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1af464d5ae
In order for the new star difficulty to be shown to users on the next release. catch's difficulty calculator version is not bumped because the only catch change pending deploy is https://github.com/ppy/osu/pull/28353 and that affects performance points only.
170 lines
7.0 KiB
C#
170 lines
7.0 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.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.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 = 0.084375;
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private const double rhythm_skill_multiplier = 0.2 * difficulty_multiplier;
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private const double colour_skill_multiplier = 0.375 * difficulty_multiplier;
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private const double stamina_skill_multiplier = 0.375 * difficulty_multiplier;
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public override int Version => 20241007;
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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 Rhythm(mods),
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new Colour(mods),
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new Stamina(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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Colour colour = (Colour)skills.First(x => x is Colour);
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Rhythm rhythm = (Rhythm)skills.First(x => x is Rhythm);
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Stamina stamina = (Stamina)skills.First(x => x is Stamina);
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double colourRating = colour.DifficultyValue() * colour_skill_multiplier;
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double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier;
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double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier;
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double combinedRating = combinedDifficultyValue(rhythm, colour, stamina);
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double starRating = rescale(combinedRating * 1.4);
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HitWindows hitWindows = new TaikoHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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TaikoDifficultyAttributes attributes = 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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OkHitWindow = hitWindows.WindowFor(HitResult.Ok) / clockRate,
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MaxCombo = beatmap.GetMaxCombo(),
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};
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return attributes;
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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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/// <summary>
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/// Returns the combined star rating of the beatmap, calculated using peak strains from all sections of the map.
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/// </summary>
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/// <remarks>
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/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
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/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
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/// </remarks>
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private double combinedDifficultyValue(Rhythm rhythm, Colour colour, Stamina stamina)
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{
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List<double> peaks = new List<double>();
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var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
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var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
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var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
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for (int i = 0; i < colourPeaks.Count; i++)
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{
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double colourPeak = colourPeaks[i] * colour_skill_multiplier;
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double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
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double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier;
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double peak = norm(1.5, colourPeak, staminaPeak);
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peak = norm(2, peak, rhythmPeak);
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// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
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// These sections will not contribute to the difficulty.
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if (peak > 0)
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peaks.Add(peak);
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}
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double difficulty = 0;
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double weight = 1;
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foreach (double strain in peaks.OrderDescending())
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{
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difficulty += strain * weight;
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weight *= 0.9;
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}
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return difficulty;
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}
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/// <summary>
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/// Returns the <i>p</i>-norm of an <i>n</i>-dimensional vector.
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/// </summary>
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/// <param name="p">The value of <i>p</i> to calculate the norm for.</param>
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/// <param name="values">The coefficients of the vector.</param>
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private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
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}
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}
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