mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 22:27:25 +08:00
5b2dcea8a8
As strains are an implementation detail of the current Skill calculations, it makes sense that strain related logic should be encapsulated within the Skill class.
173 lines
7.3 KiB
C#
173 lines
7.3 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.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Difficulty;
|
|
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Difficulty.Skills;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Taiko.Difficulty.Skills;
|
|
using osu.Game.Rulesets.Taiko.Mods;
|
|
using osu.Game.Rulesets.Taiko.Objects;
|
|
using osu.Game.Rulesets.Taiko.Scoring;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Difficulty
|
|
{
|
|
public class TaikoDifficultyCalculator : DifficultyCalculator
|
|
{
|
|
private const double rhythm_skill_multiplier = 0.014;
|
|
private const double colour_skill_multiplier = 0.01;
|
|
private const double stamina_skill_multiplier = 0.02;
|
|
|
|
public TaikoDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
|
|
: base(ruleset, beatmap)
|
|
{
|
|
}
|
|
|
|
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[]
|
|
{
|
|
new Colour(mods),
|
|
new Rhythm(mods),
|
|
new Stamina(mods, true),
|
|
new Stamina(mods, false),
|
|
};
|
|
|
|
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
|
|
{
|
|
new TaikoModDoubleTime(),
|
|
new TaikoModHalfTime(),
|
|
new TaikoModEasy(),
|
|
new TaikoModHardRock(),
|
|
};
|
|
|
|
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
|
|
{
|
|
List<TaikoDifficultyHitObject> taikoDifficultyHitObjects = new List<TaikoDifficultyHitObject>();
|
|
|
|
for (int i = 2; i < beatmap.HitObjects.Count; i++)
|
|
{
|
|
taikoDifficultyHitObjects.Add(
|
|
new TaikoDifficultyHitObject(
|
|
beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, i
|
|
)
|
|
);
|
|
}
|
|
|
|
new StaminaCheeseDetector(taikoDifficultyHitObjects).FindCheese();
|
|
return taikoDifficultyHitObjects;
|
|
}
|
|
|
|
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
|
|
{
|
|
if (beatmap.HitObjects.Count == 0)
|
|
return new TaikoDifficultyAttributes { Mods = mods, Skills = skills };
|
|
|
|
var colour = (Colour)skills[0];
|
|
var rhythm = (Rhythm)skills[1];
|
|
var staminaRight = (Stamina)skills[2];
|
|
var staminaLeft = (Stamina)skills[3];
|
|
|
|
double colourRating = colour.DifficultyValue() * colour_skill_multiplier;
|
|
double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier;
|
|
double staminaRating = (staminaRight.DifficultyValue() + staminaLeft.DifficultyValue()) * stamina_skill_multiplier;
|
|
|
|
double staminaPenalty = simpleColourPenalty(staminaRating, colourRating);
|
|
staminaRating *= staminaPenalty;
|
|
|
|
double combinedRating = locallyCombinedDifficulty(colour, rhythm, staminaRight, staminaLeft, staminaPenalty);
|
|
double separatedRating = norm(1.5, colourRating, rhythmRating, staminaRating);
|
|
double starRating = 1.4 * separatedRating + 0.5 * combinedRating;
|
|
starRating = rescale(starRating);
|
|
|
|
HitWindows hitWindows = new TaikoHitWindows();
|
|
hitWindows.SetDifficulty(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
|
|
|
|
return new TaikoDifficultyAttributes
|
|
{
|
|
StarRating = starRating,
|
|
Mods = mods,
|
|
StaminaStrain = staminaRating,
|
|
RhythmStrain = rhythmRating,
|
|
ColourStrain = colourRating,
|
|
// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future
|
|
GreatHitWindow = (int)hitWindows.WindowFor(HitResult.Great) / clockRate,
|
|
MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
|
|
Skills = skills
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the penalty for the stamina skill for maps with low colour difficulty.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Some maps (especially converts) can be easy to read despite a high note density.
|
|
/// This penalty aims to reduce the star rating of such maps by factoring in colour difficulty to the stamina skill.
|
|
/// </remarks>
|
|
private double simpleColourPenalty(double staminaDifficulty, double colorDifficulty)
|
|
{
|
|
if (colorDifficulty <= 0) return 0.79 - 0.25;
|
|
|
|
return 0.79 - Math.Atan(staminaDifficulty / colorDifficulty - 12) / Math.PI / 2;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the <i>p</i>-norm of an <i>n</i>-dimensional vector.
|
|
/// </summary>
|
|
/// <param name="p">The value of <i>p</i> to calculate the norm for.</param>
|
|
/// <param name="values">The coefficients of the vector.</param>
|
|
private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
|
|
|
|
/// <summary>
|
|
/// Returns the partial star rating of the beatmap, calculated using peak strains from all sections of the map.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
|
|
/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
|
|
/// </remarks>
|
|
private double locallyCombinedDifficulty(Colour colour, Rhythm rhythm, Stamina staminaRight, Stamina staminaLeft, double staminaPenalty)
|
|
{
|
|
List<double> peaks = new List<double>();
|
|
|
|
var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
|
|
var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
|
|
var staminaRightPeaks = staminaRight.GetCurrentStrainPeaks().ToList();
|
|
var staminaLeftPeaks = staminaLeft.GetCurrentStrainPeaks().ToList();
|
|
|
|
for (int i = 0; i < colourPeaks.Count; i++)
|
|
{
|
|
double colourPeak = colourPeaks[i] * colour_skill_multiplier;
|
|
double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
|
|
double staminaPeak = (staminaRightPeaks[i] + staminaLeftPeaks[i]) * stamina_skill_multiplier * staminaPenalty;
|
|
peaks.Add(norm(2, colourPeak, rhythmPeak, staminaPeak));
|
|
}
|
|
|
|
double difficulty = 0;
|
|
double weight = 1;
|
|
|
|
foreach (double strain in peaks.OrderByDescending(d => d))
|
|
{
|
|
difficulty += strain * weight;
|
|
weight *= 0.9;
|
|
}
|
|
|
|
return difficulty;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Applies a final re-scaling of the star rating to bring maps with recorded full combos below 9.5 stars.
|
|
/// </summary>
|
|
/// <param name="sr">The raw star rating value before re-scaling.</param>
|
|
private double rescale(double sr)
|
|
{
|
|
if (sr < 0) return sr;
|
|
|
|
return 10.43 * Math.Log(sr / 8 + 1);
|
|
}
|
|
}
|
|
}
|