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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Evaluators/ReadingEvaluator.cs
2024-12-18 19:33:19 +02:00

225 lines
9.2 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.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
// Main class with some util functions
public static class ReadingEvaluator
{
private const double reading_window_size = 3000;
private const double overlap_multiplier = 1;
private const double slider_body_length_multiplier = 1.3;
public static double EvaluateDensityOf(DifficultyHitObject current, bool applyDistanceNerf = true, bool applySliderbodyDensity = true, double angleNerfMultiplier = 1.0)
{
var currObj = (OsuDifficultyHitObject)current;
double density = 0;
double densityAnglesNerf = -2; // we have threshold of 2
// Despite being called prev, it's actually more late in time
OsuDifficultyHitObject prevObj0 = currObj;
var readingObjects = currObj.ReadingObjects;
for (int i = 0; i < readingObjects.Count; i++)
{
var loopObj = readingObjects[i].HitObject;
if (loopObj.Index < 1)
continue; // Don't look on the first object of the map
double loopDifficulty = currObj.OpacityAt(loopObj.BaseObject.StartTime, false);
// Small distances means objects may be cheesed, so it doesn't matter whether they are arranged confusingly
if (applyDistanceNerf) loopDifficulty *= (DifficultyCalculationUtils.Logistic(-(loopObj.LazyJumpDistance - 80) / 10) + 0.2) / 1.2;
// Additional buff for long sliderbodies
if (applySliderbodyDensity && loopObj.BaseObject is Slider slider)
{
// In radiuses, with minimal of 1
double sliderBodyLength = Math.Max(1, slider.Velocity * slider.SpanDuration / slider.Radius);
// Bandaid to fix abuze
sliderBodyLength = Math.Min(sliderBodyLength, 1 + slider.LazyTravelDistance / 8);
// The maximum is 3x buff
double sliderBodyBuff = Math.Log10(sliderBodyLength);
// Limit the max buff to prevent abuse with very long sliders.
// With explicit coverage of cases like one very long slider on the map, or just very few objects visible before/after.
double maxBuff = 0.5;
if (i > 0) maxBuff += 1;
if (i < readingObjects.Count - 1) maxBuff += 1;
loopDifficulty *= 1 + slider_body_length_multiplier * Math.Min(sliderBodyBuff, maxBuff);
}
// Reduce density bonus for this object if they're too apart in time
// Nerf starts on 1500ms and reaches maximum (*=0) on 3000ms
double timeBetweenCurrAndLoopObj = currObj.StartTime - loopObj.StartTime;
loopDifficulty *= getTimeNerfFactor(timeBetweenCurrAndLoopObj);
// Only if next object is slower, representing break from many notes in a row
if (loopObj.StrainTime > prevObj0.StrainTime)
{
// Get rhythm similarity: 1 on same rhythms, 0.5 on 1/4 to 1/2
double rhythmSimilarity = DifficultyCalculationUtils.GetRatio(loopObj.StrainTime, prevObj0.StrainTime);
// Make differentiation going from 1/4 to 1/2 and bigger difference
// To 1/3 to 1/2 and smaller difference
rhythmSimilarity = Math.Clamp(rhythmSimilarity, 0.5, 0.75);
rhythmSimilarity = 4 * (rhythmSimilarity - 0.5);
// Reduce density for this objects if rhythms are different
loopDifficulty *= rhythmSimilarity;
}
density += loopDifficulty;
// Angles nerf
// Why it's /2 + 0.5?
// Because there was a bug initially that made angle predictability to be from 0.5 to 1
// And removing this bug caused balance to be destroyed
double angleNerf = (loopObj.AnglePredictability / 2) + 0.5;
densityAnglesNerf += angleNerf * loopDifficulty * angleNerfMultiplier;
prevObj0 = loopObj;
}
// Apply angles nerf
density -= Math.Max(0, densityAnglesNerf);
return density;
}
public static double EvaluateOverlapDifficultyOf(DifficultyHitObject current)
{
var currObj = (OsuDifficultyHitObject)current;
double screenOverlapDifficulty = 0;
if (currObj.ReadingObjects.Count == 0)
return 0;
var overlapDifficulties = new List<(OsuDifficultyHitObject HitObject, double Difficulty)>();
var readingObjects = currObj.ReadingObjects;
// Find initial overlap values
for (int i = 0; i < readingObjects.Count; i++)
{
var loopObj = readingObjects[i].HitObject;
var loopReadingObjects = (List<OsuDifficultyHitObject.ReadingObject>)loopObj.ReadingObjects;
if (loopReadingObjects.Count == 0)
continue;
double targetStartTime = currObj.StartTime - currObj.Preempt;
double overlapness = boundBinarySearch(loopReadingObjects, targetStartTime);
if (overlapness > 0) overlapDifficulties.Add((loopObj, overlapness));
}
if (overlapDifficulties.Count == 0)
return 0;
var sortedDifficulties = overlapDifficulties.OrderByDescending(d => d.Difficulty).ToList();
// Nerf overlap values of easier notes that are in the same place as hard notes
for (int i = 0; i < sortedDifficulties.Count; i++)
{
var harderObject = sortedDifficulties[i];
// Look for all easier objects
for (int j = i + 1; j < sortedDifficulties.Count; j++)
{
var easierObject = sortedDifficulties[j];
// Get the overlap value
double overlapValue;
// OverlapValues dict only contains prev objects, so be sure to use right object
if (harderObject.HitObject.Index > easierObject.HitObject.Index)
harderObject.HitObject.OverlapValues.TryGetValue(easierObject.HitObject.Index, out overlapValue);
else
easierObject.HitObject.OverlapValues.TryGetValue(harderObject.HitObject.Index, out overlapValue);
// Nerf easier object if it overlaps in the same place as hard one
easierObject.Difficulty *= Math.Pow(1 - overlapValue, 2);
}
}
const double decay_weight = 0.5;
const double threshold = 0.6;
double weight = 1.0;
// Sum the overlap values to get difficulty
foreach (var diffObject in sortedDifficulties.Where(d => d.Difficulty > threshold).OrderByDescending(d => d.Difficulty))
{
// Add weighted difficulty
screenOverlapDifficulty += Math.Max(0, diffObject.Difficulty - threshold) * weight;
weight *= decay_weight;
}
return overlap_multiplier * Math.Max(0, screenOverlapDifficulty);
}
public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
if (current.BaseObject is Spinner || current.Index == 0)
return 0;
double difficulty = Math.Pow(4 * Math.Log(Math.Max(1, EvaluateDensityOf(current, true, true))), 2.5);
double overlapBonus = EvaluateOverlapDifficultyOf(current) * difficulty;
difficulty += overlapBonus;
return difficulty;
}
public static double EvaluateAimingDensityFactorOf(DifficultyHitObject current)
{
double difficulty = EvaluateDensityOf(current, true, false, 0.5);
return Math.Max(0, Math.Pow(difficulty, 1.37) - 1);
}
// This factor nerfs AR below 0 as extra safety measure
private static double getTimeNerfFactor(double deltaTime) => Math.Clamp(2 - deltaTime / (reading_window_size / 2), 0, 1);
// Finds the overlapness of the last object for which StartTime lower than target
private static double boundBinarySearch(List<OsuDifficultyHitObject.ReadingObject> arr, double target)
{
int low = 0;
int high = arr.Count;
int result = -1;
while (low < high)
{
int mid = low + (high - low) / 2;
if (arr[mid].HitObject.StartTime >= target)
{
result = mid;
low = mid + 1;
}
else high = mid - 1;
}
if (result == -1) return 0;
return arr[result].Overlapness;
}
}
}