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Stamina Skill Rewrite and Refactor
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@ -1,16 +1,50 @@
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// 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.Linq;
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using System;
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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.Difficulty.Utils;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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class SingleKeyStamina
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{
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private double previousHitTime = -1;
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private double strainValueOf(DifficultyHitObject current)
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{
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if (previousHitTime == -1)
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{
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previousHitTime = current.StartTime;
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return 0;
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}
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else
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{
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double objectStrain = 0.5;
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objectStrain += speedBonus(current.StartTime - previousHitTime);
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previousHitTime = current.StartTime;
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return objectStrain;
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}
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}
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public double StrainValueAt(DifficultyHitObject current)
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{
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return strainValueOf(current);
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}
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/// <summary>
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/// Applies a speed bonus dependent on the time since the last hit performed using this key.
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/// </summary>
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/// <param name="notePairDuration">The duration between the current and previous note hit using the same key.</param>
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private double speedBonus(double notePairDuration)
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{
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return 175 / Math.Pow(notePairDuration + 100, 1);
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}
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}
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/// <summary>
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/// Calculates the stamina coefficient of taiko difficulty.
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/// </summary>
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@ -22,39 +56,43 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 0.4;
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/// <summary>
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/// Maximum number of entries to keep in <see cref="notePairDurationHistory"/>.
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/// </summary>
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private const int max_history_length = 2;
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private SingleKeyStamina[] keyStamina = new SingleKeyStamina[4]
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{
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new SingleKeyStamina(),
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new SingleKeyStamina(),
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new SingleKeyStamina(),
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new SingleKeyStamina()
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};
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/// <summary>
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/// The index of the hand this <see cref="Stamina"/> instance is associated with.
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/// </summary>
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/// <remarks>
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/// The value of 0 indicates the left hand (full alternating gameplay starting with left hand is assumed).
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/// This naturally translates onto index offsets of the objects in the map.
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/// </remarks>
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private readonly int hand;
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/// <summary>
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/// Stores the last <see cref="max_history_length"/> durations between notes hit with the hand indicated by <see cref="hand"/>.
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/// </summary>
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private readonly LimitedCapacityQueue<double> notePairDurationHistory = new LimitedCapacityQueue<double>(max_history_length);
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/// <summary>
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/// Stores the <see cref="DifficultyHitObject.DeltaTime"/> of the last object that was hit by the <i>other</i> hand.
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/// </summary>
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private double offhandObjectDuration = double.MaxValue;
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private int donIndex = 1;
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private int katIndex = 3;
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/// <summary>
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/// Creates a <see cref="Stamina"/> skill.
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/// </summary>
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/// <param name="mods">Mods for use in skill calculations.</param>
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/// <param name="rightHand">Whether this instance is performing calculations for the right hand.</param>
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public Stamina(Mod[] mods, bool rightHand)
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public Stamina(Mod[] mods)
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: base(mods)
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{
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hand = rightHand ? 1 : 0;
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}
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private SingleKeyStamina getNextSingleKeyStamina(TaikoDifficultyHitObject current)
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{
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if (current.HitType == HitType.Centre)
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{
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donIndex = donIndex == 0 ? 1 : 0;
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return keyStamina[donIndex];
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}
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else
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{
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katIndex = katIndex == 2 ? 3 : 2;
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return keyStamina[katIndex];
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}
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}
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private double sigmoid(double val, double center, double width)
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{
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return Math.Tanh(Math.E * -(val - center) / width);
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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@ -65,52 +103,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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}
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TaikoDifficultyHitObject hitObject = (TaikoDifficultyHitObject)current;
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double objectStrain = getNextSingleKeyStamina(hitObject).StrainValueAt(hitObject);
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if (hitObject.ObjectIndex % 2 == hand)
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{
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double objectStrain = 1;
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if (hitObject.ObjectIndex == 1)
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return 1;
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notePairDurationHistory.Enqueue(hitObject.DeltaTime + offhandObjectDuration);
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double shortestRecentNote = notePairDurationHistory.Min();
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objectStrain += speedBonus(shortestRecentNote);
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if (hitObject.StaminaCheese)
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objectStrain *= cheesePenalty(hitObject.DeltaTime + offhandObjectDuration);
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return objectStrain;
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}
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offhandObjectDuration = hitObject.DeltaTime;
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return 0;
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}
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/// <summary>
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/// Applies a penalty for hit objects marked with <see cref="TaikoDifficultyHitObject.StaminaCheese"/>.
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/// </summary>
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/// <param name="notePairDuration">The duration between the current and previous note hit using the hand indicated by <see cref="hand"/>.</param>
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private double cheesePenalty(double notePairDuration)
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{
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if (notePairDuration > 125) return 1;
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if (notePairDuration < 100) return 0.6;
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return 0.6 + (notePairDuration - 100) * 0.016;
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}
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/// <summary>
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/// Applies a speed bonus dependent on the time since the last hit performed using this hand.
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/// </summary>
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/// <param name="notePairDuration">The duration between the current and previous note hit using the hand indicated by <see cref="hand"/>.</param>
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private double speedBonus(double notePairDuration)
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{
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if (notePairDuration >= 200) return 0;
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double bonus = 200 - notePairDuration;
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bonus *= bonus;
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return bonus / 100000;
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return objectStrain;
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}
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}
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}
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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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private const double rhythm_skill_multiplier = 0.014;
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private const double colour_skill_multiplier = 0.01;
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private const double stamina_skill_multiplier = 0.02;
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private const double stamina_skill_multiplier = 0.021;
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public TaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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@ -33,8 +33,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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new Colour(mods),
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new Rhythm(mods),
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new Stamina(mods, true),
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new Stamina(mods, false),
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new Stamina(mods)
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};
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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@ -58,7 +57,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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);
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}
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new StaminaCheeseDetector(taikoDifficultyHitObjects).FindCheese();
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return taikoDifficultyHitObjects;
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}
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@ -69,17 +67,16 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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var colour = (Colour)skills[0];
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var rhythm = (Rhythm)skills[1];
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var staminaRight = (Stamina)skills[2];
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var staminaLeft = (Stamina)skills[3];
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var stamina = (Stamina)skills[2];
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double colourRating = colour.DifficultyValue() * colour_skill_multiplier;
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double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier;
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double staminaRating = (staminaRight.DifficultyValue() + staminaLeft.DifficultyValue()) * stamina_skill_multiplier;
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double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier;
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double staminaPenalty = simpleColourPenalty(staminaRating, colourRating);
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staminaRating *= staminaPenalty;
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double combinedRating = locallyCombinedDifficulty(colour, rhythm, staminaRight, staminaLeft, staminaPenalty);
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double combinedRating = locallyCombinedDifficulty(colour, rhythm, stamina, staminaPenalty);
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double separatedRating = norm(1.5, colourRating, rhythmRating, staminaRating);
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double starRating = 1.4 * separatedRating + 0.5 * combinedRating;
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starRating = rescale(starRating);
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@ -127,20 +124,19 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
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/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
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/// </remarks>
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private double locallyCombinedDifficulty(Colour colour, Rhythm rhythm, Stamina staminaRight, Stamina staminaLeft, double staminaPenalty)
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private double locallyCombinedDifficulty(Colour colour, Rhythm rhythm, Stamina stamina, double staminaPenalty)
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{
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List<double> peaks = new List<double>();
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var colourPeaks = colour.GetCurrentStrainPeaks().ToList();
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var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList();
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var staminaRightPeaks = staminaRight.GetCurrentStrainPeaks().ToList();
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var staminaLeftPeaks = staminaLeft.GetCurrentStrainPeaks().ToList();
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var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList();
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for (int i = 0; i < colourPeaks.Count; i++)
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{
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double colourPeak = colourPeaks[i] * colour_skill_multiplier;
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double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
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double staminaPeak = (staminaRightPeaks[i] + staminaLeftPeaks[i]) * stamina_skill_multiplier * staminaPenalty;
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double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier * staminaPenalty;
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double peak = norm(2, colourPeak, rhythmPeak, staminaPeak);
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