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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Skills/Reading.cs
2024-03-25 01:02:38 +02:00

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;
}
}