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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Evaluators/ReadingHiddenEvaluator.cs
Givikap120 1a68e29a95 Big amount of changes
1) Fully remade HD calc: now it's strain-based
2) Remade high AR calc: now it's using more correct aim-speed summing
3) Added explicit nerf for fiery patterns
4) Fixed bug where HR pop-offing slideraim difficulty due to sliderend position not being mirrored (no longer Rat Race +50)
5) Splitted some files cuz it's more convenient for me to edit
2024-02-02 21:15:05 +02:00

220 lines
10 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.Framework.Extensions.ObjectExtensions;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
// Class for HD calc. Split because there are a lot of things in HD calc.
public static class ReadingHiddenEvaluator
{
private const double reading_window_size = 3000;
public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
var currObj = (OsuDifficultyHitObject)current;
double density = 0;
double densityAnglesNerf = -2; // we have threshold of 2, so 2 or same angles won't be punished
OsuDifficultyHitObject? prevObj0 = null;
OsuDifficultyHitObject? prevObj1 = null;
OsuDifficultyHitObject? prevObj2 = null;
double prevConstantAngle = 0;
foreach (var loopObj in retrievePastVisibleObjects(currObj).Reverse())
{
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.
// For HD: it's not subtracting anything cuz it's multiplied by the aim difficulty anyways.
// loopDifficulty *= logistic((loopObj.MinimumJumpDistance) / 15);
// 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);
if (prevObj0.IsNull())
{
prevObj0 = loopObj;
continue;
}
// HD-exclusive burst nerf
// 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 = 1 - getRhythmDifference(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
if (loopObj.Angle.IsNotNull() && prevObj0.Angle.IsNotNull())
{
double angleDifference = Math.Abs(prevObj0.Angle.Value - loopObj.Angle.Value);
// Nerf alternating angles case
if (prevObj1.IsNotNull() && prevObj2.IsNotNull() && prevObj1.Angle.IsNotNull() && prevObj2.Angle.IsNotNull())
{
// Normalized difference
double angleDifference1 = Math.Abs(prevObj1.Angle.Value - loopObj.Angle.Value) / Math.PI;
double angleDifference2 = Math.Abs(prevObj2.Angle.Value - prevObj0.Angle.Value) / Math.PI;
// Will be close to 1 if angleDifference1 and angleDifference2 was both close to 0
double alternatingFactor = Math.Pow((1 - angleDifference1) * (1 - angleDifference2), 2);
// Be sure to nerf only same rhythms
double rhythmFactor = 1 - getRhythmDifference(loopObj.StrainTime, prevObj0.StrainTime); // 0 on different rhythm, 1 on same rhythm
rhythmFactor *= 1 - getRhythmDifference(prevObj0.StrainTime, prevObj1.StrainTime);
rhythmFactor *= 1 - getRhythmDifference(prevObj1.StrainTime, prevObj2.StrainTime);
double acuteAngleFactor = 1 - Math.Min(loopObj.Angle.Value, prevObj0.Angle.Value) / Math.PI;
double prevAngleAdjust = Math.Max(angleDifference - angleDifference1, 0);
prevAngleAdjust *= alternatingFactor; // Nerf if alternating
prevAngleAdjust *= rhythmFactor; // Nerf if same rhythms
prevAngleAdjust *= acuteAngleFactor;
angleDifference -= prevAngleAdjust;
}
// Reduce angles nerf if objects are too apart in time
// Angle nerf is starting being reduced from 200ms (150BPM jump) and it reduced to 0 on 2000ms
double longIntervalFactor = Math.Clamp(1 - (loopObj.StrainTime - 200) / (2000 - 200), 0, 1);
// Current angle nerf. Angle difference less than 15 degrees is considered the same
double currConstantAngle = Math.Cos(4 * Math.Min(Math.PI / 12, angleDifference)) * longIntervalFactor;
// Apply the nerf only when it's repeated
double currentAngleNerf = Math.Min(currConstantAngle, prevConstantAngle);
densityAnglesNerf += Math.Min(currentAngleNerf, loopDifficulty);
prevConstantAngle = currConstantAngle;
}
prevObj2 = prevObj1;
prevObj1 = prevObj0;
prevObj0 = loopObj;
}
// Apply angles nerf
density -= Math.Max(0, densityAnglesNerf);
// Consider that density matters only starting from 3rd note on the screen
double densityFactor = Math.Max(0, density - 1) / 4;
// This is kinda wrong cuz it returns value bigger than preempt
// double timeSpentInvisible = getDurationSpentInvisible(currObj) / 1000 / currObj.ClockRate;
// The closer timeSpentInvisible is to 0 -> the less difference there are between NM and HD
// So we will reduce base according to this
// It will be 0.354 on AR11 value
double invisibilityFactor = logistic(currObj.Preempt / 120 - 4);
double hdDifficulty = invisibilityFactor + densityFactor;
// Scale by inpredictability slightly
hdDifficulty *= 0.95 + 0.15 * ReadingEvaluator.EvaluateInpredictabilityOf(current); // Max multiplier is 1.1
return hdDifficulty;
}
//public static double EvaluateHiddenDifficultyOfOld(DifficultyHitObject current)
//{
// var currObj = (OsuDifficultyHitObject)current;
// double aimDifficulty = AimEvaluator.EvaluateDifficultyOf(current, false);
// double timeSpentInvisible = getDurationSpentInvisible(currObj) / currObj.ClockRate;
// double density = 1 + Math.Max(0, CalculateDenstityOf(currObj) - 1);
// double timeDifficultyFactor = density / 1000;
// timeDifficultyFactor *= getConstantAngleNerfFactor(currObj);
// double visibleObjectFactor = Math.Clamp(retrieveCurrentVisibleObjects(currObj).Count - 2, 0, 15);
// double hdDifficulty = visibleObjectFactor * timeSpentInvisible * timeDifficultyFactor +
// (6 + visibleObjectFactor) * aimDifficulty;
// hdDifficulty *= 0.95 + 0.15 * EvaluateInpredictabilityOf(current); // Max multiplier is 1.1
// return hdDifficulty;
//}
// Returns a list of objects that are visible on screen at
// the point in time at which the current object becomes visible.
private static IEnumerable<OsuDifficultyHitObject> retrievePastVisibleObjects(OsuDifficultyHitObject current)
{
for (int i = 0; i < current.Index; i++)
{
OsuDifficultyHitObject hitObject = (OsuDifficultyHitObject)current.Previous(i);
if (hitObject.IsNull() ||
current.StartTime - hitObject.StartTime > reading_window_size ||
hitObject.StartTime < current.StartTime - current.Preempt)
break;
yield return hitObject;
}
}
//private static double getDurationSpentInvisible(OsuDifficultyHitObject current)
//{
// var baseObject = (OsuHitObject)current.BaseObject;
// double fadeOutStartTime = baseObject.StartTime - baseObject.TimePreempt + baseObject.TimeFadeIn;
// double fadeOutDuration = baseObject.TimePreempt * OsuModHidden.FADE_OUT_DURATION_MULTIPLIER;
// return (fadeOutStartTime + fadeOutDuration) - (baseObject.StartTime - baseObject.TimePreempt);
//}
//private static List<OsuDifficultyHitObject> retrieveCurrentVisibleObjects(OsuDifficultyHitObject current)
//{
// List<OsuDifficultyHitObject> objects = new List<OsuDifficultyHitObject>();
// for (int i = 0; i < current.Count; i++)
// {
// OsuDifficultyHitObject hitObject = (OsuDifficultyHitObject)current.Next(i);
// if (hitObject.IsNull() ||
// (hitObject.StartTime - current.StartTime) > reading_window_size ||
// current.StartTime < hitObject.StartTime - hitObject.Preempt)
// break;
// objects.Add(hitObject);
// }
// return objects;
//}
private static double getTimeNerfFactor(double deltaTime)
{
return Math.Clamp(2 - deltaTime / (reading_window_size / 2), 0, 1);
}
private static double getRhythmDifference(double t1, double t2) => 1 - Math.Min(t1, t2) / Math.Max(t1, t2);
private static double logistic(double x) => 1 / (1 + Math.Exp(-x));
}
}