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Implement stateless colour evaluator and required encoding changes
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@ -2,6 +2,7 @@
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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 osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
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@ -18,19 +19,26 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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/// <param name="width">The radius of the sigmoid, outside of which values are near the minimum/maximum.</param>
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/// <param name="middle">The middle of the sigmoid output.</param>
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/// <param name="height">The height of the sigmoid output. This will be equal to max value - min value.</param>
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public static double Sigmoid(double val, double center, double width, double middle, double height)
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private static double sigmoid(double val, double center, double width, double middle, double height)
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{
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double sigmoid = Math.Tanh(Math.E * -(val - center) / width);
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return sigmoid * (height / 2) + middle;
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}
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/// <summary>
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/// Evaluate the difficulty of the first note of a <see cref="MonoEncoding"/> or a <see cref="ColourEncoding"/>.
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/// <param name="i">The index of either encoding within it's respective parent.</param>
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/// Evaluate the difficulty of the first note of a <see cref="MonoEncoding"/>.
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/// </summary>
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public static double EvaluateDifficultyOf(int i)
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public static double EvaluateDifficultyOf(MonoEncoding encoding)
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{
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return Sigmoid(i, 2, 2, 0.5, 1);
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return sigmoid(encoding.Index, 2, 2, 0.5, 1) * EvaluateDifficultyOf(encoding.Parent!) * 0.5;
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}
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/// <summary>
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/// Evaluate the difficulty of the first note of a <see cref="ColourEncoding"/>.
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/// </summary>
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public static double EvaluateDifficultyOf(ColourEncoding encoding)
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{
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return sigmoid(encoding.Index, 2, 2, 0.5, 1) * EvaluateDifficultyOf(encoding.Parent!);
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}
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/// <summary>
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@ -38,31 +46,22 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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/// </summary>
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public static double EvaluateDifficultyOf(CoupledColourEncoding encoding)
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{
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return 1 - Sigmoid(encoding.RepetitionInterval, 2, 2, 0.5, 1);
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return 2 * (1 - sigmoid(encoding.RepetitionInterval, 2, 2, 0.5, 1));
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}
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/// <summary>
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/// Pre-evaluate and *assign* difficulty values of all hit objects encoded in a <see cref="CoupledColourEncoding"/>.
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/// Difficulty values are assigned to <see cref="TaikoDifficultyHitObjectColour.EvaluatedDifficulty"/> of each
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/// <see cref="TaikoDifficultyHitObject"/> encoded within.
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/// </summary>
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public static void PreEvaluateDifficulties(CoupledColourEncoding encoding)
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public static double EvaluateDifficultyOf(DifficultyHitObject hitObject)
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{
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double coupledEncodingDifficulty = 2 * EvaluateDifficultyOf(encoding);
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encoding.Payload[0].Payload[0].EncodedData[0].Colour!.EvaluatedDifficulty += coupledEncodingDifficulty;
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TaikoDifficultyHitObjectColour colour = ((TaikoDifficultyHitObject)hitObject).Colour;
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double difficulty = 0.0d;
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for (int i = 0; i < encoding.Payload.Count; i++)
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{
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ColourEncoding colourEncoding = encoding.Payload[i];
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double colourEncodingDifficulty = EvaluateDifficultyOf(i) * coupledEncodingDifficulty;
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colourEncoding.Payload[0].EncodedData[0].Colour!.EvaluatedDifficulty += colourEncodingDifficulty;
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if (colour.MonoEncoding != null) // Difficulty for MonoEncoding
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difficulty += EvaluateDifficultyOf(colour.MonoEncoding);
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if (colour.ColourEncoding != null) // Difficulty for ColourEncoding
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difficulty += EvaluateDifficultyOf(colour.ColourEncoding);
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if (colour.CoupledColourEncoding != null) // Difficulty for CoupledColourEncoding
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difficulty += EvaluateDifficultyOf(colour.CoupledColourEncoding);
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for (int j = 0; j < colourEncoding.Payload.Count; j++)
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{
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MonoEncoding monoEncoding = colourEncoding.Payload[j];
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monoEncoding.EncodedData[0].Colour!.EvaluatedDifficulty += EvaluateDifficultyOf(j) * colourEncodingDifficulty * 0.5;
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}
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}
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return difficulty;
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}
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}
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}
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