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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs
2022-08-15 21:43:09 +09:00

123 lines
4.7 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.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
using osu.Game.Rulesets.Taiko.Difficulty.Skills;
using osu.Game.Rulesets.Taiko.Mods;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Scoring;
namespace osu.Game.Rulesets.Taiko.Difficulty
{
public class TaikoDifficultyCalculator : DifficultyCalculator
{
private const double difficulty_multiplier = 1.35;
public override int Version => 20220701;
public TaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
{
return new Skill[]
{
new Peaks(mods)
};
}
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{
new TaikoModDoubleTime(),
new TaikoModHalfTime(),
new TaikoModEasy(),
new TaikoModHardRock(),
};
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
List<DifficultyHitObject> difficultyHitObjects = new List<DifficultyHitObject>();
List<TaikoDifficultyHitObject> centreObjects = new List<TaikoDifficultyHitObject>();
List<TaikoDifficultyHitObject> rimObjects = new List<TaikoDifficultyHitObject>();
List<TaikoDifficultyHitObject> noteObjects = new List<TaikoDifficultyHitObject>();
for (int i = 2; i < beatmap.HitObjects.Count; i++)
{
difficultyHitObjects.Add(
new TaikoDifficultyHitObject(
beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObjects,
centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count)
);
}
TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
return difficultyHitObjects;
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
if (beatmap.HitObjects.Count == 0)
return new TaikoDifficultyAttributes { Mods = mods };
var combined = (Peaks)skills[0];
double colourRating = combined.ColourDifficultyValue * difficulty_multiplier;
double rhythmRating = combined.RhythmDifficultyValue * difficulty_multiplier;
double staminaRating = combined.StaminaDifficultyValue * difficulty_multiplier;
double combinedRating = combined.DifficultyValue() * difficulty_multiplier;
double starRating = rescale(combinedRating * 1.4);
// TODO: This is temporary measure as we don't detect abuse of multiple-input playstyles of converts within the current system.
if (beatmap.BeatmapInfo.Ruleset.OnlineID == 0)
{
starRating *= 0.925;
// For maps with low colour variance and high stamina requirement, multiple inputs are more likely to be abused.
if (colourRating < 2 && staminaRating > 8)
starRating *= 0.80;
}
HitWindows hitWindows = new TaikoHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
return new TaikoDifficultyAttributes
{
StarRating = starRating,
Mods = mods,
StaminaDifficulty = staminaRating,
RhythmDifficulty = rhythmRating,
ColourDifficulty = colourRating,
PeakDifficulty = combinedRating,
GreatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate,
MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
};
}
/// <summary>
/// Applies a final re-scaling of the star rating.
/// </summary>
/// <param name="sr">The raw star rating value before re-scaling.</param>
private double rescale(double sr)
{
if (sr < 0) return sr;
return 10.43 * Math.Log(sr / 8 + 1);
}
}
}