStrain *= strainDecay(current.DeltaTime);
|
|
currentDensityAimStrain += densityAimingFactor * AimEvaluator.EvaluateDifficultyOf(current, false) * aimComponentMultiplier;
|
|
|
|
double totalDensityDifficulty = (currentDensityAimStrain + densityReadingDifficulty) * skillMultiplier;
|
|
|
|
difficulties.Add(totalDensityDifficulty);
|
|
|
|
if (current.Index == 0)
|
|
CurrentSectionEnd = Math.Ceiling(current.StartTime / SectionLength) * SectionLength;
|
|
|
|
while (current.StartTime > CurrentSectionEnd)
|
|
{
|
|
StrainPeaks.Add(CurrentSectionPeak);
|
|
CurrentSectionPeak = 0;
|
|
CurrentSectionEnd += SectionLength;
|
|
}
|
|
|
|
CurrentSectionPeak = Math.Max(totalDensityDifficulty, CurrentSectionPeak);
|
|
}
|
|
|
|
private double reducedNoteCount => 5;
|
|
private double reducedNoteBaseline => 0.7;
|
|
public override double DifficultyValue()
|
|
{
|
|
double difficulty = 0;
|
|
|
|
// Sections with 0 difficulty are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
|
|
// These sections will not contribute to the difficulty.
|
|
var peaks = difficulties.Where(p => p > 0);
|
|
|
|
List<double> values = peaks.OrderByDescending(d => d).ToList();
|
|
|
|
for (int i = 0; i < Math.Min(values.Count, reducedNoteCount); i++)
|
|
{
|
|
double scale = Math.Log10(Interpolation.Lerp(1, 10, Math.Clamp(i / reducedNoteCount, 0, 1)));
|
|
values[i] *= Interpolation.Lerp(reducedNoteBaseline, 1.0, scale);
|
|
}
|
|
|
|
values = values.OrderByDescending(d => d).ToList();
|
|
|
|
// Difficulty is the weighted sum of the highest strains from every section.
|
|
// We're sorting from highest to lowest strain.
|
|
for (int i = 0; i < values.Count; i++)
|
|
{
|
|
difficulty += values[i] / (i + 1);
|
|
}
|
|
|
|
return difficulty;
|
|
}
|
|
public static double DifficultyToPerformance(double difficulty) => difficulty < 1 ? difficulty * 6.0 : Math.Pow(difficulty, 4) * 6.0;
|
|
}
|
|
|
|
public class ReadingHidden : OsuStrainSkill
|
|
{
|
|
public ReadingHidden(Mod[] mods)
|
|
: base(mods)
|
|
{
|
|
}
|
|
|
|
private double currentStrain;
|
|
private double skillMultiplier => 4.8;
|
|
|
|
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * StrainDecay(time - current.Previous(0).StartTime);
|
|
|
|
protected override double StrainValueAt(DifficultyHitObject current)
|
|
{
|
|
currentStrain *= StrainDecay(current.DeltaTime);
|
|
|
|
// We're not using slider aim because we assuming that HD doesn't makes sliders harder (what is not true, but we will ignore this for now)
|
|
double hiddenDifficulty = AimEvaluator.EvaluateDifficultyOf(current, false);
|
|
hiddenDifficulty *= ReadingHiddenEvaluator.EvaluateDifficultyOf(current);
|
|
hiddenDifficulty *= skillMultiplier;
|
|
|
|
currentStrain += hiddenDifficulty;
|
|
|
|
return currentStrain;
|
|
}
|
|
|
|
public new static double DifficultyToPerformance(double difficulty) => Math.Pow(difficulty, 2) * 25.0;
|
|
}
|
|
}
|