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109 lines
4.2 KiB
C#
109 lines
4.2 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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#nullable disable
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using System;
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using System.Diagnostics;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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public static class FlashlightEvaluator
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{
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private const double max_opacity_bonus = 0.4;
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private const double hidden_bonus = 0.2;
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private const double min_velocity = 0.5;
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private const double slider_multiplier = 1.3;
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private const double repeat_bonus = 3.0;
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/// <summary>
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/// Evaluates the difficulty of memorising and hitting an object, based on:
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/// <list type="bullet">
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/// <item><description>distance between the previous and current object,</description></item>
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/// <item><description>the visual opacity of the current object,</description></item>
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/// <item><description>and whether the hidden mod is enabled.</description></item>
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/// </list>
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden)
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{
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if (current.BaseObject is Spinner)
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return 0;
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var osuCurrent = (OsuDifficultyHitObject)current;
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var osuHitObject = (OsuHitObject)(osuCurrent.BaseObject);
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double scalingFactor = 52.0 / osuHitObject.Radius;
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double smallDistNerf = 1.0;
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double cumulativeStrainTime = 0.0;
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double result = 0.0;
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OsuDifficultyHitObject lastObj = osuCurrent;
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// This is iterating backwards in time from the current object.
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for (int i = 0; i < Math.Min(current.Index, 10); i++)
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{
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var currentObj = (OsuDifficultyHitObject)current.Previous(i);
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var currentHitObject = (OsuHitObject)(currentObj.BaseObject);
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if (!(currentObj.BaseObject is Spinner))
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{
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double jumpDistance = (osuHitObject.StackedPosition - currentHitObject.EndPosition).Length;
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cumulativeStrainTime += lastObj.StrainTime;
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// We want to nerf objects that can be easily seen within the Flashlight circle radius.
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if (i == 0)
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smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
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// We also want to nerf stacks so that only the first object of the stack is accounted for.
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double stackNerf = Math.Min(1.0, (currentObj.LazyJumpDistance / scalingFactor) / 25.0);
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// Bonus based on how visible the object is.
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double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, hidden));
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result += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
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}
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lastObj = currentObj;
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}
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result = Math.Pow(smallDistNerf * result, 2.0);
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// Additional bonus for Hidden due to there being no approach circles.
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if (hidden)
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result *= 1.0 + hidden_bonus;
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double sliderBonus = 0.0;
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if (osuCurrent.BaseObject is Slider)
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{
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Debug.Assert(osuCurrent.TravelTime > 0);
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Slider osuSlider = (Slider)(osuCurrent.BaseObject);
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// Invert the scaling factor to determine the true travel distance independent of circle size.
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double pixelTravelDistance = osuCurrent.TravelDistance / scalingFactor;
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// Reward sliders based on velocity.
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sliderBonus = Math.Pow(Math.Max(0.0, pixelTravelDistance / osuCurrent.TravelTime - min_velocity), 0.5);
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// Longer sliders require more memorisation.
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sliderBonus *= pixelTravelDistance;
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// Reward sliders with repeats.
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if (osuSlider.RepeatCount > 0)
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sliderBonus *= repeat_bonus;
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}
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result += sliderBonus * slider_multiplier;
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return result;
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}
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}
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}
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