mirror of
https://github.com/ppy/osu.git
synced 2024-11-15 22:37:26 +08:00
80 lines
3.1 KiB
C#
80 lines
3.1 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 osu.Game.Rulesets.Difficulty.Skills;
|
|
using osu.Game.Rulesets.Mods;
|
|
using System.Linq;
|
|
using osu.Framework.Utils;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
|
{
|
|
public abstract class OsuStrainSkill : StrainSkill
|
|
{
|
|
/// <summary>
|
|
/// The number of sections with the highest strains, which the peak strain reductions will apply to.
|
|
/// This is done in order to decrease their impact on the overall difficulty of the map for this skill.
|
|
/// </summary>
|
|
protected virtual int ReducedSectionCount => 10;
|
|
|
|
/// <summary>
|
|
/// The baseline multiplier applied to the section with the biggest strain.
|
|
/// </summary>
|
|
protected virtual double ReducedStrainBaseline => 0.75;
|
|
|
|
protected List<double> ObjectStrains = new List<double>();
|
|
protected double Difficulty;
|
|
|
|
protected OsuStrainSkill(Mod[] mods)
|
|
: base(mods)
|
|
{
|
|
}
|
|
|
|
public override double DifficultyValue()
|
|
{
|
|
Difficulty = 0;
|
|
double weight = 1;
|
|
|
|
// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
|
|
// These sections will not contribute to the difficulty.
|
|
var peaks = GetCurrentStrainPeaks().Where(p => p > 0);
|
|
|
|
List<double> strains = peaks.OrderDescending().ToList();
|
|
|
|
// We are reducing the highest strains first to account for extreme difficulty spikes
|
|
for (int i = 0; i < Math.Min(strains.Count, ReducedSectionCount); i++)
|
|
{
|
|
double scale = Math.Log10(Interpolation.Lerp(1, 10, Math.Clamp((float)i / ReducedSectionCount, 0, 1)));
|
|
strains[i] *= Interpolation.Lerp(ReducedStrainBaseline, 1.0, scale);
|
|
}
|
|
|
|
// Difficulty is the weighted sum of the highest strains from every section.
|
|
// We're sorting from highest to lowest strain.
|
|
foreach (double strain in strains.OrderDescending())
|
|
{
|
|
Difficulty += strain * weight;
|
|
weight *= DecayWeight;
|
|
}
|
|
|
|
return Difficulty;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the number of strains weighted against the top strain.
|
|
/// The result is scaled by clock rate as it affects the total number of strains.
|
|
/// </summary>
|
|
public double CountDifficultStrains()
|
|
{
|
|
if (Difficulty == 0)
|
|
return 0.0;
|
|
|
|
double consistentTopStrain = Difficulty / 10; // What would the top strain be if all strain values were identical
|
|
// Use a weighted sum of all strains. Constants are arbitrary and give nice values
|
|
return ObjectStrains.Sum(s => 1.1 / (1 + Math.Exp(-10 * (s / consistentTopStrain - 0.88))));
|
|
}
|
|
|
|
public static double DifficultyToPerformance(double difficulty) => Math.Pow(5.0 * Math.Max(1.0, difficulty / 0.0675) - 4.0, 3.0) / 100000.0;
|
|
}
|
|
}
|