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Implement new difficulty calculator structure
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@ -1,56 +1,67 @@
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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.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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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.Mods;
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namespace osu.Game.Rulesets.Difficulty
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{
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public abstract class DifficultyCalculator
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public abstract class DifficultyCalculator : LegacyDifficultyCalculator
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{
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private readonly Ruleset ruleset;
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private readonly WorkingBeatmap beatmap;
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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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protected DifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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this.ruleset = ruleset;
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this.beatmap = beatmap;
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}
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/// <summary>
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/// Calculates the difficulty of the beatmap using a specific mod combination.
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/// </summary>
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/// <param name="mods">The mods that should be applied to the beatmap.</param>
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/// <returns>A structure describing the difficulty of the beatmap.</returns>
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public DifficultyAttributes Calculate(params Mod[] mods)
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
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{
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beatmap.Mods.Value = mods;
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IBeatmap playableBeatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo);
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var attributes = CreateDifficultyAttributes(mods);
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var clock = new StopwatchClock();
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mods.OfType<IApplicableToClock>().ForEach(m => m.ApplyToClock(clock));
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if (!beatmap.HitObjects.Any())
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return attributes;
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return Calculate(playableBeatmap, mods, clock.Rate);
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}
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var difficultyHitObjects = CreateDifficultyHitObjects(beatmap, timeRate).OrderBy(h => h.BaseObject.StartTime).ToList();
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var skills = CreateSkills();
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/// <summary>
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/// Calculates the difficulty of the beatmap using all mod combinations applicable to the beatmap.
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/// </summary>
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/// <returns>A collection of structures describing the difficulty of the beatmap for each mod combination.</returns>
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public IEnumerable<DifficultyAttributes> CalculateAll()
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{
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foreach (var combination in CreateDifficultyAdjustmentModCombinations())
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double sectionLength = SectionLength * timeRate;
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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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{
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if (combination is MultiMod multi)
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yield return Calculate(multi.Mods);
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else
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yield return Calculate(combination);
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while (h.BaseObject.StartTime > currentSectionEnd)
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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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}
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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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PopulateAttributes(attributes, beatmap, skills, timeRate);
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return attributes;
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}
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/// <summary>
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@ -96,12 +107,33 @@ namespace osu.Game.Rulesets.Difficulty
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protected virtual Mod[] DifficultyAdjustmentMods => Array.Empty<Mod>();
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/// <summary>
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/// Calculates the difficulty of a <see cref="Beatmap"/> using a specific <see cref="Mod"/> combination.
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/// Populates <see cref="DifficultyAttributes"/> after difficulty has been processed.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to compute the difficulty for.</param>
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/// <param name="mods">The <see cref="Mod"/>s that should be applied.</param>
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/// <param name="attributes">The <see cref="DifficultyAttributes"/> to populate with information about the difficulty of <paramref name="beatmap"/>.</param>
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/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty was processed.</param>
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/// <param name="skills">The skills which processed the difficulty.</param>
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/// <param name="timeRate">The rate of time in <paramref name="beatmap"/>.</param>
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/// <returns>A structure containing the difficulty attributes.</returns>
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protected abstract DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate);
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protected abstract void PopulateAttributes(DifficultyAttributes attributes, IBeatmap beatmap, Skill[] skills, double timeRate);
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/// <summary>
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/// Enumerates <see cref="DifficultyHitObject"/>s to be processed from <see cref="HitObject"/>s in the <see cref="IBeatmap"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> providing the <see cref="HitObject"/>s to enumerate.</param>
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/// <param name="timeRate">The rate of time in <paramref name="beatmap"/>.</param>
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/// <returns>The enumerated <see cref="DifficultyHitObject"/>s.</returns>
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protected abstract IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double timeRate);
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/// <summary>
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/// Creates the <see cref="Skill"/>s to calculate the difficulty of <see cref="DifficultyHitObject"/>s.
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/// </summary>
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/// <returns>The <see cref="Skill"/>s.</returns>
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protected abstract Skill[] CreateSkills();
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/// <summary>
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/// Creates an empty <see cref="DifficultyAttributes"/>.
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/// </summary>
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/// <param name="mods">The <see cref="Mod"/>s which difficulty is being processed with.</param>
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/// <returns>The empty <see cref="DifficultyAttributes"/>.</returns>
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protected abstract DifficultyAttributes CreateDifficultyAttributes(Mod[] mods);
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}
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}
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