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Difficulty calculator rework #45

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Original file line number Diff line number Diff line change
Expand Up @@ -12,37 +12,40 @@ namespace osu.Game.Rulesets.Soyokaze.Difficulty.Preprocessing
{
public class SoyokazeDifficultyHitObject : DifficultyHitObject
{
public const int COUNT = 8;
public const int MIN_COUNT = 2;
public const int MAX_COUNT = 8;

public SoyokazeAction Button = (SoyokazeAction)(-1);
public int Consecutive = 0;
public int ButtonVariety = 0;
public double TotalDeltaTime = 0.0;
public double ConsecutiveDeltaTime = 0.0;
public int ButtonVariety;
public double TotalDeltaTime;
public double ConsecutiveDeltaTime;

public SoyokazeDifficultyHitObject(double clockRate, HitObject[] hitObjects, List<DifficultyHitObject> diffObjects, int index)
: base(hitObjects[COUNT - 1], hitObjects[COUNT - 2], clockRate, diffObjects, index)
: base(hitObjects[^1], hitObjects[^2], clockRate, diffObjects, index)
{
Button = (hitObjects[COUNT - 1] as SoyokazeHitObject).Button;
Button = (hitObjects[^1] as SoyokazeHitObject).Button;

for (int i = hitObjects.Length - 1; i >= 0; i--)
bool[] counted = new bool[8];
for (int i = 0; i < hitObjects.Length; i++)
{
if ((hitObjects[i] as SoyokazeHitObject).Button != Button)
break;
Consecutive++;
if (!(hitObjects[i] is SoyokazeHitObject obj) || counted[(int)obj.Button])
continue;

counted[(int)obj.Button] = true;
ButtonVariety++;
}

bool[] counted = new bool[COUNT];
foreach (SoyokazeHitObject hitObject in hitObjects)
SoyokazeHitObject lastConsecutive = null;
for (int i = 2; i < hitObjects.Length; i++)
{
if (counted[(int)hitObject.Button])
if (!(hitObjects[^i] is SoyokazeHitObject obj) || obj.Button != Button)
continue;
counted[(int)hitObject.Button] = true;
ButtonVariety++;
}

TotalDeltaTime = Math.Max((hitObjects[COUNT - 1].StartTime - hitObjects[0].StartTime) / clockRate, 1);
ConsecutiveDeltaTime = Math.Max((hitObjects[COUNT - 1].StartTime - hitObjects[COUNT - Consecutive].StartTime) / clockRate, 1);
lastConsecutive = obj;
break;
}
TotalDeltaTime = Math.Max((hitObjects[^1].StartTime - hitObjects[0].StartTime) / clockRate, 1);
ConsecutiveDeltaTime = Math.Max((hitObjects[^1].StartTime - lastConsecutive?.StartTime ?? -1e6) / clockRate, 1);
}
}
}
5 changes: 2 additions & 3 deletions osu.Game.Rulesets.Soyokaze/Difficulty/Skills/SkillRead.cs
Original file line number Diff line number Diff line change
Expand Up @@ -10,9 +10,8 @@ namespace osu.Game.Rulesets.Soyokaze.Difficulty.Skills
{
public class SkillRead : StrainDecaySkill
{
// slow decay and medium multiplier = buff consistently fast and cluttered maps
protected override double SkillMultiplier => 7.0;
protected override double StrainDecayBase => 0.3;
protected override double SkillMultiplier => 1.59;
protected override double StrainDecayBase => 0.08;

public SkillRead(Mod[] mods)
: base(mods)
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11 changes: 4 additions & 7 deletions osu.Game.Rulesets.Soyokaze/Difficulty/Skills/SkillSpeed.cs
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
// Copyright (c) Alden Wu <[email protected]>. Licensed under the MIT Licence.
// See the LICENSE file in the repository root for full licence text.

using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
Expand All @@ -10,9 +11,8 @@ namespace osu.Game.Rulesets.Soyokaze.Difficulty.Skills
{
public class SkillSpeed : StrainDecaySkill
{
// fast decay and high multiplier = buff short and fast bursts/triples
protected override double SkillMultiplier => 13.5;
protected override double StrainDecayBase => 0.115;
protected override double SkillMultiplier => 0.85;
protected override double StrainDecayBase => 0.71;

public SkillSpeed(Mod[] mods)
: base(mods)
Expand All @@ -23,10 +23,7 @@ protected override double StrainValueOf(DifficultyHitObject current)
{
SoyokazeDifficultyHitObject soyokazeObject = current as SoyokazeDifficultyHitObject;

if (soyokazeObject.Consecutive < 2)
return 0;

return SkillMultiplier * (soyokazeObject.Consecutive - 1) / soyokazeObject.ConsecutiveDeltaTime;
return SkillMultiplier / Math.Pow(soyokazeObject.ConsecutiveDeltaTime, 0.32);
}
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Logging;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
Expand All @@ -19,6 +20,12 @@ public class SoyokazeDifficultyCalculator : DifficultyCalculator
{
private const double difficulty_multiplier = 0.445;

// SR values which are good and should be exponentially curved between
private const double x1 = 1.3;
private const double x2 = 6.8;
private static readonly double k = Math.Pow(x1, x2 / (x2 - x1)) * Math.Pow(x2, x1 / (x1 - x2));
private static readonly double a = Math.Pow(x1 / x2, 1 / (x1 - x2));

public SoyokazeDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
Expand All @@ -34,27 +41,29 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat

double speedRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
double readRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
double baseStarRating = speedRating + readRating + (speedRating - readRating) / 3;

double starRating = speedRating + readRating + (speedRating - readRating) / 3;

int maxCombo = beatmap.HitObjects.Count;
double starRating = k * Math.Pow(a, baseStarRating);

return new SoyokazeDifficultyAttributes
{
StarRating = starRating,
Mods = mods,
MaxCombo = maxCombo,
MaxCombo = beatmap.HitObjects.Count,
};
}

protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
var diffObjects = new List<DifficultyHitObject>();

for (int i = 0; i < beatmap.HitObjects.Count - SoyokazeDifficultyHitObject.COUNT; i++)
for (int i = SoyokazeDifficultyHitObject.MIN_COUNT; i <= beatmap.HitObjects.Count; i++)
{
var hitObjects = beatmap.HitObjects.Skip(i).Take(SoyokazeDifficultyHitObject.COUNT).ToArray();
var diffObject = new SoyokazeDifficultyHitObject(clockRate, hitObjects, diffObjects, i);
int begin = Math.Max(0, i - SoyokazeDifficultyHitObject.MAX_COUNT);
int end = i;
var hitObjects = beatmap.HitObjects.Skip(begin).Take(end - begin).ToArray();
var diffObject = new SoyokazeDifficultyHitObject(clockRate, hitObjects, diffObjects, i - SoyokazeDifficultyHitObject.MIN_COUNT);

diffObjects.Add(diffObject);
}

Expand Down