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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Evaluators/RhythmEvaluator.cs
2025-01-21 13:40:55 +09:00

157 lines
6.5 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 osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data;
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
{
public class RhythmEvaluator
{
/// <summary>
/// Evaluate the difficulty of a hitobject considering its interval change.
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject hitObject, double hitWindow)
{
TaikoDifficultyHitObjectRhythm rhythm = ((TaikoDifficultyHitObject)hitObject).Rhythm;
double difficulty = 0.0d;
double sameRhythm = 0;
double samePattern = 0;
double intervalPenalty = 0;
if (rhythm.SameRhythmHitObjects?.FirstHitObject == hitObject) // Difficulty for SameRhythmHitObjects
{
sameRhythm += 10.0 * evaluateDifficultyOf(rhythm.SameRhythmHitObjects, hitWindow);
intervalPenalty = repeatedIntervalPenalty(rhythm.SameRhythmHitObjects, hitWindow);
}
if (rhythm.SamePatterns?.FirstHitObject == hitObject) // Difficulty for SamePatterns
samePattern += 1.15 * ratioDifficulty(rhythm.SamePatterns.IntervalRatio);
difficulty += Math.Max(sameRhythm, samePattern) * intervalPenalty;
return difficulty;
}
private static double evaluateDifficultyOf(SameRhythmHitObjects sameRhythmHitObjects, double hitWindow)
{
double intervalDifficulty = ratioDifficulty(sameRhythmHitObjects.HitObjectIntervalRatio);
double? previousInterval = sameRhythmHitObjects.Previous?.HitObjectInterval;
intervalDifficulty *= repeatedIntervalPenalty(sameRhythmHitObjects, hitWindow);
// If a previous interval exists and there are multiple hit objects in the sequence:
if (previousInterval != null && sameRhythmHitObjects.Children.Count > 1)
{
double expectedDurationFromPrevious = (double)previousInterval * sameRhythmHitObjects.Children.Count;
double durationDifference = sameRhythmHitObjects.Duration - expectedDurationFromPrevious;
if (durationDifference > 0)
{
intervalDifficulty *= DifficultyCalculationUtils.Logistic(
durationDifference / hitWindow,
midpointOffset: 0.7,
multiplier: 1.0,
maxValue: 1);
}
}
// Penalise patterns that can be hit within a single hit window.
intervalDifficulty *= DifficultyCalculationUtils.Logistic(
sameRhythmHitObjects.Duration / hitWindow,
midpointOffset: 0.6,
multiplier: 1,
maxValue: 1);
return Math.Pow(intervalDifficulty, 0.75);
}
/// <summary>
/// Determines if the changes in hit object intervals is consistent based on a given threshold.
/// </summary>
private static double repeatedIntervalPenalty(SameRhythmHitObjects sameRhythmHitObjects, double hitWindow, double threshold = 0.1)
{
double longIntervalPenalty = sameInterval(sameRhythmHitObjects, 3);
double shortIntervalPenalty = sameRhythmHitObjects.Children.Count < 6
? sameInterval(sameRhythmHitObjects, 4)
: 1.0; // Returns a non-penalty if there are 6 or more notes within an interval.
// The duration penalty is based on hit object duration relative to hitWindow.
double durationPenalty = Math.Max(1 - sameRhythmHitObjects.Duration * 2 / hitWindow, 0.5);
return Math.Min(longIntervalPenalty, shortIntervalPenalty) * durationPenalty;
double sameInterval(SameRhythmHitObjects startObject, int intervalCount)
{
List<double?> intervals = new List<double?>();
var currentObject = startObject;
for (int i = 0; i < intervalCount && currentObject != null; i++)
{
intervals.Add(currentObject.HitObjectInterval);
currentObject = currentObject.Previous;
}
intervals.RemoveAll(interval => interval == null);
if (intervals.Count < intervalCount)
return 1.0; // No penalty if there aren't enough valid intervals.
for (int i = 0; i < intervals.Count; i++)
{
for (int j = i + 1; j < intervals.Count; j++)
{
double ratio = intervals[i]!.Value / intervals[j]!.Value;
if (Math.Abs(1 - ratio) <= threshold) // If any two intervals are similar, apply a penalty.
return 0.80;
}
}
return 1.0; // No penalty if all intervals are different.
}
}
/// <summary>
/// Calculates the difficulty of a given ratio using a combination of periodic penalties and bonuses.
/// </summary>
private static double ratioDifficulty(double ratio, int terms = 8)
{
double difficulty = 0;
// Validate the ratio by ensuring it is a normal number in cases where maps breach regular mapping conditions.
ratio = double.IsNormal(ratio) ? ratio : 0;
for (int i = 1; i <= terms; ++i)
{
difficulty += termPenalty(ratio, i, 4, 1);
}
difficulty += terms / (1 + ratio);
// Give bonus to near-1 ratios
difficulty += DifficultyCalculationUtils.BellCurve(ratio, 1, 0.5);
// Penalize ratios that are VERY near 1
difficulty -= DifficultyCalculationUtils.BellCurve(ratio, 1, 0.3);
difficulty = Math.Max(difficulty, 0);
difficulty /= Math.Sqrt(8);
return difficulty;
}
/// <summary>
/// Multiplier for a given denominator term.
/// </summary>
private static double termPenalty(double ratio, int denominator, double power, double multiplier) =>
-multiplier * Math.Pow(Math.Cos(denominator * Math.PI * ratio), power);
}
}