mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 19:17:25 +08:00
74 lines
2.8 KiB
C#
74 lines
2.8 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.
|
|
|
|
#nullable disable
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using osu.Game.Rulesets.Difficulty.Skills;
|
|
using osu.Game.Rulesets.Mods;
|
|
using System.Linq;
|
|
using osu.Framework.Utils;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
|
{
|
|
public abstract class OsuStrainSkill : StrainSkill
|
|
{
|
|
/// <summary>
|
|
/// The default multiplier applied by <see cref="OsuStrainSkill"/> to the final difficulty value after all other calculations.
|
|
/// May be overridden via <see cref="DifficultyMultiplier"/>.
|
|
/// </summary>
|
|
public const double DEFAULT_DIFFICULTY_MULTIPLIER = 1.06;
|
|
|
|
/// <summary>
|
|
/// The number of sections with the highest strains, which the peak strain reductions will apply to.
|
|
/// This is done in order to decrease their impact on the overall difficulty of the map for this skill.
|
|
/// </summary>
|
|
protected virtual int ReducedSectionCount => 10;
|
|
|
|
/// <summary>
|
|
/// The baseline multiplier applied to the section with the biggest strain.
|
|
/// </summary>
|
|
protected virtual double ReducedStrainBaseline => 0.75;
|
|
|
|
/// <summary>
|
|
/// The final multiplier to be applied to <see cref="DifficultyValue"/> after all other calculations.
|
|
/// </summary>
|
|
protected virtual double DifficultyMultiplier => DEFAULT_DIFFICULTY_MULTIPLIER;
|
|
|
|
protected OsuStrainSkill(Mod[] mods)
|
|
: base(mods)
|
|
{
|
|
}
|
|
|
|
public override double DifficultyValue()
|
|
{
|
|
double difficulty = 0;
|
|
double weight = 1;
|
|
|
|
// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
|
|
// These sections will not contribute to the difficulty.
|
|
var peaks = GetCurrentStrainPeaks().Where(p => p > 0);
|
|
|
|
List<double> strains = peaks.OrderByDescending(d => d).ToList();
|
|
|
|
// We are reducing the highest strains first to account for extreme difficulty spikes
|
|
for (int i = 0; i < Math.Min(strains.Count, ReducedSectionCount); i++)
|
|
{
|
|
double scale = Math.Log10(Interpolation.Lerp(1, 10, Math.Clamp((float)i / ReducedSectionCount, 0, 1)));
|
|
strains[i] *= Interpolation.Lerp(ReducedStrainBaseline, 1.0, scale);
|
|
}
|
|
|
|
// Difficulty is the weighted sum of the highest strains from every section.
|
|
// We're sorting from highest to lowest strain.
|
|
foreach (double strain in strains.OrderByDescending(d => d))
|
|
{
|
|
difficulty += strain * weight;
|
|
weight *= DecayWeight;
|
|
}
|
|
|
|
return difficulty * DifficultyMultiplier;
|
|
}
|
|
}
|
|
}
|