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49 lines
1.7 KiB
C#
49 lines
1.7 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.Collections.Generic;
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using System.Linq;
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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.Osu.Difficulty.Evaluators;
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using osu.Game.Rulesets.Osu.Mods;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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public class Cognition : Skill
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{
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private readonly List<double> difficulties = new List<double>();
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private readonly bool hasHiddenMod;
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private const double skill_multiplier = 2.4;
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public Cognition(Mod[] mods)
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: base(mods)
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{
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hasHiddenMod = mods.Any(m => m is OsuModHidden);
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}
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public override void Process(DifficultyHitObject current) => difficulties.Add(CognitionEvaluator.EvaluateDifficultyOf(current, hasHiddenMod) * skill_multiplier);
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public override double DifficultyValue()
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{
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double difficulty = 0;
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// Sections with 0 difficulty 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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var peaks = difficulties.Where(p => p > 0);
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List<double> values = peaks.OrderByDescending(d => d).ToList();
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// Difficulty is the weighted sum of the highest strains from every section.
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// We're sorting from highest to lowest strain.
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for (int i = 0; i < values.Count; i++)
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{
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difficulty += values[i] / (i + 1);
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}
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return difficulty;
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}
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}
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}
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