mirror of
https://github.com/osukey/osukey.git
synced 2025-08-04 15:16:38 +09:00
Merge branch 'master' into circular-arc-freeze
This commit is contained in:
@ -16,11 +16,6 @@ namespace osu.Game.Rulesets.Difficulty
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{
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public abstract class DifficultyCalculator
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{
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/// <summary>
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/// The length of each strain section.
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/// </summary>
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protected virtual int SectionLength => 400;
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private readonly Ruleset ruleset;
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private readonly WorkingBeatmap beatmap;
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@ -71,32 +66,14 @@ namespace osu.Game.Rulesets.Difficulty
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var difficultyHitObjects = SortObjects(CreateDifficultyHitObjects(beatmap, clockRate)).ToList();
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double sectionLength = SectionLength * clockRate;
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// The first object doesn't generate a strain, so we begin with an incremented section end
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double currentSectionEnd = Math.Ceiling(beatmap.HitObjects.First().StartTime / sectionLength) * sectionLength;
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foreach (DifficultyHitObject h in difficultyHitObjects)
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foreach (var hitObject in difficultyHitObjects)
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{
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while (h.BaseObject.StartTime > currentSectionEnd)
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foreach (var skill in skills)
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{
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foreach (Skill s in skills)
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{
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s.SaveCurrentPeak();
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s.StartNewSectionFrom(currentSectionEnd);
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}
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currentSectionEnd += sectionLength;
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skill.ProcessInternal(hitObject);
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}
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foreach (Skill s in skills)
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s.Process(h);
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}
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// The peak strain will not be saved for the last section in the above loop
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foreach (Skill s in skills)
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s.SaveCurrentPeak();
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return CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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}
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@ -21,10 +21,20 @@ namespace osu.Game.Rulesets.Difficulty.Preprocessing
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public readonly HitObject LastObject;
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/// <summary>
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/// Amount of time elapsed between <see cref="BaseObject"/> and <see cref="LastObject"/>.
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/// Amount of time elapsed between <see cref="BaseObject"/> and <see cref="LastObject"/>, adjusted by clockrate.
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/// </summary>
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public readonly double DeltaTime;
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/// <summary>
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/// Clockrate adjusted start time of <see cref="BaseObject"/>.
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/// </summary>
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public readonly double StartTime;
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/// <summary>
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/// Clockrate adjusted end time of <see cref="BaseObject"/>.
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/// </summary>
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public readonly double EndTime;
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/// <summary>
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/// Creates a new <see cref="DifficultyHitObject"/>.
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/// </summary>
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@ -36,6 +46,8 @@ namespace osu.Game.Rulesets.Difficulty.Preprocessing
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BaseObject = hitObject;
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LastObject = lastObject;
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DeltaTime = (hitObject.StartTime - lastObject.StartTime) / clockRate;
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StartTime = hitObject.StartTime / clockRate;
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EndTime = hitObject.GetEndTime() / clockRate;
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}
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}
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}
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@ -1,9 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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;
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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.Difficulty.Utils;
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using osu.Game.Rulesets.Mods;
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@ -11,51 +9,20 @@ using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Difficulty.Skills
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{
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/// <summary>
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/// Used to processes strain values of <see cref="DifficultyHitObject"/>s, keep track of strain levels caused by the processed objects
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/// and to calculate a final difficulty value representing the difficulty of hitting all the processed objects.
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/// A bare minimal abstract skill for fully custom skill implementations.
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/// </summary>
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public abstract class Skill
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{
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/// <summary>
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/// The peak strain for each <see cref="DifficultyCalculator.SectionLength"/> section of the beatmap.
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/// </summary>
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public IReadOnlyList<double> StrainPeaks => strainPeaks;
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/// <summary>
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/// Strain values are multiplied by this number for the given skill. Used to balance the value of different skills between each other.
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/// </summary>
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protected abstract double SkillMultiplier { get; }
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/// <summary>
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/// Determines how quickly strain decays for the given skill.
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/// For example a value of 0.15 indicates that strain decays to 15% of its original value in one second.
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/// </summary>
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protected abstract double StrainDecayBase { get; }
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/// <summary>
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/// The weight by which each strain value decays.
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/// </summary>
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protected virtual double DecayWeight => 0.9;
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/// <summary>
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/// <see cref="DifficultyHitObject"/>s that were processed previously. They can affect the strain values of the following objects.
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/// </summary>
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protected readonly LimitedCapacityStack<DifficultyHitObject> Previous = new LimitedCapacityStack<DifficultyHitObject>(2); // Contained objects not used yet
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/// <summary>
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/// The current strain level.
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/// </summary>
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protected double CurrentStrain { get; private set; } = 1;
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/// <summary>
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/// Mods for use in skill calculations.
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/// </summary>
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protected IReadOnlyList<Mod> Mods => mods;
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private double currentSectionPeak = 1; // We also keep track of the peak strain level in the current section.
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private readonly List<double> strainPeaks = new List<double>();
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private readonly Mod[] mods;
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protected Skill(Mod[] mods)
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@ -63,71 +30,21 @@ namespace osu.Game.Rulesets.Difficulty.Skills
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this.mods = mods;
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}
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/// <summary>
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/// Process a <see cref="DifficultyHitObject"/> and update current strain values accordingly.
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/// </summary>
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public void Process(DifficultyHitObject current)
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internal void ProcessInternal(DifficultyHitObject current)
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{
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CurrentStrain *= strainDecay(current.DeltaTime);
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CurrentStrain += StrainValueOf(current) * SkillMultiplier;
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currentSectionPeak = Math.Max(CurrentStrain, currentSectionPeak);
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Process(current);
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Previous.Push(current);
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}
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/// <summary>
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/// Saves the current peak strain level to the list of strain peaks, which will be used to calculate an overall difficulty.
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/// Process a <see cref="DifficultyHitObject"/>.
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/// </summary>
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public void SaveCurrentPeak()
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{
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if (Previous.Count > 0)
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strainPeaks.Add(currentSectionPeak);
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}
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/// <param name="current">The <see cref="DifficultyHitObject"/> to process.</param>
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protected abstract void Process(DifficultyHitObject current);
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/// <summary>
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/// Sets the initial strain level for a new section.
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/// Returns the calculated difficulty value representing all <see cref="DifficultyHitObject"/>s that have been processed up to this point.
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/// </summary>
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/// <param name="time">The beginning of the new section in milliseconds.</param>
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public void StartNewSectionFrom(double time)
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{
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// The maximum strain of the new section is not zero by default, strain decays as usual regardless of section boundaries.
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// This means we need to capture the strain level at the beginning of the new section, and use that as the initial peak level.
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if (Previous.Count > 0)
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currentSectionPeak = GetPeakStrain(time);
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}
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/// <summary>
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/// Retrieves the peak strain at a point in time.
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/// </summary>
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/// <param name="time">The time to retrieve the peak strain at.</param>
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/// <returns>The peak strain.</returns>
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protected virtual double GetPeakStrain(double time) => CurrentStrain * strainDecay(time - Previous[0].BaseObject.StartTime);
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/// <summary>
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/// Returns the calculated difficulty value representing all processed <see cref="DifficultyHitObject"/>s.
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/// </summary>
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public double DifficultyValue()
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{
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double difficulty = 0;
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double weight = 1;
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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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foreach (double strain in strainPeaks.OrderByDescending(d => d))
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{
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difficulty += strain * weight;
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weight *= DecayWeight;
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}
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return difficulty;
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}
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/// <summary>
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/// Calculates the strain value of a <see cref="DifficultyHitObject"/>. This value is affected by previously processed objects.
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/// </summary>
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protected abstract double StrainValueOf(DifficultyHitObject current);
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private double strainDecay(double ms) => Math.Pow(StrainDecayBase, ms / 1000);
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public abstract double DifficultyValue();
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}
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}
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135
osu.Game/Rulesets/Difficulty/Skills/StrainSkill.cs
Normal file
135
osu.Game/Rulesets/Difficulty/Skills/StrainSkill.cs
Normal file
@ -0,0 +1,135 @@
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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;
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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.Mods;
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namespace osu.Game.Rulesets.Difficulty.Skills
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{
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/// <summary>
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/// Used to processes strain values of <see cref="DifficultyHitObject"/>s, keep track of strain levels caused by the processed objects
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/// and to calculate a final difficulty value representing the difficulty of hitting all the processed objects.
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/// </summary>
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public abstract class StrainSkill : Skill
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{
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/// <summary>
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/// Strain values are multiplied by this number for the given skill. Used to balance the value of different skills between each other.
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/// </summary>
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protected abstract double SkillMultiplier { get; }
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/// <summary>
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/// Determines how quickly strain decays for the given skill.
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/// For example a value of 0.15 indicates that strain decays to 15% of its original value in one second.
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/// </summary>
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protected abstract double StrainDecayBase { get; }
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/// <summary>
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/// The weight by which each strain value decays.
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/// </summary>
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protected virtual double DecayWeight => 0.9;
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/// <summary>
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/// The current strain level.
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/// </summary>
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protected double CurrentStrain { get; private set; } = 1;
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/// <summary>
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/// The length of each strain section.
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/// </summary>
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protected virtual int SectionLength => 400;
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private double currentSectionPeak = 1; // We also keep track of the peak strain level in the current section.
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private double currentSectionEnd;
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private readonly List<double> strainPeaks = new List<double>();
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protected StrainSkill(Mod[] mods)
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: base(mods)
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{
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}
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/// <summary>
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/// Process a <see cref="DifficultyHitObject"/> and update current strain values accordingly.
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/// </summary>
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protected sealed override void Process(DifficultyHitObject current)
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{
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// The first object doesn't generate a strain, so we begin with an incremented section end
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if (Previous.Count == 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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saveCurrentPeak();
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startNewSectionFrom(currentSectionEnd);
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currentSectionEnd += SectionLength;
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}
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CurrentStrain *= strainDecay(current.DeltaTime);
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CurrentStrain += StrainValueOf(current) * SkillMultiplier;
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currentSectionPeak = Math.Max(CurrentStrain, currentSectionPeak);
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}
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/// <summary>
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/// Saves the current peak strain level to the list of strain peaks, which will be used to calculate an overall difficulty.
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/// </summary>
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private void saveCurrentPeak()
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{
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strainPeaks.Add(currentSectionPeak);
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}
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/// <summary>
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/// Sets the initial strain level for a new section.
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/// </summary>
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/// <param name="time">The beginning of the new section in milliseconds.</param>
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private void startNewSectionFrom(double time)
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{
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// The maximum strain of the new section is not zero by default, strain decays as usual regardless of section boundaries.
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// This means we need to capture the strain level at the beginning of the new section, and use that as the initial peak level.
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currentSectionPeak = GetPeakStrain(time);
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}
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/// <summary>
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/// Retrieves the peak strain at a point in time.
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/// </summary>
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/// <param name="time">The time to retrieve the peak strain at.</param>
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/// <returns>The peak strain.</returns>
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protected virtual double GetPeakStrain(double time) => CurrentStrain * strainDecay(time - Previous[0].StartTime);
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/// <summary>
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/// Returns a live enumerable of the peak strains for each <see cref="SectionLength"/> section of the beatmap,
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/// including the peak of the current section.
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/// </summary>
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public IEnumerable<double> GetCurrentStrainPeaks() => strainPeaks.Append(currentSectionPeak);
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/// <summary>
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/// Returns the calculated difficulty value representing all <see cref="DifficultyHitObject"/>s that have been processed up to this point.
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/// </summary>
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public sealed override double DifficultyValue()
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{
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double difficulty = 0;
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double weight = 1;
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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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foreach (double strain in GetCurrentStrainPeaks().OrderByDescending(d => d))
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{
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difficulty += strain * weight;
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weight *= DecayWeight;
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}
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return difficulty;
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}
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/// <summary>
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/// Calculates the strain value of a <see cref="DifficultyHitObject"/>. This value is affected by previously processed objects.
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/// </summary>
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protected abstract double StrainValueOf(DifficultyHitObject current);
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private double strainDecay(double ms) => Math.Pow(StrainDecayBase, ms / 1000);
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}
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}
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@ -181,7 +181,7 @@ namespace osu.Game.Rulesets.Judgements
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return 300;
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case HitResult.Perfect:
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return 350;
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return 315;
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case HitResult.SmallBonus:
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return SMALL_BONUS_SCORE;
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@ -336,9 +336,14 @@ namespace osu.Game.Rulesets.Objects.Legacy
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while (++endIndex < vertices.Length - endPointLength)
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{
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// Keep incrementing while an implicit segment doesn't need to be started
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if (vertices[endIndex].Position.Value != vertices[endIndex - 1].Position.Value)
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continue;
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// The last control point of each segment is not allowed to start a new implicit segment.
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if (endIndex == vertices.Length - endPointLength - 1)
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continue;
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// Force a type on the last point, and return the current control point set as a segment.
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vertices[endIndex - 1].Type.Value = type;
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yield return vertices.AsMemory().Slice(startIndex, endIndex - startIndex);
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@ -173,7 +173,7 @@ namespace osu.Game.Rulesets
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{
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var filename = Path.GetFileNameWithoutExtension(file);
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if (loadedAssemblies.Values.Any(t => t.Namespace == filename))
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if (loadedAssemblies.Values.Any(t => Path.GetFileNameWithoutExtension(t.Assembly.Location) == filename))
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return;
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try
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Reference in New Issue
Block a user