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Add difficulty calculation
Adds base classes for difficulty calculations, hooks them up with carousel container, and adds a port of the osu difficulty calculator.
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193
osu.Game.Modes.Osu/OsuDifficultyCalculator.cs
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193
osu.Game.Modes.Osu/OsuDifficultyCalculator.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps;
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using osu.Game.Modes.Osu.Objects;
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using System;
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using System.Collections.Generic;
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using osu.Game.Modes.Objects;
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namespace osu.Game.Modes.Osu
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{
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public class OsuDifficultyCalculator : DifficultyCalculator<OsuHitObject>
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{
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private const double STAR_SCALING_FACTOR = 0.0675;
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private const double EXTREME_SCALING_FACTOR = 0.5;
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protected override PlayMode PlayMode => PlayMode.Osu;
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/// <summary>
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/// HitObjects are stored as a member variable.
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/// </summary>
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internal List<OsuHitObjectDifficulty> DifficultyHitObjects = new List<OsuHitObjectDifficulty>();
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public OsuDifficultyCalculator(Beatmap beatmap) : base(beatmap)
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{
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}
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protected override HitObjectConverter<OsuHitObject> Converter => new OsuHitObjectConverter();
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protected override void PreprocessHitObjects()
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{
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foreach (var h in Objects)
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if (h.Type == HitObjectType.Slider)
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((Slider)h).Curve.Calculate();
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}
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protected override double ComputeDifficulty(Dictionary<String, String> categoryDifficulty)
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{
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// Fill our custom DifficultyHitObject class, that carries additional information
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DifficultyHitObjects.Clear();
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foreach (var hitObject in Objects)
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DifficultyHitObjects.Add(new OsuHitObjectDifficulty(hitObject));
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// Sort DifficultyHitObjects by StartTime of the HitObjects - just to make sure.
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DifficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime));
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if (!CalculateStrainValues()) return 0;
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double speedDifficulty = CalculateDifficulty(DifficultyType.Speed);
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double aimDifficulty = CalculateDifficulty(DifficultyType.Aim);
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// OverallDifficulty is not considered in this algorithm and neither is HpDrainRate. That means, that in this form the algorithm determines how hard it physically is
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// to play the map, assuming, that too much of an error will not lead to a death.
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// It might be desirable to include OverallDifficulty into map difficulty, but in my personal opinion it belongs more to the weighting of the actual peformance
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// and is superfluous in the beatmap difficulty rating.
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// If it were to be considered, then I would look at the hit window of normal HitCircles only, since Sliders and Spinners are (almost) "free" 300s and take map length
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// into account as well.
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// The difficulty can be scaled by any desired metric.
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// In osu!tp it gets squared to account for the rapid increase in difficulty as the limit of a human is approached. (Of course it also gets scaled afterwards.)
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// It would not be suitable for a star rating, therefore:
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// The following is a proposal to forge a star rating from 0 to 5. It consists of taking the square root of the difficulty, since by simply scaling the easier
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// 5-star maps would end up with one star.
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double speedStars = Math.Sqrt(speedDifficulty) * STAR_SCALING_FACTOR;
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double aimStars = Math.Sqrt(aimDifficulty) * STAR_SCALING_FACTOR;
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if (categoryDifficulty != null)
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{
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categoryDifficulty.Add("Aim", aimStars.ToString("0.00"));
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categoryDifficulty.Add("Speed", speedStars.ToString("0.00"));
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double hitWindow300 = 30/*HitObjectManager.HitWindow300*/ / TimeRate;
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double preEmpt = 450/*HitObjectManager.PreEmpt*/ / TimeRate;
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categoryDifficulty.Add("OD", (-(hitWindow300 - 80.0) / 6.0).ToString("0.00"));
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categoryDifficulty.Add("AR", (preEmpt > 1200.0 ? -(preEmpt - 1800.0) / 120.0 : -(preEmpt - 1200.0) / 150.0 + 5.0).ToString("0.00"));
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int maxCombo = 0;
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foreach (OsuHitObjectDifficulty hitObject in DifficultyHitObjects)
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maxCombo += hitObject.MaxCombo;
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categoryDifficulty.Add("Max combo", maxCombo.ToString());
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}
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// Again, from own observations and from the general opinion of the community a map with high speed and low aim (or vice versa) difficulty is harder,
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// than a map with mediocre difficulty in both. Therefore we can not just add both difficulties together, but will introduce a scaling that favors extremes.
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double starRating = speedStars + aimStars + Math.Abs(speedStars - aimStars) * EXTREME_SCALING_FACTOR;
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// Another approach to this would be taking Speed and Aim separately to a chosen power, which again would be equivalent. This would be more convenient if
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// the hit window size is to be considered as well.
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// Note: The star rating is tuned extremely tight! Airman (/b/104229) and Freedom Dive (/b/126645), two of the hardest ranked maps, both score ~4.66 stars.
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// Expect the easier kind of maps that officially get 5 stars to obtain around 2 by this metric. The tutorial still scores about half a star.
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// Tune by yourself as you please. ;)
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return starRating;
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}
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protected bool CalculateStrainValues()
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{
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// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
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List<OsuHitObjectDifficulty>.Enumerator hitObjectsEnumerator = DifficultyHitObjects.GetEnumerator();
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if (!hitObjectsEnumerator.MoveNext()) return false;
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OsuHitObjectDifficulty currentHitObject = hitObjectsEnumerator.Current;
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OsuHitObjectDifficulty nextHitObject;
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// First hitObject starts at strain 1. 1 is the default for strain values, so we don't need to set it here. See DifficultyHitObject.
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while (hitObjectsEnumerator.MoveNext())
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{
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nextHitObject = hitObjectsEnumerator.Current;
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nextHitObject.CalculateStrains(currentHitObject, TimeRate);
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currentHitObject = nextHitObject;
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}
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return true;
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}
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/// <summary>
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/// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size STRAIN_STEP.
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/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
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/// The higher this value, the less strains there will be, indirectly giving long beatmaps an advantage.
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/// </summary>
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protected const double STRAIN_STEP = 400;
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/// <summary>
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/// The weighting of each strain value decays to this number * it's previous value
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/// </summary>
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protected const double DECAY_WEIGHT = 0.9;
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protected double CalculateDifficulty(DifficultyType type)
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{
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double actualStrainStep = STRAIN_STEP * TimeRate;
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// Find the highest strain value within each strain step
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List<double> highestStrains = new List<double>();
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double intervalEndTime = actualStrainStep;
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double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval
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OsuHitObjectDifficulty previousHitObject = null;
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foreach (OsuHitObjectDifficulty hitObject in DifficultyHitObjects)
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{
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// While we are beyond the current interval push the currently available maximum to our strain list
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while (hitObject.BaseHitObject.StartTime > intervalEndTime)
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{
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highestStrains.Add(maximumStrain);
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// The maximum strain of the next interval is not zero by default! We need to take the last hitObject we encountered, take its strain and apply the decay
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// until the beginning of the next interval.
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if (previousHitObject == null)
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{
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maximumStrain = 0;
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}
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else
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{
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double decay = Math.Pow(OsuHitObjectDifficulty.DECAY_BASE[(int)type], (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000);
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maximumStrain = previousHitObject.Strains[(int)type] * decay;
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}
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// Go to the next time interval
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intervalEndTime += actualStrainStep;
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}
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// Obtain maximum strain
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maximumStrain = Math.Max(hitObject.Strains[(int)type], maximumStrain);
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previousHitObject = hitObject;
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}
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// Build the weighted sum over the highest strains for each interval
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double difficulty = 0;
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double weight = 1;
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highestStrains.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
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foreach (double strain in highestStrains)
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{
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difficulty += weight * strain;
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weight *= DECAY_WEIGHT;
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}
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return difficulty;
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}
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// Those values are used as array indices. Be careful when changing them!
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public enum DifficultyType : int
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{
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Speed = 0,
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Aim,
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};
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}
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}
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