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123 lines
4.7 KiB
C#
123 lines
4.7 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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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
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using osu.Game.Rulesets.Taiko.Difficulty.Skills;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Scoring;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public class TaikoDifficultyCalculator : DifficultyCalculator
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{
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private const double difficulty_multiplier = 1.35;
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public override int Version => 20220902;
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public TaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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return new Skill[]
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{
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new Peaks(mods)
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};
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}
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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{
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new TaikoModDoubleTime(),
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new TaikoModHalfTime(),
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new TaikoModEasy(),
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new TaikoModHardRock(),
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};
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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List<DifficultyHitObject> difficultyHitObjects = new List<DifficultyHitObject>();
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List<TaikoDifficultyHitObject> centreObjects = new List<TaikoDifficultyHitObject>();
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List<TaikoDifficultyHitObject> rimObjects = new List<TaikoDifficultyHitObject>();
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List<TaikoDifficultyHitObject> noteObjects = new List<TaikoDifficultyHitObject>();
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for (int i = 2; i < beatmap.HitObjects.Count; i++)
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{
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difficultyHitObjects.Add(
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new TaikoDifficultyHitObject(
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beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObjects,
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centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count)
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);
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}
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TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
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return difficultyHitObjects;
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}
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new TaikoDifficultyAttributes { Mods = mods };
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var combined = (Peaks)skills[0];
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double colourRating = combined.ColourDifficultyValue * difficulty_multiplier;
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double rhythmRating = combined.RhythmDifficultyValue * difficulty_multiplier;
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double staminaRating = combined.StaminaDifficultyValue * difficulty_multiplier;
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double combinedRating = combined.DifficultyValue() * difficulty_multiplier;
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double starRating = rescale(combinedRating * 1.4);
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// TODO: This is temporary measure as we don't detect abuse of multiple-input playstyles of converts within the current system.
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if (beatmap.BeatmapInfo.Ruleset.OnlineID == 0)
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{
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starRating *= 0.925;
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// For maps with low colour variance and high stamina requirement, multiple inputs are more likely to be abused.
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if (colourRating < 2 && staminaRating > 8)
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starRating *= 0.80;
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}
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HitWindows hitWindows = new TaikoHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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return new TaikoDifficultyAttributes
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{
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StarRating = starRating,
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Mods = mods,
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StaminaDifficulty = staminaRating,
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RhythmDifficulty = rhythmRating,
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ColourDifficulty = colourRating,
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PeakDifficulty = combinedRating,
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GreatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate,
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MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
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};
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}
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/// <summary>
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/// Applies a final re-scaling of the star rating.
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/// </summary>
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/// <param name="sr">The raw star rating value before re-scaling.</param>
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private double rescale(double sr)
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{
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if (sr < 0) return sr;
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return 10.43 * Math.Log(sr / 8 + 1);
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}
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}
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}
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