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mirror of https://github.com/ppy/osu.git synced 2025-02-12 19:32:55 +08:00
osu-lazer/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs
2024-12-18 19:33:19 +02:00

171 lines
7.7 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.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Skills;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuDifficultyCalculator : DifficultyCalculator
{
private const double difficulty_multiplier = 0.0675;
public const double SUM_POWER = 1.1;
public const double FL_SUM_POWER = 1.5;
public override int Version => 20241007;
public OsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
if (beatmap.HitObjects.Count == 0)
return new OsuDifficultyAttributes { Mods = mods };
double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
double speedRating = Math.Sqrt(skills.OfType<Speed>().First().DifficultyValue()) * difficulty_multiplier;
double speedNotes = skills.OfType<Speed>().First().RelevantNoteCount();
double flashlightRating = Math.Sqrt(skills.OfType<Flashlight>().First().DifficultyValue()) * difficulty_multiplier;
double readingLowARRating = Math.Sqrt(skills.OfType<ReadingLowAr>().First().DifficultyValue()) * difficulty_multiplier;
double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
double aimDifficultyStrainCount = skills.OfType<Aim>().First().CountTopWeightedStrains();
double speedDifficultyStrainCount = skills.OfType<Speed>().First().CountTopWeightedStrains();
double lowArDifficultyStrainCount = skills.OfType<ReadingLowAr>().First().CountTopWeightedStrains();
if (mods.Any(m => m is OsuModTouchDevice))
{
aimRating = Math.Pow(aimRating, 0.8);
flashlightRating = Math.Pow(flashlightRating, 0.8);
readingLowARRating = Math.Pow(readingLowARRating, 0.9);
}
if (mods.Any(h => h is OsuModRelax))
{
aimRating *= 0.9;
speedRating = 0.0;
flashlightRating *= 0.7;
readingLowARRating *= 0.95;
}
double aimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating);
double speedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating);
// Cognition
double readingLowArPerformance = ReadingLowAr.DifficultyToPerformance(readingLowARRating);
double readingArPerformance = readingLowArPerformance;
double potentialFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
double flashlightPerformance = mods.Any(h => h is OsuModFlashlight) ? potentialFlashlightPerformance : 0;
double flashlightArPerformance = Math.Pow(Math.Pow(flashlightPerformance, FL_SUM_POWER) + Math.Pow(readingArPerformance, FL_SUM_POWER), 1.0 / FL_SUM_POWER);
double cognitionPerformance = flashlightArPerformance;
double mechanicalPerformance = Math.Pow(Math.Pow(aimPerformance, SUM_POWER) + Math.Pow(speedPerformance, SUM_POWER), 1.0 / SUM_POWER);
// Limit cognition by full memorisation difficulty, what is assumed to be mechanicalPerformance + flashlightPerformance
cognitionPerformance = OsuPerformanceCalculator.AdjustCognitionPerformance(cognitionPerformance, mechanicalPerformance, potentialFlashlightPerformance);
double basePerformance = mechanicalPerformance + cognitionPerformance;
double starRating = basePerformance > 0.00001
? Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
: 0;
double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
double drainRate = beatmap.Difficulty.DrainRate;
int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
HitWindows hitWindows = new OsuHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
{
StarRating = starRating,
Mods = mods,
AimDifficulty = aimRating,
SpeedDifficulty = speedRating,
SpeedNoteCount = speedNotes,
ReadingDifficultyLowAr = readingLowARRating,
FlashlightDifficulty = flashlightRating,
SliderFactor = sliderFactor,
AimDifficultStrainCount = aimDifficultyStrainCount,
SpeedDifficultStrainCount = speedDifficultyStrainCount,
LowArDifficultStrainCount = lowArDifficultyStrainCount,
ApproachRate = IBeatmapDifficultyInfo.InverseDifficultyRange(preempt, 1800, 1200, 450),
OverallDifficulty = (80 - hitWindowGreat) / 6,
DrainRate = drainRate,
MaxCombo = beatmap.GetMaxCombo(),
HitCircleCount = hitCirclesCount,
SliderCount = sliderCount,
SpinnerCount = spinnerCount,
};
return attributes;
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
// The first jump is formed by the first two hitobjects of the map.
// If the map has less than two OsuHitObjects, the enumerator will not return anything.
for (int i = 1; i < beatmap.HitObjects.Count; i++)
{
var lastLast = i > 1 ? beatmap.HitObjects[i - 2] : null;
objects.Add(new OsuDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], lastLast, clockRate, objects, objects.Count));
}
return objects;
}
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
{
var skills = new List<Skill>
{
new Aim(mods, true),
new Aim(mods, false),
new Speed(mods),
new Flashlight(mods),
new ReadingLowAr(mods),
};
return skills.ToArray();
}
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{
new OsuModTouchDevice(),
new OsuModDoubleTime(),
new OsuModHalfTime(),
new OsuModEasy(),
new OsuModHardRock(),
new OsuModFlashlight(),
new MultiMod(new OsuModFlashlight(), new OsuModHidden())
};
}
}