finished osu std + bunch of bug fixes

This commit is contained in:
MaxOhn
2022-10-14 21:16:51 +02:00
parent 4bb2fca50c
commit a091d30e1e
23 changed files with 747 additions and 783 deletions
+79 -99
View File
@@ -3,7 +3,7 @@ use crate::{
parse::Pos2,
};
use super::{osu_object::NestedObject, OsuObject, ScalingFactor};
use super::{osu_object::OsuSlider, OsuObject, ScalingFactor};
#[derive(Clone, Debug)]
pub(crate) struct OsuDifficultyObject<'h> {
@@ -31,21 +31,6 @@ impl<'h> OsuDifficultyObject<'h> {
// * Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
let strain_time = delta_time.max(Self::MIN_DELTA_TIME as f64);
// TODO: remove
// println!(
// "[{}] lazy_jump_dist={} | lazy_travel_dist={} | \
// min_jump_dist={} | min_jump_time={} \
// | travel_dist={} | travel_time={} | angle={:?}",
// base.start_time,
// dists.lazy_jump_dist,
// dists.lazy_travel_dist,
// dists.min_jump_dist,
// dists.min_jump_time,
// dists.travel_dist,
// dists.travel_time,
// dists.angle,
// );
Self {
start_time,
delta_time,
@@ -56,7 +41,13 @@ impl<'h> OsuDifficultyObject<'h> {
}
}
pub(crate) fn opacity_at(&self, time: f64, hidden: bool) -> f64 {
pub(crate) fn opacity_at(
&self,
time: f64,
hidden: bool,
time_preempt: f64,
time_fade_in: f64,
) -> f64 {
if time > self.base.start_time {
// * Consider a hitobject as being invisible when its start time is passed.
// * In reality the hitobject will be visible beyond its start time up until its hittable window has passed,
@@ -64,15 +55,14 @@ impl<'h> OsuDifficultyObject<'h> {
return 0.0;
}
let fade_in_start_time = self.base.start_time - self.base.time_preempt;
let fade_in_duration = self.base.time_fade_in;
let fade_in_start_time = self.base.start_time - time_preempt;
let fade_in_duration = time_fade_in;
if hidden {
// * Taken from OsuModHidden.
let fade_out_start_time =
self.base.start_time - self.base.time_preempt + self.base.time_fade_in;
let fade_out_start_time = self.base.start_time - time_preempt + time_fade_in;
const FADE_OUT_DURATION_MULTIPLIER: f64 = 0.3;
let fade_out_duration = self.base.time_preempt * FADE_OUT_DURATION_MULTIPLIER;
let fade_out_duration = time_preempt * FADE_OUT_DURATION_MULTIPLIER;
(((time - fade_in_start_time) / fade_in_duration).clamp(0.0, 1.0))
.min(1.0 - ((time - fade_out_start_time) / fade_out_duration).clamp(0.0, 1.0))
@@ -107,38 +97,28 @@ impl Distances {
strain_time: f64,
scaling_factor_: &ScalingFactor,
) -> Self {
let mut this = if let OsuObjectKind::Slider {
lazy_end_pos,
lazy_travel_time,
nested_objects,
..
} = &mut base.kind
{
let lazy_travel_dist = Self::compute_slider_cursor_pos(
base.pos,
base.start_time,
lazy_end_pos,
lazy_travel_time,
nested_objects,
scaling_factor_,
);
let mut this =
if let Some(slider_values) = Self::compute_slider_cursor_pos(base, scaling_factor_) {
let SliderValues {
lazy_travel_dist,
slider,
} = slider_values;
let repeat_count = nested_objects.iter().fold(0, |repeats, nested| {
repeats + matches!(nested.kind, NestedObjectKind::Repeat) as usize
});
let repeat_count = slider.repeat_count();
Self {
// * Bonus for repeat sliders until a better per nested object strain system can be achieved.
travel_dist: (lazy_travel_dist
* (1.0 + repeat_count as f64 / 2.5).powf(1.0 / 2.5) as f32)
as f64,
travel_time: lazy_travel_time.max(OsuDifficultyObject::MIN_DELTA_TIME as f64),
lazy_travel_dist,
..Default::default()
}
} else {
Self::default()
};
Self {
// * Bonus for repeat sliders until a better per nested object strain system can be achieved.
travel_dist: (lazy_travel_dist
* (1.0 + repeat_count as f64 / 2.5).powf(1.0 / 2.5) as f32)
as f64,
travel_time: (base.lazy_travel_time() / clock_rate)
.max(OsuDifficultyObject::MIN_DELTA_TIME as f64),
lazy_travel_dist,
..Default::default()
}
} else {
Self::default()
};
// * We don't need to calculate either angle or distance when
// * one of the last->curr objects is a spinner
@@ -149,23 +129,19 @@ impl Distances {
// * We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps.
let scaling_factor = scaling_factor_.factor;
let last_cursor_pos = Self::get_end_cursor_pos(last, scaling_factor_);
let last_cursor_pos = Self::get_end_cursor_pos(last);
this.lazy_jump_dist =
(base.pos * scaling_factor - last_cursor_pos * scaling_factor).length() as f64;
this.lazy_jump_dist = (base.stacked_pos() * scaling_factor
- last_cursor_pos * scaling_factor)
.length() as f64;
this.min_jump_time = strain_time;
this.min_jump_dist = this.lazy_jump_dist;
if let OsuObjectKind::Slider {
end_pos,
lazy_travel_time,
..
} = &last.kind
{
let last_travel_dist =
(lazy_travel_time / clock_rate).max(OsuDifficultyObject::MIN_DELTA_TIME as f64);
if let OsuObjectKind::Slider(slider) = &last.kind {
let last_travel_time = (last.lazy_travel_time() / clock_rate)
.max(OsuDifficultyObject::MIN_DELTA_TIME as f64);
this.min_jump_time =
(strain_time - last_travel_dist).max(OsuDifficultyObject::MIN_DELTA_TIME as f64);
(strain_time - last_travel_time).max(OsuDifficultyObject::MIN_DELTA_TIME as f64);
// * There are two types of slider-to-object patterns to consider in order
// * to better approximate the real movement a player will take to jump between the hitobjects.
@@ -190,19 +166,22 @@ impl Distances {
// *
// * Thus, the player is assumed to jump the minimum of these two distances in all cases.
let tail_jump_dist = (*end_pos - base.pos).length() * scaling_factor;
let stacked_tail_pos =
slider.tail().map_or_else(|| last.pos(), |tail| tail.pos) + last.stack_offset;
this.min_jump_dist = ((this.lazy_jump_dist
let tail_jump_dist = (stacked_tail_pos - base.stacked_pos()).length() * scaling_factor;
this.min_jump_dist = (this.lazy_jump_dist
- (Self::MAXIMUM_SLIDER_RADIUS - Self::ASSUMED_SLIDER_RADIUS) as f64)
.min((tail_jump_dist - Self::MAXIMUM_SLIDER_RADIUS) as f64))
.max(0.0);
.min((tail_jump_dist - Self::MAXIMUM_SLIDER_RADIUS) as f64)
.max(0.0);
}
if let Some(last_last) = last_last.filter(|obj| !obj.is_spinner()) {
let last_last_cursor_pos = Self::get_end_cursor_pos(last_last, scaling_factor_);
let last_last_cursor_pos = Self::get_end_cursor_pos(last_last);
let v1 = last_last_cursor_pos - last.pos;
let v2 = base.pos - last_cursor_pos;
let v1 = last_last_cursor_pos - last.stacked_pos();
let v2 = base.stacked_pos() - last_cursor_pos;
let dot = v1.dot(v2) as f64;
let det = (v1.x * v2.y - v1.y * v2.x) as f64;
@@ -213,27 +192,32 @@ impl Distances {
this
}
pub(crate) fn compute_slider_cursor_pos(
stacked_pos: Pos2,
start_time: f64,
lazy_end_pos: &mut Pos2,
lazy_travel_time: &mut f64,
nested_objects: &[NestedObject],
pub(crate) fn compute_slider_cursor_pos<'h>(
hit_object: &'h mut OsuObject,
scaling_factor_: &ScalingFactor,
) -> f32 {
let mut curr_cursor_pos = stacked_pos;
) -> Option<SliderValues<'h>> {
let pos = hit_object.pos();
let slider = if let OsuObjectKind::Slider(slider) = &mut hit_object.kind {
slider
} else {
return None;
};
let mut curr_cursor_pos = pos + hit_object.stack_offset;
let scaling_factor = Self::NORMALISED_RADIUS as f64 / scaling_factor_.radius as f64;
let mut lazy_travel_dist: f32 = 0.0;
for (curr_movement_obj, i) in nested_objects.iter().zip(1..) {
let mut curr_movement = curr_movement_obj.pos - curr_cursor_pos;
for (curr_movement_obj, i) in slider.nested_iter().zip(1..) {
let mut curr_movement =
(curr_movement_obj.pos + hit_object.stack_offset) - curr_cursor_pos;
let mut curr_movement_len = scaling_factor * curr_movement.length() as f64;
// * Amount of movement required so that the cursor position needs to be updated.
let mut required_movement = Self::ASSUMED_SLIDER_RADIUS as f64;
if i == nested_objects.len() {
if i == slider.nested_len() {
// * The end of a slider has special aim rules due
// * to the relaxed time constraint on position.
// * There is both a lazy end position as well as the actual end slider position.
@@ -242,7 +226,7 @@ impl Distances {
// * may actually be farther away than the sliders true end.
// * This code is designed to prevent buffing situations
// * where lazy end is actually a less efficient movement.
let lazy_movement = *lazy_end_pos - curr_cursor_pos;
let lazy_movement = slider.lazy_end_pos - curr_cursor_pos;
if lazy_movement.length() < curr_movement.length() {
curr_movement = lazy_movement;
@@ -261,26 +245,22 @@ impl Distances {
curr_movement_len *= (curr_movement_len - required_movement) / curr_movement_len;
lazy_travel_dist += curr_movement_len as f32;
}
if i == nested_objects.len() {
*lazy_end_pos = curr_cursor_pos;
}
}
*lazy_travel_time = nested_objects
.last()
.map_or(0.0, |nested| nested.start_time - start_time);
slider.lazy_end_pos = curr_cursor_pos;
lazy_travel_dist
Some(SliderValues {
lazy_travel_dist,
slider,
})
}
fn get_end_cursor_pos(hit_object: &OsuObject, scaling_factor: &ScalingFactor) -> Pos2 {
if hit_object.is_slider() {
let stack_offset = scaling_factor.stack_offset(hit_object.stack_height);
hit_object.lazy_end_pos(stack_offset)
} else {
hit_object.pos
}
fn get_end_cursor_pos(hit_object: &OsuObject) -> Pos2 {
hit_object.lazy_end_pos()
}
}
pub(crate) struct SliderValues<'s> {
lazy_travel_dist: f32,
slider: &'s OsuSlider,
}
+23 -56
View File
@@ -1,7 +1,6 @@
use std::{
fmt::{Debug, Formatter, Result as FmtResult},
mem,
vec::IntoIter,
};
use crate::{curve::CurveBuffers, Beatmap, Mods};
@@ -13,7 +12,8 @@ use super::{
osu_object::{ObjectParameters, OsuObject, OsuObjectKind},
scaling_factor::ScalingFactor,
skills::{Aim, Flashlight, Skill, Speed},
stacking, OsuDifficultyAttributes, DIFFICULTY_MULTIPLIER, PERFORMANCE_BASE_MULTIPLIER,
stacking, OsuDifficultyAttributes, DIFFICULTY_MULTIPLIER, FADE_IN_DURATION_MULTIPLIER,
PERFORMANCE_BASE_MULTIPLIER, PREEMPT_MIN,
};
/// Gradually calculate the difficulty attributes of an osu!standard map.
@@ -74,8 +74,22 @@ impl OsuGradualDifficultyAttributes {
let map_attrs = map.attributes().mods(mods).build();
let scaling_factor = ScalingFactor::new(map_attrs.cs);
let hr = mods.hr();
let time_preempt = map_attrs.hit_windows.ar;
let hit_window = 2.0 * map_attrs.hit_windows.od;
let time_preempt = map_attrs.hit_windows.ar;
// * Preempt time can go below 450ms. Normally, this is achieved via the DT mod
// * which uniformly speeds up all animations game wide regardless of AR.
// * This uniform speedup is hard to match 1:1, however we can at least make
// * AR>10 (via mods) feel good by extending the upper linear function above.
// * Note that this doesn't exactly match the AR>10 visuals as they're
// * classically known, but it feels good.
// * This adjustment is necessary for AR>10, otherwise TimePreempt can
// * become smaller leading to hitcircles not fully fading in.
let time_fade_in = if mods.hd() {
time_preempt * FADE_IN_DURATION_MULTIPLIER
} else {
400.0 * (time_preempt / PREEMPT_MIN).min(1.0)
};
let mut attrs = OsuDifficultyAttributes {
ar: map_attrs.ar,
@@ -94,7 +108,7 @@ impl OsuGradualDifficultyAttributes {
let hit_objects_iter = map
.hit_objects
.iter()
.filter_map(|h| OsuObject::new(h, hr, &mut params));
.filter_map(|h| OsuObject::new(h, &mut params));
let mut hit_objects = Vec::with_capacity(map.hit_objects.len());
hit_objects.extend(hit_objects_iter);
@@ -113,13 +127,12 @@ impl OsuGradualDifficultyAttributes {
}
let mut hit_objects_iter = hit_objects.iter_mut().map(|h| {
let stack_offset = scaling_factor.stack_offset(h.stack_height);
h.pos += stack_offset;
h.post_process(hr, &scaling_factor);
h
});
let skills = create_skills(mods, scaling_factor.radius);
let skills = create_skills(mods, scaling_factor.radius, time_preempt, time_fade_in);
let last = match hit_objects_iter.next() {
Some(prev) => prev,
@@ -139,22 +152,7 @@ impl OsuGradualDifficultyAttributes {
let mut last_last = None;
// Prepare `lazy_travel_dist` and `lazy_end_pos` for `last` manually
if let OsuObjectKind::Slider {
lazy_travel_time,
lazy_end_pos,
nested_objects,
..
} = &mut last.kind
{
Distances::compute_slider_cursor_pos(
last.pos,
last.start_time,
lazy_end_pos,
lazy_travel_time,
nested_objects,
&scaling_factor,
);
}
Distances::compute_slider_cursor_pos(last, &scaling_factor);
let mut last = &*last;
let mut diff_objects = Vec::with_capacity(map.hit_objects.len().saturating_sub(2));
@@ -218,9 +216,9 @@ impl Iterator for OsuGradualDifficultyAttributes {
match &curr.base.kind {
OsuObjectKind::Circle => attrs.n_circles += 1,
OsuObjectKind::Slider { nested_objects, .. } => {
OsuObjectKind::Slider(slider) => {
attrs.n_sliders += 1;
attrs.max_combo += nested_objects.len();
attrs.max_combo += slider.nested_len();
}
OsuObjectKind::Spinner { .. } => attrs.n_spinners += 1,
}
@@ -316,37 +314,6 @@ impl ExactSizeIterator for OsuGradualDifficultyAttributes {
}
}
#[derive(Clone, Debug)]
struct OsuObjectIter {
hit_objects: IntoIter<OsuObject>,
scaling_factor: ScalingFactor,
}
impl Iterator for OsuObjectIter {
type Item = OsuObject;
#[inline]
fn next(&mut self) -> Option<Self::Item> {
let mut h = self.hit_objects.next()?;
let stack_offset = self.scaling_factor.stack_offset(h.stack_height);
h.pos += stack_offset;
Some(h)
}
#[inline]
fn size_hint(&self) -> (usize, Option<usize>) {
self.hit_objects.size_hint()
}
}
impl ExactSizeIterator for OsuObjectIter {
#[inline]
fn len(&self) -> usize {
self.hit_objects.len()
}
}
#[cfg(test)]
mod tests {
use super::*;
+3 -3
View File
@@ -213,7 +213,7 @@ mod tests {
n300: 88,
n100: 8,
n50: 2,
misses: 2,
n_misses: 2,
};
let next = gradual1.process_next_object(state.clone());
@@ -236,7 +236,7 @@ mod tests {
n300: 601,
n100: 0,
n50: 0,
misses: 0,
n_misses: 0,
};
let gradual_end = gradual.process_next_n_objects(state, usize::MAX).unwrap();
@@ -259,7 +259,7 @@ mod tests {
n300: 100,
n100: 0,
n50: 0,
misses: 0,
n_misses: 0,
};
let gradual = gradual.process_next_n_objects(state, n).unwrap();
+54 -44
View File
@@ -6,11 +6,11 @@ mod pp;
mod scaling_factor;
mod skills;
use crate::{curve::CurveBuffers, AnyStars, Beatmap, GameMode, Mods};
use crate::{curve::CurveBuffers, parse::Pos2, AnyStars, Beatmap, GameMode, Mods};
use self::{
difficulty_object::{Distances, OsuDifficultyObject},
osu_object::{ObjectParameters, OsuObject, OsuObjectKind},
osu_object::{ObjectParameters, OsuObject},
scaling_factor::ScalingFactor,
skills::{Aim, Flashlight, Skill, Speed},
};
@@ -24,6 +24,9 @@ const NORMALIZED_RADIUS: f32 = 50.0;
const STACK_DISTANCE: f32 = 3.0;
// * This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
const PERFORMANCE_BASE_MULTIPLIER: f64 = 1.14;
const PREEMPT_MIN: f64 = 450.0;
const FADE_IN_DURATION_MULTIPLIER: f64 = 0.4;
const PLAYFIELD_BASE_SIZE: Pos2 = Pos2 { x: 512.0, y: 384.0 };
/// Difficulty calculator on osu!standard maps.
///
@@ -237,16 +240,30 @@ fn calculate_skills(params: OsuStars<'_>) -> ([Box<dyn Skill>; 4], OsuDifficulty
let take = passed_objects.unwrap_or(map.hit_objects.len());
let clock_rate = clock_rate.unwrap_or_else(|| mods.clock_rate());
let map_attributes = map.attributes().mods(mods).clock_rate(clock_rate).build();
let scaling_factor = ScalingFactor::new(map_attributes.cs);
let map_attrs = map.attributes().mods(mods).clock_rate(clock_rate).build();
let scaling_factor = ScalingFactor::new(map_attrs.cs);
let hr = mods.hr();
let time_preempt = map_attributes.hit_windows.ar;
let hit_window = 2.0 * map_attributes.hit_windows.od;
let hit_window = 2.0 * map_attrs.hit_windows.od;
let time_preempt = (map_attrs.hit_windows.ar * clock_rate) as f32 as f64;
// * Preempt time can go below 450ms. Normally, this is achieved via the DT mod
// * which uniformly speeds up all animations game wide regardless of AR.
// * This uniform speedup is hard to match 1:1, however we can at least make
// * AR>10 (via mods) feel good by extending the upper linear function above.
// * Note that this doesn't exactly match the AR>10 visuals as they're
// * classically known, but it feels good.
// * This adjustment is necessary for AR>10, otherwise TimePreempt can
// * become smaller leading to hitcircles not fully fading in.
let time_fade_in = if mods.hd() {
time_preempt * FADE_IN_DURATION_MULTIPLIER
} else {
400.0 * (time_preempt / PREEMPT_MIN).min(1.0)
};
let mut attributes = OsuDifficultyAttributes {
ar: map_attributes.ar,
hp: map_attributes.hp,
od: map_attributes.od,
ar: map_attrs.ar,
hp: map_attrs.hp,
od: map_attrs.od,
..Default::default()
};
@@ -261,7 +278,7 @@ fn calculate_skills(params: OsuStars<'_>) -> ([Box<dyn Skill>; 4], OsuDifficulty
.hit_objects
.iter()
.take(take)
.filter_map(|h| OsuObject::new(h, hr, &mut params));
.filter_map(|h| OsuObject::new(h, &mut params));
let mut hit_objects = Vec::with_capacity(take.min(map.hit_objects.len()));
hit_objects.extend(hit_objects_iter);
@@ -275,13 +292,12 @@ fn calculate_skills(params: OsuStars<'_>) -> ([Box<dyn Skill>; 4], OsuDifficulty
}
let mut hit_objects = hit_objects.iter_mut().map(|h| {
let stack_offset = scaling_factor.stack_offset(h.stack_height);
h.pos += stack_offset;
h.post_process(hr, &scaling_factor);
h
});
let mut skills = create_skills(mods, scaling_factor.radius);
let mut skills = create_skills(mods, scaling_factor.radius, time_preempt, time_fade_in);
let last = match hit_objects.next() {
Some(prev) => prev,
@@ -291,25 +307,10 @@ fn calculate_skills(params: OsuStars<'_>) -> ([Box<dyn Skill>; 4], OsuDifficulty
let mut last_last = None;
// Prepare `lazy_travel_dist` and `lazy_end_pos` for `last` manually
if let OsuObjectKind::Slider {
lazy_travel_time,
lazy_end_pos,
nested_objects,
..
} = &mut last.kind
{
Distances::compute_slider_cursor_pos(
last.pos,
last.start_time,
lazy_end_pos,
lazy_travel_time,
nested_objects,
&scaling_factor,
);
}
Distances::compute_slider_cursor_pos(last, &scaling_factor);
let mut last = &*last;
let mut diff_objects = Vec::with_capacity(hit_objects.len().saturating_sub(2));
let mut diff_objects = Vec::with_capacity(hit_objects.len());
for (i, curr) in hit_objects.enumerate() {
let delta_time = (curr.start_time - last.start_time) / clock_rate;
@@ -399,8 +400,8 @@ fn stacking(hit_objects: &mut [OsuObject], stack_threshold: f64) {
// * o <- hitCircle has stack of -2
if hit_objects[n].is_slider()
&& hit_objects[n]
.end_pos()
.distance(hit_objects[obj_i_idx].pos)
.pre_stacked_end_pos()
.distance(hit_objects[obj_i_idx].pos())
< STACK_DISTANCE
{
let offset =
@@ -409,7 +410,11 @@ fn stacking(hit_objects: &mut [OsuObject], stack_threshold: f64) {
for j in n + 1..=i {
// * For each object which was declared under this slider, we will offset
// * it to appear *below* the slider end (rather than above).
if hit_objects[n].end_pos().distance(hit_objects[j].pos) < STACK_DISTANCE {
if hit_objects[n]
.pre_stacked_end_pos()
.distance(hit_objects[j].pos())
< STACK_DISTANCE
{
hit_objects[j].stack_height -= offset;
}
}
@@ -420,7 +425,7 @@ fn stacking(hit_objects: &mut [OsuObject], stack_threshold: f64) {
break;
}
if hit_objects[n].pos.distance(hit_objects[obj_i_idx].pos) < STACK_DISTANCE {
if hit_objects[n].pos().distance(hit_objects[obj_i_idx].pos()) < STACK_DISTANCE {
// * Keep processing as if there are no sliders.
// * If we come across a slider, this gets cancelled out.
// * NOTE: Sliders with start positions stacking
@@ -441,15 +446,15 @@ fn stacking(hit_objects: &mut [OsuObject], stack_threshold: f64) {
if hit_objects[n].is_spinner() {
continue;
} else if hit_objects[obj_i_idx].start_time - hit_objects[n].start_time
> stack_threshold
{
}
if hit_objects[obj_i_idx].start_time - hit_objects[n].start_time > stack_threshold {
break; // * We are no longer within stacking range of the previous object.
}
if hit_objects[n]
.end_pos()
.distance(hit_objects[obj_i_idx].pos)
.pre_stacked_end_pos()
.distance(hit_objects[obj_i_idx].pos())
< STACK_DISTANCE
{
hit_objects[n].stack_height = hit_objects[obj_i_idx].stack_height + 1.0;
@@ -467,7 +472,7 @@ fn old_stacking(hit_objects: &mut [OsuObject], stack_threshold: f64) {
}
let mut start_time = hit_objects[i].end_time();
let end_pos = hit_objects[i].end_pos();
let pos2 = hit_objects[i].old_stacking_pos2();
let mut slider_stack = 0.0;
@@ -476,10 +481,10 @@ fn old_stacking(hit_objects: &mut [OsuObject], stack_threshold: f64) {
break;
}
if hit_objects[j].pos.distance(hit_objects[i].pos) < STACK_DISTANCE {
if hit_objects[j].pos().distance(hit_objects[i].pos()) < STACK_DISTANCE {
hit_objects[i].stack_height += 1.0;
start_time = hit_objects[j].end_time();
} else if hit_objects[j].pos.distance(end_pos) < STACK_DISTANCE {
} else if hit_objects[j].pos().distance(pos2) < STACK_DISTANCE {
slider_stack += 1.0;
hit_objects[j].stack_height -= slider_stack;
start_time = hit_objects[j].end_time();
@@ -488,12 +493,17 @@ fn old_stacking(hit_objects: &mut [OsuObject], stack_threshold: f64) {
}
}
fn create_skills(mods: u32, radius: f32) -> [Box<dyn Skill>; 4] {
fn create_skills(
mods: u32,
radius: f32,
time_preempt: f64,
time_fade_in: f64,
) -> [Box<dyn Skill>; 4] {
[
Box::new(Aim::new(true)) as Box<dyn Skill>,
Box::new(Aim::new(false)) as Box<dyn Skill>,
Box::new(Speed::new()) as Box<dyn Skill>,
Box::new(Flashlight::new(mods, radius)) as Box<dyn Skill>,
Box::new(Flashlight::new(mods, radius, time_preempt, time_fade_in)) as Box<dyn Skill>,
]
}
+198 -139
View File
@@ -1,9 +1,8 @@
use std::{cmp::Ordering, convert::identity};
use std::slice::Iter;
use super::OsuDifficultyAttributes;
use super::{scaling_factor::ScalingFactor, OsuDifficultyAttributes, PLAYFIELD_BASE_SIZE};
use crate::{
beatmap::DifficultyPoint,
curve::{Curve, CurveBuffers},
parse::{HitObject, HitObjectKind, Pos2},
Beatmap,
@@ -14,31 +13,65 @@ const BASE_SCORING_DISTANCE: f64 = 100.0;
#[derive(Clone, Debug)]
pub(crate) struct OsuObject {
pos: Pos2,
pub(crate) start_time: f64,
pub(crate) pos: Pos2,
pub(crate) stack_offset: Pos2,
pub(crate) stack_height: f32,
pub(crate) time_preempt: f64,
pub(crate) time_fade_in: f64,
pub(crate) kind: OsuObjectKind,
}
#[derive(Clone, Debug)]
pub(crate) enum OsuObjectKind {
Circle,
Slider {
end_time: f64,
end_pos: Pos2,
lazy_travel_time: f64,
lazy_end_pos: Pos2,
nested_objects: Vec<NestedObject>,
},
Spinner {
end_time: f64,
},
Slider(OsuSlider),
Spinner { end_time: f64 },
}
#[derive(Clone, Debug)]
pub(crate) struct OsuSlider {
pub(crate) end_time: f64,
pub(crate) lazy_end_pos: Pos2,
nested_objects: Vec<NestedObject>,
}
impl OsuSlider {
pub(crate) fn nested_len(&self) -> usize {
self.nested_objects.len()
}
pub(crate) fn nested_iter(&self) -> Iter<'_, NestedObject> {
self.nested_objects.iter()
}
pub(crate) fn repeat_count(&self) -> usize {
self.nested_objects.iter().fold(0, |count, nested| {
count + matches!(nested.kind, NestedObjectKind::Repeat) as usize
})
}
pub(crate) fn end_pos(&self) -> Option<Pos2> {
self.tail().map(|tail| tail.pos)
}
pub(crate) fn tail(&self) -> Option<&NestedObject> {
self.nested_objects
.iter()
.rev()
.find(|nested| matches!(nested.kind, NestedObjectKind::Tail))
}
pub(crate) fn tail_mut(&mut self) -> Option<(usize, &mut NestedObject)> {
self.nested_objects
.iter_mut()
.enumerate()
.rev()
.find(|(_, nested)| matches!(nested.kind, NestedObjectKind::Tail))
}
}
#[derive(Clone, Debug)]
pub(crate) struct NestedObject {
/// Note: `pos` does not include stacking!
pub(crate) pos: Pos2,
pub(crate) start_time: f64,
pub(crate) kind: NestedObjectKind,
@@ -59,11 +92,7 @@ pub(crate) struct ObjectParameters<'a> {
}
impl OsuObject {
const PREEMPT_MIN: f64 = 450.0;
const TIME_PREEMPT: f64 = 600.0;
const TIME_FADE_IN: f64 = 400.0;
pub(crate) fn new(h: &HitObject, hr: bool, params: &mut ObjectParameters<'_>) -> Option<Self> {
pub(crate) fn new(h: &HitObject, params: &mut ObjectParameters<'_>) -> Option<Self> {
let ObjectParameters {
map,
attributes,
@@ -72,37 +101,17 @@ impl OsuObject {
} = params;
attributes.max_combo += 1; // hitcircle, slider head, or spinner
let mut pos = h.pos;
if hr {
pos.y = 384.0 - pos.y;
}
let pos = h.pos;
let obj = match &h.kind {
HitObjectKind::Circle => {
attributes.n_circles += 1;
// TODO: check if ar needs to be adjusted
let tmp_preempt =
difficulty_range(map.ar as f64, 1800.0, 1200.0, Self::PREEMPT_MIN) as f32;
let time_preempt = tmp_preempt as f64;
// * Preempt time can go below 450ms. Normally, this is achieved via the DT mod
// * which uniformly speeds up all animations game wide regardless of AR.
// * This uniform speedup is hard to match 1:1, however we can at least make
// * AR>10 (via mods) feel good by extending the upper linear function above.
// * Note that this doesn't exactly match the AR>10 visuals as they're
// * classically known, but it feels good.
// * This adjustment is necessary for AR>10, otherwise TimePreempt can
// * become smaller leading to hitcircles not fully fading in.
let time_fade_in = 400.0 * (time_preempt / Self::PREEMPT_MIN).min(1.0);
Self {
start_time: h.start_time,
pos,
stack_offset: Pos2::default(),
stack_height: 0.0,
time_preempt,
time_fade_in,
kind: OsuObjectKind::Circle,
}
}
@@ -125,14 +134,7 @@ impl OsuObject {
// * prior to v8, speed multipliers don't adjust for how many ticks are generated over the same distance.
// * this results in more (or less) ticks being generated in <v8 maps for the same time duration.
let tick_dist_mult = if map.version < 8 {
let first_slider_vel = map
.difficulty_points
.first()
.map_or(DifficultyPoint::DEFAULT_SLIDER_VEL, |point| {
point.slider_vel
});
first_slider_vel.recip()
difficulty_point.slider_vel.recip()
} else {
1.0
};
@@ -163,21 +165,6 @@ impl OsuObject {
let mut curr_dist = tick_dist;
// TODO: check if ar needs to be adjusted
let tmp_preempt =
difficulty_range(map.ar as f64, 1800.0, 1200.0, Self::PREEMPT_MIN) as f32;
let head_time_preempt = tmp_preempt as f64;
// * Preempt time can go below 450ms. Normally, this is achieved via the DT mod
// * which uniformly speeds up all animations game wide regardless of AR.
// * This uniform speedup is hard to match 1:1, however we can at least make
// * AR>10 (via mods) feel good by extending the upper linear function above.
// * Note that this doesn't exactly match the AR>10 visuals as they're
// * classically known, but it feels good.
// * This adjustment is necessary for AR>10, otherwise TimePreempt can
// * become smaller leading to hitcircles not fully fading in.
let head_time_fade_in = 400.0 * (head_time_preempt / Self::PREEMPT_MIN).min(1.0);
ticks.clear();
let mut nested_objects = if tick_dist != 0.0 {
@@ -190,11 +177,7 @@ impl OsuObject {
let progress = curr_dist / len;
let curr_time = h.start_time + progress * span_duration;
let mut curr_pos = h.pos + curve.position_at(progress);
if hr {
curr_pos.y = 384.0 - curr_pos.y;
}
let curr_pos = h.pos + curve.position_at(progress);
let tick = NestedObject {
pos: curr_pos,
@@ -215,11 +198,7 @@ impl OsuObject {
// Repeat point
let curr_time = h.start_time + span_duration * span_idx_f64;
let mut curr_pos = h.pos + curve.position_at(progress);
if hr {
curr_pos.y = 384.0 - curr_pos.y;
}
let curr_pos = h.pos + curve.position_at(progress);
let repeat = NestedObject {
pos: curr_pos,
@@ -228,6 +207,7 @@ impl OsuObject {
};
nested_objects.push(repeat);
let span_offset = span_idx_f64 * span_duration;
// Ticks
if span_idx & 1 == 1 {
@@ -246,30 +226,20 @@ impl OsuObject {
// 30 = 24 + 6
// 32 = 24 + 8
let offset = span_idx_f64 * span_duration;
let base = h.start_time + h.start_time + span_duration;
let tick_iter = ticks.iter().rev().zip(ticks.iter()).map(
|((rev_pos, _), (_, time))| {
let start_time = offset + time;
NestedObject {
pos: *rev_pos,
start_time,
kind: NestedObjectKind::Tick,
}
},
);
let tick_iter = ticks.iter().rev().map(|(pos, time)| NestedObject {
pos: *pos,
start_time: span_offset + base - time,
kind: NestedObjectKind::Tick,
});
nested_objects.extend(tick_iter);
} else {
let tick_iter = ticks.iter().map(|(pos, time)| {
let start_time = time + span_duration * span_idx_f64;
NestedObject {
pos: *pos,
start_time,
kind: NestedObjectKind::Tick,
}
let tick_iter = ticks.iter().map(|(pos, time)| NestedObject {
pos: *pos,
start_time: time + span_offset,
kind: NestedObjectKind::Tick,
});
nested_objects.extend(tick_iter);
@@ -287,11 +257,7 @@ impl OsuObject {
.max(final_span_start_time + span_duration - LEGACY_LAST_TICK_OFFSET);
let progress = (*repeats % 2 == 0) as u8 as f64;
let mut end_pos = h.pos + curve.position_at(progress);
if hr {
end_pos.y = 384.0 - end_pos.y;
}
let end_pos = curve.position_at(progress);
// * we need to use the LegacyLastTick here for compatibility reasons (difficulty).
// * it is *okay* to use this because the TailCircle is not used for any meaningful purpose in gameplay.
@@ -307,13 +273,10 @@ impl OsuObject {
match nested_objects.last() {
Some(last) if last.start_time > final_span_end_time => {
let idx = nested_objects
.binary_search_by(|nested| {
nested
.start_time
.partial_cmp(&final_span_end_time)
.unwrap_or(Ordering::Equal)
})
.map_or_else(identity, identity);
.iter()
.rev()
.position(|nested| nested.start_time <= final_span_end_time)
.map_or(0, |i| nested_objects.len() - i);
nested_objects.insert(idx, legacy_last_tick);
}
@@ -336,25 +299,22 @@ impl OsuObject {
}
// * temporary lazy end position until a real result can be derived.
let mut lazy_end_pos = h.pos + curve.position_at(end_time_min);
// The position is added after the stacking for the correct order of
// floating point operations.
let lazy_end_pos = curve.position_at(end_time_min);
if hr {
lazy_end_pos.y = 384.0 - lazy_end_pos.y;
}
let slider = OsuSlider {
end_time,
lazy_end_pos,
nested_objects,
};
Self {
start_time: h.start_time,
pos,
stack_offset: Pos2::default(),
stack_height: 0.0,
time_preempt: head_time_preempt,
time_fade_in: head_time_fade_in,
kind: OsuObjectKind::Slider {
end_time,
end_pos,
lazy_end_pos,
lazy_travel_time,
nested_objects,
},
kind: OsuObjectKind::Slider(slider),
}
}
HitObjectKind::Spinner { end_time } => {
@@ -363,9 +323,8 @@ impl OsuObject {
Self {
start_time: h.start_time,
pos,
stack_offset: Pos2::default(),
stack_height: 0.0,
time_preempt: Self::TIME_PREEMPT,
time_fade_in: Self::TIME_FADE_IN,
kind: OsuObjectKind::Spinner {
end_time: *end_time,
},
@@ -377,28 +336,78 @@ impl OsuObject {
Some(obj)
}
#[inline]
pub(crate) fn end_time(&self) -> f64 {
match &self.kind {
OsuObjectKind::Circle => self.start_time,
OsuObjectKind::Slider { end_time, .. } => *end_time,
OsuObjectKind::Slider(slider) => slider.end_time,
OsuObjectKind::Spinner { end_time } => *end_time,
}
}
#[inline]
pub(crate) fn end_pos(&self) -> Pos2 {
match &self.kind {
OsuObjectKind::Circle | OsuObjectKind::Spinner { .. } => self.pos,
OsuObjectKind::Slider { end_pos, .. } => *end_pos,
OsuObjectKind::Slider(slider) => slider.end_pos().unwrap_or(self.pos),
}
}
#[inline]
pub(crate) fn lazy_end_pos(&self, stack_offset: Pos2) -> Pos2 {
pub(crate) fn pre_stacked_end_pos(&self) -> Pos2 {
match &self.kind {
OsuObjectKind::Circle | OsuObjectKind::Spinner { .. } => self.pos,
OsuObjectKind::Slider { lazy_end_pos, .. } => *lazy_end_pos + stack_offset,
OsuObjectKind::Slider(slider) => slider
.end_pos()
.map_or(self.pos, |end_pos| self.pos + end_pos),
}
}
pub(crate) fn old_stacking_pos2(&self) -> Pos2 {
match &self.kind {
OsuObjectKind::Circle | OsuObjectKind::Spinner { .. } => self.pos,
OsuObjectKind::Slider(slider) => {
// Old stacking requires the path end position
// instead of slider end position
let repeat_count = slider.repeat_count();
if repeat_count % 2 == 0 {
slider
.end_pos()
.map_or(self.pos, |end_pos| self.pos + end_pos)
} else {
slider
.nested_iter()
.find(|nested| matches!(nested.kind, NestedObjectKind::Repeat))
.map_or(self.pos, |repeat| repeat.pos)
}
}
}
}
pub(crate) const fn pos(&self) -> Pos2 {
self.pos
}
pub(crate) fn stacked_pos(&self) -> Pos2 {
self.pos + self.stack_offset
}
pub(crate) fn stacked_end_pos(&self) -> Pos2 {
self.end_pos() + self.stack_offset
}
pub(crate) fn lazy_end_pos(&self) -> Pos2 {
match &self.kind {
OsuObjectKind::Circle | OsuObjectKind::Spinner { .. } => self.stacked_pos(),
OsuObjectKind::Slider(slider) => slider.lazy_end_pos,
}
}
pub(crate) fn lazy_travel_time(&self) -> f64 {
match &self.kind {
OsuObjectKind::Circle | OsuObjectKind::Spinner { .. } => 0.0,
OsuObjectKind::Slider(slider) => slider
.nested_objects
.last()
.map_or(0.0, |nested| nested.start_time - self.start_time),
}
}
@@ -416,15 +425,65 @@ impl OsuObject {
pub(crate) fn is_spinner(&self) -> bool {
matches!(self.kind, OsuObjectKind::Spinner { .. })
}
}
// TODO: cleanup
fn difficulty_range(difficulty: f64, min: f64, mid: f64, max: f64) -> f64 {
if difficulty > 5.0 {
mid + (max - mid) * (difficulty - 5.0) / 5.0
} else if difficulty < 5.0 {
mid - (mid - min) * (5.0 - difficulty) / 5.0
} else {
mid
/// Applies stack offset, flips playfield for HR,
/// and adjusts slider tails and lazy_end_positions.
pub(crate) fn post_process(&mut self, hr: bool, scaling_factor: &ScalingFactor) {
self.stack_offset = scaling_factor.stack_offset(self.stack_height);
let pos = self.pos();
if let OsuObjectKind::Slider(slider) = &mut self.kind {
if hr {
let mut lazy_end_pos = pos;
lazy_end_pos.y = PLAYFIELD_BASE_SIZE.y - lazy_end_pos.y;
lazy_end_pos += self.stack_offset;
lazy_end_pos += Pos2 {
x: slider.lazy_end_pos.x,
y: -slider.lazy_end_pos.y,
};
slider.lazy_end_pos = lazy_end_pos;
let tail_idx = slider.tail_mut().map(|(tail_idx, tail)| {
let mut tail_pos = pos;
tail_pos.y = PLAYFIELD_BASE_SIZE.y - tail_pos.y;
tail_pos += Pos2 {
x: tail.pos.x,
y: -tail.pos.y,
};
tail.pos = tail_pos;
tail_idx
});
if let Some(tail_idx) = tail_idx {
for nested in slider.nested_objects[..tail_idx].iter_mut() {
nested.pos.y = PLAYFIELD_BASE_SIZE.y - nested.pos.y;
}
for nested in slider.nested_objects[tail_idx + 1..].iter_mut() {
nested.pos.y = PLAYFIELD_BASE_SIZE.y - nested.pos.y;
}
} else {
// Should never happen since sliders are bound to have a tail
for nested in slider.nested_objects.iter_mut() {
nested.pos.y = PLAYFIELD_BASE_SIZE.y - nested.pos.y;
}
}
} else {
slider.lazy_end_pos += pos + self.stack_offset;
if let Some((_, tail)) = slider.tail_mut() {
tail.pos += pos;
}
}
}
if hr {
self.pos.y = PLAYFIELD_BASE_SIZE.y - pos.y
}
}
}
+2 -2
View File
@@ -27,11 +27,11 @@ impl ScalingFactor {
Self {
factor,
radius,
scale: scale * -6.4,
scale,
}
}
pub(crate) fn stack_offset(&self, stack_height: f32) -> Pos2 {
Pos2::new(stack_height * self.scale)
Pos2::new(stack_height * self.scale * -6.4)
}
}
+2 -2
View File
@@ -1,6 +1,6 @@
use std::{
any::Any,
f64::consts::{FRAC_PI_2, FRAC_PI_6, PI},
f64::consts::{FRAC_PI_2, PI},
mem,
};
@@ -262,7 +262,7 @@ impl AimEvaluator {
}
fn calc_wide_angle_bonus(angle: f64) -> f64 {
let base = (3.0 / 4.0 * ((5.0 / 6.0 * PI).min(angle.max(FRAC_PI_6)) - FRAC_PI_6)).sin();
let base = (3.0 / 4.0 * ((5.0 / 6.0 * PI).min(angle.max(PI / 6.0)) - PI / 6.0)).sin();
base * base
}
+21 -11
View File
@@ -1,10 +1,7 @@
use std::{any::Any, mem};
use crate::{
osu::{
difficulty_object::OsuDifficultyObject,
osu_object::{NestedObjectKind, OsuObjectKind},
},
osu::{difficulty_object::OsuDifficultyObject, osu_object::OsuObjectKind},
Mods,
};
@@ -18,13 +15,15 @@ pub(crate) struct Flashlight {
strain_peaks: Vec<f64>,
has_hidden_mod: bool,
scaling_factor: f64,
time_preempt: f64,
time_fade_in: f64,
}
impl Flashlight {
const SKILL_MULTIPLIER: f64 = 0.052;
const STRAIN_DECAY_BASE: f64 = 0.15;
pub(crate) fn new(mods: u32, radius: f32) -> Self {
pub(crate) fn new(mods: u32, radius: f32, time_preempt: f64, time_fade_in: f64) -> Self {
Self {
curr_strain: 0.0,
curr_section_peak: 0.0,
@@ -32,6 +31,8 @@ impl Flashlight {
strain_peaks: Vec::new(),
has_hidden_mod: mods.hd(),
scaling_factor: 52.0 / radius as f64,
time_preempt,
time_fade_in,
}
}
@@ -94,6 +95,8 @@ impl StrainSkill for Flashlight {
diff_objects,
self.has_hidden_mod,
self.scaling_factor,
self.time_preempt,
self.time_fade_in,
) * Self::SKILL_MULTIPLIER;
self.curr_strain
@@ -131,6 +134,8 @@ impl FlashlightEvaluator {
diff_objects: &[OsuDifficultyObject<'_>],
hidden: bool,
scaling_factor: f64,
time_preempt: f64,
time_fade_in: f64,
) -> f64 {
if curr.base.is_spinner() {
return 0.0;
@@ -159,7 +164,8 @@ impl FlashlightEvaluator {
let curr_hit_obj = curr_obj.base;
if !curr_obj.base.is_spinner() {
let jump_dist = (osu_hit_obj.pos - curr_hit_obj.end_pos()).length() as f64;
let jump_dist =
(osu_hit_obj.stacked_pos() - curr_hit_obj.stacked_end_pos()).length() as f64;
cumulative_strain_time += last_obj.strain_time;
// * We want to nerf objects that can be easily seen within the Flashlight circle radius.
@@ -173,7 +179,13 @@ impl FlashlightEvaluator {
// * Bonus based on how visible the object is.
let opacity_bonus = 1.0
+ Self::MAX_OPACITY_BONUS
* (1.0 - osu_curr.opacity_at(curr_hit_obj.start_time, hidden));
* (1.0
- osu_curr.opacity_at(
curr_hit_obj.start_time,
hidden,
time_preempt,
time_fade_in,
));
result += stack_nerf * opacity_bonus * scaling_factor * jump_dist
/ cumulative_strain_time;
@@ -205,7 +217,7 @@ impl FlashlightEvaluator {
let mut slider_bonus = 0.0;
if let OsuObjectKind::Slider { nested_objects, .. } = &osu_curr.base.kind {
if let OsuObjectKind::Slider(slider) = &osu_curr.base.kind {
// * Invert the scaling factor to determine the true travel distance independent of circle size.
let pixel_travel_dist = osu_curr.dists.lazy_travel_dist as f64 / scaling_factor;
@@ -219,9 +231,7 @@ impl FlashlightEvaluator {
slider_bonus *= pixel_travel_dist;
// * Nerf sliders with repeats, as less memorisation is required.
let repeat_count = nested_objects.iter().fold(0, |count, nested| {
count + matches!(nested.kind, NestedObjectKind::Repeat) as usize
});
let repeat_count = slider.repeat_count();
if repeat_count > 0 {
slider_bonus /= (repeat_count + 1) as f64;
+3 -7
View File
@@ -249,13 +249,13 @@ impl RhythmEvaluator {
let base = (PI / (prev_delta.min(curr_delta) / prev_delta.max(curr_delta))).sin();
let curr_ratio = 1.0 + 6.0 * (base * base).min(0.5);
let hit_window = !curr_obj.base.is_spinner() as u64 as f64 * hit_window;
let mut window_penalty = ((((prev_delta - curr_delta).abs() - hit_window * 0.3)
.max(0.0))
/ (hit_window * 0.3))
.min(1.0);
println!("window_penalty: prev={prev_delta} | curr={curr_delta} | window={hit_window} => {window_penalty}");
window_penalty = window_penalty.min(1.0);
let mut effective_ratio = window_penalty * curr_ratio;
@@ -322,10 +322,6 @@ impl RhythmEvaluator {
}
// * produces multiplier that can be applied to strain. range [1, infinity) (not really though)
let res = (4.0 + rhythm_complexity_sum * Self::RHYTHM_MULTIPLIER).sqrt() / 2.0;
println!("res={res}");
res
(4.0 + rhythm_complexity_sum * Self::RHYTHM_MULTIPLIER).sqrt() / 2.0
}
}