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188 lines
8.6 KiB
C#
188 lines
8.6 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.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 RhythmEvaluator
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{
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private readonly struct Island : IEquatable<Island>
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{
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public Island()
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{
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}
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public Island(int firstDelta, double epsilon)
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{
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AddDelta(firstDelta, epsilon);
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}
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public List<int> Deltas { get; } = new List<int>();
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public void AddDelta(int delta, double epsilon)
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{
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int existingDelta = Deltas.FirstOrDefault(x => Math.Abs(x - delta) >= epsilon);
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Deltas.Add(existingDelta == default ? delta : existingDelta);
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}
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public double AverageDelta() => Deltas.Count > 0 ? Math.Max(Deltas.Average(), OsuDifficultyHitObject.MIN_DELTA_TIME) : 0;
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public bool IsSimilarPolarity(Island other, double epsilon)
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{
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// consider islands to be of similar polarity only if they're having the same average delta (we don't want to consider 3 singletaps similar to a triple)
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return Math.Abs(AverageDelta() - other.AverageDelta()) < epsilon &&
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Deltas.Count % 2 == other.Deltas.Count % 2;
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}
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public override int GetHashCode()
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{
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// we need to compare all deltas and they must be in the exact same order we added them
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string joinedDeltas = string.Join(string.Empty, Deltas);
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return joinedDeltas.GetHashCode();
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}
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public bool Equals(Island other)
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{
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return other.GetHashCode() == GetHashCode();
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}
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public override bool Equals(object? obj)
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{
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return obj?.GetHashCode() == GetHashCode();
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}
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}
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private const int history_time_max = 5 * 1000; // 5 seconds of calculatingRhythmBonus max.
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private const int history_objects_max = 32;
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private const double rhythm_multiplier = 1.25;
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/// <summary>
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/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current, double clockRate)
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{
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if (current.BaseObject is Spinner)
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return 0;
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double rhythmComplexitySum = 0;
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var island = new Island();
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var previousIsland = new Island();
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Dictionary<Island, int> islandCounts = new Dictionary<Island, int>();
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int historyTimeMaxAdjusted = (int)Math.Ceiling(history_time_max / clockRate);
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int historyObjectsMaxAdjusted = (int)Math.Ceiling(history_objects_max / clockRate);
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double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms
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bool firstDeltaSwitch = false;
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int historicalNoteCount = Math.Min(current.Index, historyObjectsMaxAdjusted);
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int rhythmStart = 0;
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while (rhythmStart < historicalNoteCount - 2 && current.StartTime - current.Previous(rhythmStart).StartTime < historyTimeMaxAdjusted)
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rhythmStart++;
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OsuDifficultyHitObject prevObj = (OsuDifficultyHitObject)current.Previous(rhythmStart);
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OsuDifficultyHitObject lastObj = (OsuDifficultyHitObject)current.Previous(rhythmStart + 1);
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for (int i = rhythmStart; i > 0; i--)
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{
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OsuDifficultyHitObject currObj = (OsuDifficultyHitObject)current.Previous(i - 1);
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double currHistoricalDecay = (historyTimeMaxAdjusted - (current.StartTime - currObj.StartTime)) / historyTimeMaxAdjusted; // scales note 0 to 1 from history to now
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currHistoricalDecay = Math.Min((double)(historicalNoteCount - i) / historicalNoteCount, currHistoricalDecay); // either we're limited by time or limited by object count.
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double currDelta = currObj.StrainTime;
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double prevDelta = prevObj.StrainTime;
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double lastDelta = lastObj.StrainTime;
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double currRatio = 1.0 + 7.27 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses.
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double deltaDifferenceEpsilon = currObj.HitWindowGreat * 0.3;
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double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - deltaDifferenceEpsilon) / deltaDifferenceEpsilon);
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double effectiveRatio = windowPenalty * currRatio;
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if (firstDeltaSwitch)
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{
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if (!(Math.Abs(prevDelta - currDelta) > deltaDifferenceEpsilon))
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{
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// island is still progressing
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island.AddDelta((int)currDelta, deltaDifferenceEpsilon);
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}
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else
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{
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// bpm change is into slider, this is easy acc window
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if (currObj.BaseObject is Slider)
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effectiveRatio *= 0.125;
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// bpm change was from a slider, this is easier typically than circle -> circle
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// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
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// therefore we're checking for quick sliders and don't lower the difficulty for them since they don't really make tapping easier (no time to adjust)
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if (prevObj.BaseObject is Slider && prevObj.TravelTime > prevDelta * 1.5)
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effectiveRatio *= 0.15;
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// repeated island polartiy (2 -> 4, 3 -> 5)
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if (island.IsSimilarPolarity(previousIsland, deltaDifferenceEpsilon))
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effectiveRatio *= 0.3;
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// previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
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if (lastDelta > prevDelta + deltaDifferenceEpsilon && prevDelta > currDelta + deltaDifferenceEpsilon)
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effectiveRatio *= 0.125;
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if (!islandCounts.TryAdd(island, 1))
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{
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islandCounts[island]++;
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// repeated island (ex: triplet -> triplet)
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double power = logistic(island.AverageDelta(), 4, 0.165, 10);
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effectiveRatio *= Math.Min(3.0 / islandCounts[island], Math.Pow(1.0 / islandCounts[island], power));
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}
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// scale down the difficulty if the object is doubletappable
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double doubletapness = prevObj.GetDoubletapness((OsuDifficultyHitObject?)prevObj.Next(0));
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effectiveRatio *= 1 - doubletapness * 0.75;
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rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay;
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startRatio = effectiveRatio;
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previousIsland = island;
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if (prevDelta + deltaDifferenceEpsilon < currDelta) // we're slowing down, stop counting
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firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.
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island = new Island((int)currDelta, deltaDifferenceEpsilon);
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}
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}
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else if (prevDelta > currDelta + deltaDifferenceEpsilon) // we want to be speeding up.
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{
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// Begin counting island until we change speed again.
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firstDeltaSwitch = true;
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startRatio = effectiveRatio;
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island = new Island((int)currDelta, deltaDifferenceEpsilon);
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}
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lastObj = prevObj;
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prevObj = currObj;
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}
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return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2.0; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)
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}
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private static double logistic(double x, double maxValue, double multiplier, double offset) => (maxValue / (1 + Math.Pow(Math.E, offset - (multiplier * x))));
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}
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}
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