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Although this isn't necessary for existing official rulesets and calculators, custom calculators can have use cases for accessing mods in difficulty calculation. For example, accounting for the effects of visual mods.
134 lines
5.3 KiB
C#
134 lines
5.3 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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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Difficulty.Skills
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{
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/// <summary>
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/// Used to processes strain values of <see cref="DifficultyHitObject"/>s, keep track of strain levels caused by the processed objects
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/// and to calculate a final difficulty value representing the difficulty of hitting all the processed objects.
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/// </summary>
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public abstract class Skill
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{
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/// <summary>
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/// The peak strain for each <see cref="DifficultyCalculator.SectionLength"/> section of the beatmap.
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/// </summary>
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public IReadOnlyList<double> StrainPeaks => strainPeaks;
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/// <summary>
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/// Strain values are multiplied by this number for the given skill. Used to balance the value of different skills between each other.
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/// </summary>
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protected abstract double SkillMultiplier { get; }
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/// <summary>
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/// Determines how quickly strain decays for the given skill.
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/// For example a value of 0.15 indicates that strain decays to 15% of its original value in one second.
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/// </summary>
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protected abstract double StrainDecayBase { get; }
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/// <summary>
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/// The weight by which each strain value decays.
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/// </summary>
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protected virtual double DecayWeight => 0.9;
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/// <summary>
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/// <see cref="DifficultyHitObject"/>s that were processed previously. They can affect the strain values of the following objects.
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/// </summary>
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protected readonly LimitedCapacityStack<DifficultyHitObject> Previous = new LimitedCapacityStack<DifficultyHitObject>(2); // Contained objects not used yet
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/// <summary>
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/// The current strain level.
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/// </summary>
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protected double CurrentStrain { get; private set; } = 1;
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/// <summary>
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/// Mods for use in skill calculations.
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/// </summary>
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protected IReadOnlyList<Mod> Mods => mods;
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private double currentSectionPeak = 1; // We also keep track of the peak strain level in the current section.
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private readonly List<double> strainPeaks = new List<double>();
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private readonly Mod[] mods;
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protected Skill(Mod[] mods)
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{
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this.mods = mods;
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}
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/// <summary>
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/// Process a <see cref="DifficultyHitObject"/> and update current strain values accordingly.
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/// </summary>
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public void Process(DifficultyHitObject current)
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{
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CurrentStrain *= strainDecay(current.DeltaTime);
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CurrentStrain += StrainValueOf(current) * SkillMultiplier;
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currentSectionPeak = Math.Max(CurrentStrain, currentSectionPeak);
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Previous.Push(current);
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}
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/// <summary>
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/// Saves the current peak strain level to the list of strain peaks, which will be used to calculate an overall difficulty.
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/// </summary>
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public void SaveCurrentPeak()
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{
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if (Previous.Count > 0)
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strainPeaks.Add(currentSectionPeak);
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}
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/// <summary>
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/// Sets the initial strain level for a new section.
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/// </summary>
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/// <param name="time">The beginning of the new section in milliseconds.</param>
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public void StartNewSectionFrom(double time)
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{
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// The maximum strain of the new section is not zero by default, strain decays as usual regardless of section boundaries.
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// This means we need to capture the strain level at the beginning of the new section, and use that as the initial peak level.
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if (Previous.Count > 0)
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currentSectionPeak = GetPeakStrain(time);
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}
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/// <summary>
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/// Retrieves the peak strain at a point in time.
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/// </summary>
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/// <param name="time">The time to retrieve the peak strain at.</param>
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/// <returns>The peak strain.</returns>
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protected virtual double GetPeakStrain(double time) => CurrentStrain * strainDecay(time - Previous[0].BaseObject.StartTime);
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/// <summary>
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/// Returns the calculated difficulty value representing all processed <see cref="DifficultyHitObject"/>s.
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/// </summary>
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public double DifficultyValue()
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{
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double difficulty = 0;
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double weight = 1;
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// Difficulty is the weighted sum of the highest strains from every section.
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// We're sorting from highest to lowest strain.
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foreach (double strain in strainPeaks.OrderByDescending(d => d))
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{
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difficulty += strain * weight;
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weight *= DecayWeight;
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}
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return difficulty;
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}
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/// <summary>
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/// Calculates the strain value of a <see cref="DifficultyHitObject"/>. This value is affected by previously processed objects.
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/// </summary>
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protected abstract double StrainValueOf(DifficultyHitObject current);
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private double strainDecay(double ms) => Math.Pow(StrainDecayBase, ms / 1000);
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}
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}
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