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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Skills/ReadingHighAR.cs
2024-02-23 19:52:00 +02:00

148 lines
5.8 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.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
public class ReadingHighAR : GraphSkill
{
public ReadingHighAR(Mod[] mods)
: base(mods)
{
aimComponent = new HighARAimComponent(mods);
speedComponent = new HighARSpeedComponent(mods);
aimComponentNoAdjust = new HighARAimComponent(mods, false);
}
private HighARAimComponent aimComponent;
private HighARAimComponent aimComponentNoAdjust;
private HighARSpeedComponent speedComponent;
private readonly List<double> difficulties = new List<double>();
private int objectsCount = 0;
public override void Process(DifficultyHitObject current)
{
aimComponent.Process(current);
speedComponent.Process(current);
aimComponentNoAdjust.Process(current);
if (current.BaseObject is not Spinner)
objectsCount++;
double power = OsuDifficultyCalculator.SUM_POWER;
double mergedDifficulty = Math.Pow(
Math.Pow(aimComponent.CurrentSectionPeak, power) +
Math.Pow(speedComponent.CurrentSectionPeak, power), 1.0 / power);
difficulties.Add(mergedDifficulty);
if (current.Index == 0)
CurrentSectionEnd = Math.Ceiling(current.StartTime / SectionLength) * SectionLength;
while (current.StartTime > CurrentSectionEnd)
{
StrainPeaks.Add(CurrentSectionPeak);
CurrentSectionPeak = 0;
CurrentSectionEnd += SectionLength;
}
CurrentSectionPeak = Math.Max(mergedDifficulty, CurrentSectionPeak);
}
public override double DifficultyValue()
{
// Simulating summing to get the most correct value possible
double aimValue = Math.Sqrt(aimComponent.DifficultyValue()) * OsuDifficultyCalculator.DIFFICULTY_MULTIPLIER;
double speedValue = Math.Sqrt(speedComponent.DifficultyValue()) * OsuDifficultyCalculator.DIFFICULTY_MULTIPLIER;
double aimPerformance = OsuStrainSkill.DifficultyToPerformance(aimValue);
double speedPerformance = OsuStrainSkill.DifficultyToPerformance(speedValue);
double power = OsuDifficultyCalculator.SUM_POWER;
double totalPerformance = Math.Pow(Math.Pow(aimPerformance, power) + Math.Pow(speedPerformance, power), 1.0 / power);
// First half of length bonus is in SR to not inflate Star Rating short AR11 maps
double lengthBonus = OsuPerformanceCalculator.CalculateDefaultLengthBonus(objectsCount);
totalPerformance *= lengthBonus;
double adjustedDifficulty = OsuStrainSkill.PerformanceToDifficulty(totalPerformance);
double difficultyValue = Math.Pow(adjustedDifficulty / OsuDifficultyCalculator.DIFFICULTY_MULTIPLIER, 2.0);
// have the same value as difficultyValue at 500pp point
return 75 * Math.Sqrt(difficultyValue);
}
}
public class HighARAimComponent : OsuStrainSkill
{
public HighARAimComponent(Mod[] mods, bool adjustHighAR = true)
: base(mods)
{
this.adjustHighAR = adjustHighAR;
}
private bool adjustHighAR;
private double currentStrain;
private double skillMultiplier => 17;
private double defaultValueMultiplier => 50;
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * StrainDecay(time - current.Previous(0).StartTime);
protected override double StrainValueAt(DifficultyHitObject current)
{
currentStrain *= StrainDecay(current.DeltaTime);
double aimDifficulty = AimEvaluator.EvaluateDifficultyOf(current, true);
double readingDifficulty = ReadingHighAREvaluator.EvaluateDifficultyOf(current, adjustHighAR);
aimDifficulty *= Math.Pow(readingDifficulty, 2);
aimDifficulty *= skillMultiplier;
currentStrain += aimDifficulty;
return currentStrain + defaultValueMultiplier * ReadingHighAREvaluator.EvaluateDifficultyOf(current, adjustHighAR);
}
}
public class HighARSpeedComponent : OsuStrainSkill
{
private double skillMultiplier => 820;
protected override double StrainDecayBase => 0.3;
private double currentStrain;
private double currentRhythm;
public HighARSpeedComponent(Mod[] mods)
: base(mods)
{
}
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => (currentStrain * currentRhythm) * StrainDecay(time - current.Previous(0).StartTime);
protected override double StrainValueAt(DifficultyHitObject current)
{
OsuDifficultyHitObject currODHO = (OsuDifficultyHitObject)current;
currentStrain *= StrainDecay(currODHO.StrainTime);
double speedDifficulty = SpeedEvaluator.EvaluateDifficultyOf(current) * skillMultiplier;
speedDifficulty *= Math.Pow(ReadingHighAREvaluator.EvaluateDifficultyOf(current, false), 2);
currentStrain += speedDifficulty;
currentRhythm = currODHO.RhythmDifficulty;
double totalStrain = currentStrain * currentRhythm;
return totalStrain;
}
}
}