refactored strain functions
This commit is contained in:
+59
-104
@@ -37,10 +37,67 @@ pub fn stars(
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mods: impl Mods,
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passed_objects: Option<usize>,
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) -> TaikoDifficultyAttributes {
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let skills = match calculate_skills(map, mods, passed_objects) {
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Some(skills) => skills,
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None => return TaikoDifficultyAttributes { stars: 0.0 },
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};
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let mut buf = vec![0.0; skills[0].strain_peaks.len()];
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let color_rating = skills[0].difficulty_value(&mut buf) * COLOR_SKILL_MULTIPLIER;
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let rhythm_rating = skills[1].difficulty_value(&mut buf) * RHYTHM_SKILL_MULTIPLIER;
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let mut stamina_rating = (skills[2].difficulty_value(&mut buf)
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+ skills[3].difficulty_value(&mut buf))
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* STAMINA_SKILL_MULTIPLIER;
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let stamina_penalty = simple_color_penalty(stamina_rating, color_rating);
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stamina_rating *= stamina_penalty;
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let combined_rating = locally_combined_difficulty(&skills, stamina_penalty);
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let separate_rating = norm(1.5, color_rating, rhythm_rating, stamina_rating);
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let stars = rescale(1.4 * separate_rating + 0.5 * combined_rating);
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TaikoDifficultyAttributes { stars }
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}
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/// Essentially the same as the [`stars`] function but instead of
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/// evaluating the final strains, it just returns them as is.
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///
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/// Suitable to plot the difficulty of a map over time.
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pub fn strains(map: &Beatmap, mods: impl Mods) -> Strains {
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let skills = match calculate_skills(map, mods, None) {
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Some(skills) => skills,
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None => return Strains::default(),
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};
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let strains = skills[0]
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.strain_peaks
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.iter()
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.zip(skills[1].strain_peaks.iter())
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.zip(skills[2].strain_peaks.iter())
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.zip(skills[3].strain_peaks.iter())
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.map(|(((color, rhythm), stamina_right), stamina_left)| {
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color + rhythm + stamina_right + stamina_left
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})
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.collect();
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Strains {
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section_length: SECTION_LEN * mods.speed(),
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strains,
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}
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}
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fn calculate_skills(
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map: &Beatmap,
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mods: impl Mods,
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passed_objects: Option<usize>,
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) -> Option<Vec<Skill>> {
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let take = passed_objects.unwrap_or_else(|| map.hit_objects.len());
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if take < 2 {
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return TaikoDifficultyAttributes { stars: 0.0 };
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return None;
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}
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// True if the object at that index is stamina cheese
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@@ -103,109 +160,7 @@ pub fn stars(
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skill.save_current_peak();
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}
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let mut buf = vec![0.0; skills[0].strain_peaks.len()];
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let color_rating = skills[0].difficulty_value(&mut buf) * COLOR_SKILL_MULTIPLIER;
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let rhythm_rating = skills[1].difficulty_value(&mut buf) * RHYTHM_SKILL_MULTIPLIER;
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let mut stamina_rating = (skills[2].difficulty_value(&mut buf)
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+ skills[3].difficulty_value(&mut buf))
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* STAMINA_SKILL_MULTIPLIER;
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let stamina_penalty = simple_color_penalty(stamina_rating, color_rating);
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stamina_rating *= stamina_penalty;
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let combined_rating = locally_combined_difficulty(&skills, stamina_penalty);
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let separate_rating = norm(1.5, color_rating, rhythm_rating, stamina_rating);
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let stars = rescale(1.4 * separate_rating + 0.5 * combined_rating);
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TaikoDifficultyAttributes { stars }
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}
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/// Essentially the same as the [`stars`] function but instead of
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/// evaluating the final strains, it just returns them as is.
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///
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/// Suitable to plot the difficulty of a map over time.
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pub fn strains(map: &Beatmap, mods: impl Mods) -> Strains {
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if map.hit_objects.len() < 2 {
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return Strains::default();
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}
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// True if the object at that index is stamina cheese
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let cheese = map.find_cheese();
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let mut skills = vec![
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Skill::new(SkillKind::color()),
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Skill::new(SkillKind::rhythm()),
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Skill::new(SkillKind::stamina(true)),
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Skill::new(SkillKind::stamina(false)),
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];
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let clock_rate = mods.speed();
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let section_len = SECTION_LEN * clock_rate;
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// No strain for first object
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let mut current_section_end =
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(map.hit_objects[0].start_time / section_len).ceil() * section_len;
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let mut hit_objects = map
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.hit_objects
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.iter()
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.enumerate()
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.skip(2)
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.zip(map.hit_objects.iter().skip(1))
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.zip(map.hit_objects.iter())
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.map(|(((idx, base), prev), prev_prev)| {
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DifficultyObject::new(idx, base, prev, prev_prev, clock_rate)
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});
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// Handle second object separately to remove later if-branching
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let h = hit_objects.next().unwrap();
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while h.base.start_time > current_section_end {
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current_section_end += section_len;
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}
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for skill in skills.iter_mut() {
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skill.process(&h, &cheese);
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}
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// Handle all other objects
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for h in hit_objects {
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while h.base.start_time > current_section_end {
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for skill in skills.iter_mut() {
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skill.save_current_peak();
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skill.start_new_section_from(current_section_end / clock_rate);
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}
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current_section_end += section_len;
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}
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for skill in skills.iter_mut() {
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skill.process(&h, &cheese);
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}
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}
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for skill in skills.iter_mut() {
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skill.save_current_peak();
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}
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let strains = skills[0]
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.strain_peaks
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.iter()
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.zip(skills[1].strain_peaks.iter())
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.zip(skills[2].strain_peaks.iter())
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.zip(skills[3].strain_peaks.iter())
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.map(|(((color, rhythm), stamina_right), stamina_left)| {
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color + rhythm + stamina_right + stamina_left
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})
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.collect();
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Strains {
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section_length: section_len,
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strains,
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}
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Some(skills)
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}
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#[inline]
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