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795477372f
Bring back convert nerf to fix overweighted taiko difficulty
184 lines
7.8 KiB
C#
184 lines
7.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
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using osu.Game.Rulesets.Taiko.Difficulty.Skills;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Rulesets.Taiko.Scoring;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public class TaikoDifficultyCalculator : DifficultyCalculator
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{
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private const double difficulty_multiplier = 0.084375;
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private const double rhythm_skill_multiplier = 0.2 * difficulty_multiplier;
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private const double colour_skill_multiplier = 0.375 * difficulty_multiplier;
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private const double stamina_skill_multiplier = 0.375 * difficulty_multiplier;
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public override int Version => 20241007;
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public TaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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return new Skill[]
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{
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new Rhythm(mods),
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new Colour(mods),
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new Stamina(mods, false),
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new Stamina(mods, true)
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};
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}
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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{
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new TaikoModDoubleTime(),
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new TaikoModHalfTime(),
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new TaikoModEasy(),
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new TaikoModHardRock(),
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};
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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List<DifficultyHitObject> difficultyHitObjects = new List<DifficultyHitObject>();
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List<TaikoDifficultyHitObject> centreObjects = new List<TaikoDifficultyHitObject>();
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List<TaikoDifficultyHitObject> rimObjects = new List<TaikoDifficultyHitObject>();
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List<TaikoDifficultyHitObject> noteObjects = new List<TaikoDifficultyHitObject>();
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for (int i = 2; i < beatmap.HitObjects.Count; i++)
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{
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difficultyHitObjects.Add(
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new TaikoDifficultyHitObject(
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beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObjects,
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centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count)
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);
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}
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TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
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return difficultyHitObjects;
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}
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new TaikoDifficultyAttributes { Mods = mods };
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Colour colour = (Colour)skills.First(x => x is Colour);
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Rhythm rhythm = (Rhythm)skills.First(x => x is Rhythm);
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Stamina stamina = (Stamina)skills.First(x => x is Stamina);
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Stamina singleColourStamina = (Stamina)skills.Last(x => x is Stamina);
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double colourRating = colour.DifficultyValue() * colour_skill_multiplier;
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double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier;
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double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier;
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double monoStaminaRating = singleColourStamina.DifficultyValue() * stamina_skill_multiplier;
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double monoStaminaFactor = staminaRating == 0 ? 1 : Math.Pow(monoStaminaRating / staminaRating, 5);
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double combinedRating = combinedDifficultyValue(rhythm, colour, stamina);
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double starRating = rescale(combinedRating * 1.4);
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// TODO: This is temporary measure as we don't detect abuse of multiple-input playstyles of converts within the current system.
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if (beatmap.BeatmapInfo.Ruleset.OnlineID == 0)
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{
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starRating *= 0.925;
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// For maps with low colour variance and high stamina requirement, multiple inputs are more likely to be abused.
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if (colourRating < 2 && staminaRating > 8)
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starRating *= 0.80;
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}
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HitWindows hitWindows = new TaikoHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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TaikoDifficultyAttributes attributes = new TaikoDifficultyAttributes
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{
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StarRating = starRating,
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Mods = mods,
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StaminaDifficulty = staminaRating,
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MonoStaminaFactor = monoStaminaFactor,
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RhythmDifficulty = rhythmRating,
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ColourDifficulty = colourRating,
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PeakDifficulty = combinedRating,
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GreatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate,
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OkHitWindow = hitWindows.WindowFor(HitResult.Ok) / clockRate,
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MaxCombo = beatmap.GetMaxCombo(),
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};
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return attributes;
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}
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/// <summary>
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/// Applies a final re-scaling of the star rating.
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/// </summary>
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/// <param name="sr">The raw star rating value before re-scaling.</param>
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private double rescale(double sr)
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{
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if (sr < 0) return sr;
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return 10.43 * Math.Log(sr / 8 + 1);
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}
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/// <summary>
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/// Returns the combined star rating of the beatmap, calculated using peak strains from all sections of the map.
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/// </summary>
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/// <remarks>
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/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
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/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
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/// </remarks>
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private double combinedDifficultyValue(Rhythm rhythm, Colour colour, Stamina stamina)
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{
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List<double> peaks = new List<double>();
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var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
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var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
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var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
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for (int i = 0; i < colourPeaks.Count; i++)
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{
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double colourPeak = colourPeaks[i] * colour_skill_multiplier;
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double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
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double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier;
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double peak = norm(1.5, colourPeak, staminaPeak);
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peak = norm(2, peak, rhythmPeak);
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// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
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// These sections will not contribute to the difficulty.
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if (peak > 0)
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peaks.Add(peak);
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}
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double difficulty = 0;
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double weight = 1;
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foreach (double strain in peaks.OrderDescending())
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{
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difficulty += strain * weight;
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weight *= 0.9;
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}
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return difficulty;
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}
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/// <summary>
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/// Returns the <i>p</i>-norm of an <i>n</i>-dimensional vector.
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/// </summary>
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/// <param name="p">The value of <i>p</i> to calculate the norm for.</param>
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/// <param name="values">The coefficients of the vector.</param>
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private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
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}
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}
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