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258 lines
10 KiB
C#
258 lines
10 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.Framework.Utils;
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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.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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public class ReadingLowAR : GraphSkill
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{
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private readonly List<double> difficulties = new List<double>();
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private double skillMultiplier => 1.23;
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private double aimComponentMultiplier => 0.4;
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public ReadingLowAR(Mod[] mods)
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: base(mods)
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{
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}
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private double strainDecayBase => 0.15;
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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private double currentDensityAimStrain = 0;
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public override void Process(DifficultyHitObject current)
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{
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double densityReadingDifficulty = ReadingEvaluator.EvaluateDifficultyOf(current);
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double densityAimingFactor = ReadingEvaluator.EvaluateAimingDensityFactorOf(current);
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currentDensityAimStrain *= strainDecay(current.DeltaTime);
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currentDensityAimStrain += densityAimingFactor * AimEvaluator.EvaluateDifficultyOf(current, true) * aimComponentMultiplier;
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double totalDensityDifficulty = (currentDensityAimStrain + densityReadingDifficulty) * skillMultiplier;
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difficulties.Add(totalDensityDifficulty);
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if (current.Index == 0)
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CurrentSectionEnd = Math.Ceiling(current.StartTime / SectionLength) * SectionLength;
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while (current.StartTime > CurrentSectionEnd)
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{
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StrainPeaks.Add(CurrentSectionPeak);
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CurrentSectionPeak = 0;
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CurrentSectionEnd += SectionLength;
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}
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CurrentSectionPeak = Math.Max(totalDensityDifficulty, CurrentSectionPeak);
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}
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private double reducedNoteCount => 5;
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private double reducedNoteBaseline => 0.7;
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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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for (int i = 0; i < Math.Min(values.Count, reducedNoteCount); i++)
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{
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double scale = Math.Log10(Interpolation.Lerp(1, 10, Math.Clamp(i / reducedNoteCount, 0, 1)));
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values[i] *= Interpolation.Lerp(reducedNoteBaseline, 1.0, scale);
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}
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values = values.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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public static double DifficultyToPerformance(double difficulty) => Math.Max(
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Math.Max(Math.Pow(difficulty, 1.5) * 20, Math.Pow(difficulty, 2) * 17.0),
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Math.Max(Math.Pow(difficulty, 3) * 10.5, Math.Pow(difficulty, 4) * 6.00));
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}
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public class ReadingHidden : Aim
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{
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public ReadingHidden(Mod[] mods)
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: base(mods, false)
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{
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}
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protected new double SkillMultiplier => 7.2;
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protected override double StrainValueAt(DifficultyHitObject current)
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{
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CurrentStrain *= StrainDecay(current.DeltaTime);
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// We're not using slider aim because we assuming that HD doesn't makes sliders harder (what is not true, but we will ignore this for now)
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double hiddenDifficulty = AimEvaluator.EvaluateDifficultyOf(current, false);
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hiddenDifficulty *= ReadingHiddenEvaluator.EvaluateDifficultyOf(current);
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hiddenDifficulty *= SkillMultiplier;
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CurrentStrain += hiddenDifficulty;
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return CurrentStrain;
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}
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public new static double DifficultyToPerformance(double difficulty) => Math.Max(
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Math.Max(difficulty * 16, Math.Pow(difficulty, 2) * 10), Math.Pow(difficulty, 3) * 4);
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}
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public class ReadingHighAR : GraphSkill
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{
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public const double MECHANICAL_PP_POWER = 0.6;
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private const double skill_multiplier = 9.3;
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private const double component_default_value_multiplier = 280;
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public ReadingHighAR(Mod[] mods)
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: base(mods)
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{
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aimComponent = new HighARAimComponent(mods);
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speedComponent = new HighARSpeedComponent(mods);
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}
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private HighARAimComponent aimComponent;
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private HighARSpeedComponent speedComponent;
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private readonly List<double> difficulties = new List<double>();
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private int objectsCount = 0;
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private double objectsPreemptSum = 0;
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public override void Process(DifficultyHitObject current)
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{
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aimComponent.Process(current);
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speedComponent.Process(current);
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if (current.BaseObject is not Spinner)
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{
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objectsCount++;
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objectsPreemptSum += ((OsuDifficultyHitObject)current).Preempt;
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}
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double power = OsuDifficultyCalculator.SUM_POWER;
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double mergedDifficulty = Math.Pow(
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Math.Pow(aimComponent.CurrentSectionPeak, power) +
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Math.Pow(speedComponent.CurrentSectionPeak, power), 1.0 / power);
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difficulties.Add(mergedDifficulty);
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if (current.Index == 0)
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CurrentSectionEnd = Math.Ceiling(current.StartTime / SectionLength) * SectionLength;
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while (current.StartTime > CurrentSectionEnd)
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{
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StrainPeaks.Add(CurrentSectionPeak);
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CurrentSectionPeak = 0;
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CurrentSectionEnd += SectionLength;
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}
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CurrentSectionPeak = Math.Max(mergedDifficulty, CurrentSectionPeak);
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}
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// Coefs for curve similar to difficulty to performance curve
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private static double power => 3.0369;
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private static double multiplier => 3.69656;
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public static double DifficultyToPerformance(double difficulty) => Math.Pow(difficulty, power) * multiplier;
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private static double performanceToDifficulty(double performance) => Math.Pow(performance / multiplier, 1.0 / power);
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public override double DifficultyValue()
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{
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// Simulating summing to get the most correct value possible
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double aimValue = Math.Sqrt(aimComponent.DifficultyValue()) * OsuDifficultyCalculator.DIFFICULTY_MULTIPLIER;
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double speedValue = Math.Sqrt(speedComponent.DifficultyValue()) * OsuDifficultyCalculator.DIFFICULTY_MULTIPLIER;
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double aimPerformance = DifficultyToPerformance(aimValue);
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double speedPerformance = DifficultyToPerformance(speedValue);
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double sumPower = OsuDifficultyCalculator.SUM_POWER;
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double totalPerformance = Math.Pow(Math.Pow(aimPerformance, sumPower) + Math.Pow(speedPerformance, sumPower), 1.0 / sumPower);
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// Length bonus is in SR to not inflate Star Rating of short AR11 maps
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double lengthBonus = OsuPerformanceCalculator.CalculateDefaultLengthBonus(objectsCount);
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lengthBonus = Math.Pow(lengthBonus, 0.5 / MECHANICAL_PP_POWER);
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// Get average preempt of objects
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double averagePreempt = objectsPreemptSum / objectsCount / 1000;
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// Increase length bonus for long maps with very high AR
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// https://www.desmos.com/calculator/wz9wckqgzu
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double lengthBonusPower = 1 + 0.75 * Math.Pow(0.1, Math.Pow(2.3 * averagePreempt, 8));
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// Be sure that increasing AR won't decrease pp
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if (lengthBonus < 1) lengthBonusPower = 2;
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totalPerformance *= Math.Pow(lengthBonus, lengthBonusPower);
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double adjustedDifficulty = performanceToDifficulty(totalPerformance);
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double difficultyValue = Math.Pow(adjustedDifficulty / OsuDifficultyCalculator.DIFFICULTY_MULTIPLIER, 2.0);
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// Sqrt value to make difficulty depend less on mechanical difficulty
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return skill_multiplier * Math.Pow(difficultyValue, MECHANICAL_PP_POWER);
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}
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public class HighARAimComponent : Aim
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{
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public HighARAimComponent(Mod[] mods)
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: base(mods, true)
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{
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}
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protected new double SkillMultiplier => base.SkillMultiplier;
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protected override double StrainValueAt(DifficultyHitObject current)
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{
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CurrentStrain *= StrainDecay(current.DeltaTime);
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double aimDifficulty = AimEvaluator.EvaluateDifficultyOf(current, true) * SkillMultiplier;
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aimDifficulty *= ReadingHighAREvaluator.EvaluateDifficultyOf(current, true);
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CurrentStrain += aimDifficulty;
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return CurrentStrain + component_default_value_multiplier * ReadingHighAREvaluator.EvaluateDifficultyOf(current, true);
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}
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}
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public class HighARSpeedComponent : Speed
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{
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public HighARSpeedComponent(Mod[] mods)
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: base(mods)
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{
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}
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protected new double SkillMultiplier => base.SkillMultiplier;
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protected override double StrainValueAt(DifficultyHitObject current)
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{
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OsuDifficultyHitObject currObj = (OsuDifficultyHitObject)current;
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CurrentStrain *= StrainDecay(currObj.StrainTime);
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double speedDifficulty = SpeedEvaluator.EvaluateDifficultyOf(current) * SkillMultiplier;
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speedDifficulty *= ReadingHighAREvaluator.EvaluateDifficultyOf(current);
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CurrentStrain += speedDifficulty;
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CurrentRhythm = currObj.RhythmDifficulty;
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double totalStrain = CurrentStrain * CurrentRhythm;
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return totalStrain + component_default_value_multiplier * ReadingHighAREvaluator.EvaluateDifficultyOf(current);
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}
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}
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}
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}
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