mirror of
https://github.com/ppy/osu.git
synced 2024-11-15 03:47:26 +08:00
101 lines
4.5 KiB
C#
101 lines
4.5 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using osu.Game.Rulesets.Osu.Objects;
|
|
using osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Osu.OsuDifficulty.Utils;
|
|
|
|
namespace osu.Game.Rulesets.Osu.OsuDifficulty.Skills
|
|
{
|
|
/// <summary>
|
|
/// Used to processes strain values of <see cref="OsuDifficultyHitObject"/>s, keep track of strain levels caused by the processed objects
|
|
/// and to calculate a final difficulty value representing the difficulty of hitting all the processed objects.
|
|
/// </summary>
|
|
public abstract class Skill
|
|
{
|
|
/// <summary>
|
|
/// Strain values are multiplied by this number for the given skill. Used to balance the value of different skills between each other.
|
|
/// </summary>
|
|
protected abstract double SkillMultiplier { get; }
|
|
|
|
/// <summary>
|
|
/// Determines how quickly strain decays for the given skill.
|
|
/// For example a value of 0.15 indicates that strain decays to 15% of its original value in one second.
|
|
/// </summary>
|
|
protected abstract double StrainDecayBase { get; }
|
|
|
|
/// <summary>
|
|
/// <see cref="OsuDifficultyHitObject"/>s that were processed previously. They can affect the strain values of the following objects.
|
|
/// </summary>
|
|
protected readonly History<OsuDifficultyHitObject> Previous = new History<OsuDifficultyHitObject>(2); // Contained objects not used yet
|
|
|
|
private double currentStrain = 1; // We keep track of the strain level at all times throughout the beatmap.
|
|
private double currentSectionPeak = 1; // We also keep track of the peak strain level in the current section.
|
|
private readonly List<double> strainPeaks = new List<double>();
|
|
|
|
/// <summary>
|
|
/// Process an <see cref="OsuDifficultyHitObject"/> and update current strain values accordingly.
|
|
/// </summary>
|
|
public void Process(OsuDifficultyHitObject current)
|
|
{
|
|
currentStrain *= strainDecay(current.DeltaTime);
|
|
if (!(current.BaseObject is Spinner))
|
|
currentStrain += StrainValueOf(current) * SkillMultiplier;
|
|
|
|
currentSectionPeak = Math.Max(currentStrain, currentSectionPeak);
|
|
|
|
Previous.Push(current);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Saves the current peak strain level to the list of strain peaks, which will be used to calculate an overall difficulty.
|
|
/// </summary>
|
|
public void SaveCurrentPeak()
|
|
{
|
|
if (Previous.Count > 0)
|
|
strainPeaks.Add(currentSectionPeak);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the initial strain level for a new section.
|
|
/// </summary>
|
|
/// <param name="offset">The beginning of the new section in milliseconds</param>
|
|
public void StartNewSectionFrom(double offset)
|
|
{
|
|
// The maximum strain of the new section is not zero by default, strain decays as usual regardless of section boundaries.
|
|
// This means we need to capture the strain level at the beginning of the new section, and use that as the initial peak level.
|
|
if (Previous.Count > 0)
|
|
currentSectionPeak = currentStrain * strainDecay(offset - Previous[0].BaseObject.StartTime);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the calculated difficulty value representing all processed <see cref="OsuDifficultyHitObject"/>s.
|
|
/// </summary>
|
|
public double DifficultyValue()
|
|
{
|
|
strainPeaks.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
|
|
|
|
double difficulty = 0;
|
|
double weight = 1;
|
|
|
|
// Difficulty is the weighted sum of the highest strains from every section.
|
|
foreach (double strain in strainPeaks)
|
|
{
|
|
difficulty += strain * weight;
|
|
weight *= 0.9;
|
|
}
|
|
|
|
return difficulty;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the strain value of an <see cref="OsuDifficultyHitObject"/>. This value is affected by previously processed objects.
|
|
/// </summary>
|
|
protected abstract double StrainValueOf(OsuDifficultyHitObject current);
|
|
|
|
private double strainDecay(double ms) => Math.Pow(StrainDecayBase, ms / 1000);
|
|
}
|
|
}
|