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lets/pp/catch_the_pp/osu/ctb/difficulty.pyx

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2018-12-09 05:15:56 +00:00
from ... import constants
from ...osu_parser.mathhelper import clamp, sign
cdef class DifficultyObject:
"""
Object that holds strain value etc.
Handled in Difficulty.calculate_strainValues & Difficulty.update_hyperdash_distance.
Used in Difficulty.calculate_difficulty
"""
cdef public float strain, last_movement
cdef public float offset, player_width, scaled_position, hyperdash_distance
cdef public object hitobject
cdef public int error_margin, hyperdash
def __init__(self, hitobject, player_width):
"""
Hitobject wrapper to do calculation with.
hitobject -- Hitobject to wrap around (basic)
player_width -- Catcher width (after determined by active mods)
"""
self.strain = 1
self.offset = 0
self.last_movement = 0
self.hitobject = hitobject
self.error_margin = constants.ABSOLUTE_PLAYER_POSITIONING_ERROR
self.player_width = player_width
self.scaled_position = self.hitobject.x * (constants.NORMALIZED_HITOBJECT_RADIUS / self.player_width)
self.hyperdash_distance = 0
self.hyperdash = False
cpdef calculate_strain(self, object last, float time_rate):
"""
Calculate strain value by refering last object.
(and sets offset & last_movement info)
last -- Previous hitobject
time_rate -- Timescale from enabled mods
"""
cdef float time = (self.hitobject.time - last.hitobject.time) / time_rate
cdef float decay = constants.DECAY_BASE ** (time / 1000)
self.offset = clamp(last.scaled_position + last.offset,
self.scaled_position - (constants.NORMALIZED_HITOBJECT_RADIUS - self.error_margin),
self.scaled_position + (constants.NORMALIZED_HITOBJECT_RADIUS - self.error_margin)
) - self.scaled_position
self.last_movement = abs(self.scaled_position - last.scaled_position + self.offset - last.offset)
cdef float addition = (self.last_movement ** 1.3) / 500
if self.scaled_position < last.scaled_position:
self.last_movement *= -1
cdef float addition_bonus = 0
cdef float sqrt_time = max(time, 25) ** 0.5
if abs(self.last_movement) > 0.1:
if abs(last.last_movement) > 0.1 and sign(self.last_movement) != sign(last.last_movement):
bonus = constants.DIRECTION_CHANGE_BONUS / sqrt_time
bonus_factor = min(self.error_margin, abs(self.last_movement)) / self.error_margin
addition += bonus * bonus_factor
if last.hyperdash_distance <= 10:
addition_bonus += 0.3 * bonus_factor
addition += 7.5 * min(abs(self.last_movement), constants.NORMALIZED_HITOBJECT_RADIUS * 2) / (constants.NORMALIZED_HITOBJECT_RADIUS * 6) / sqrt_time
if last.hyperdash_distance <= 10:
if not last.hyperdash:
addition_bonus += 1
else:
self.offset = 0
addition *= 1 + addition_bonus * ((10 - last.hyperdash_distance) / 10)
addition *= 850 / max(time, 25)
self.strain = last.strain * decay + addition
cdef class Difficulty:
"""
Difficulty object for calculating star rating.
Stars: self.star_rating
"""
cdef public object beatmap
cdef public int mods
cdef public list hitobjects_with_ticks, difficulty_objects
cdef public float time_rate, player_width, star_rating
def __init__(self, beatmap, mods):
"""
CTB difficulty calculator params.
Calculates the star rating for the given beatmap.
beatmap -- Beatmap object of parsed beatmap
mods -- Int representation of mods selected / bitmask
"""
self.beatmap = beatmap
self.mods = mods
#Difficulty modifier by mod
cdef str diff
for diff in self.beatmap.difficulty.keys():
if diff == "CircleSize":
scala = 1.3
else:
scala = 1.4
self.beatmap.difficulty[diff] = self.adjust_difficulty(self.beatmap.difficulty[diff], self.mods, scala)
cdef object hitobject
self.hitobjects_with_ticks = []
for hitobject in self.beatmap.hitobjects:
self.hitobjects_with_ticks.append(hitobject)
if 2 & hitobject.type:
for tick in hitobject.ticks:
self.hitobjects_with_ticks.append(tick)
for end_tick in hitobject.end_ticks:
self.hitobjects_with_ticks.append(end_tick)
self.difficulty_objects = []
#Do the calculation
self.time_rate = self.get_time_rate()
self.player_width = 305 / 1.6 * ((102.4 * (1 - 0.7 * (self.beatmap.difficulty["CircleSize"] - 5) / 5)) / 128) * 0.7
for hitobject in self.hitobjects_with_ticks:
self.difficulty_objects.append(DifficultyObject(hitobject, self.player_width * 0.4))
self.update_hyperdash_distance()
#Sort the list so its sorted by time (Incase it somehow isnt)
self.difficulty_objects.sort(key=lambda o: o.hitobject.time)
self.calculate_strain_values()
self.star_rating = (self.calculate_difficulty() ** 0.5) * constants.STAR_SCALING_FACTOR
def adjust_difficulty(self, diff, mods, scala):
"""
Scale difficulty from selected mods.
diff -- CircleSize
mods -- Int representation of mods selected / bitmask
return -- Scaled difficulty
"""
if mods & 1 << 1 > 0: #EZ
diff = max(0, diff / 2)
if mods & 1 << 4 > 0: #HR
diff = min(10, diff * scala)
return diff
def get_time_rate(self):
"""
Get scaled time_rate from mods. (DT / HT)
return -- time_rate
"""
rate = 1
if self.mods & 1 << 6 > 0: #DT
rate += 0.5
elif self.mods & 1 << 8 > 0: #HT
rate -= 0.25
return rate
cpdef update_hyperdash_distance(self):
"""
Update hyperdash_distance value for every hitobject in the beatmap.
"""
cdef int last_direction = 0, direction, i
cdef float player_width_half = self.player_width / 2
cdef float last = player_width_half
cdef object current_object, next_object
for i in range(len(self.difficulty_objects) - 1):
current_object = self.difficulty_objects[i]
next_object = self.difficulty_objects[i + 1]
if next_object.hitobject.x > current_object.hitobject.x:
direction = 1
else:
direction = -1
time_to_next = next_object.hitobject.time - current_object.hitobject.time - 4.166667 #ms for 60fps divided by 4
distance_to_next = abs(next_object.hitobject.x - current_object.hitobject.x)
if last_direction == direction:
distance_to_next -= last
else:
distance_to_next -= player_width_half
if time_to_next < distance_to_next:
current_object.hyperdash = True
last = player_width_half
else:
current_object.hyperdash_distance = time_to_next - distance_to_next
last = clamp(current_object.hyperdash_distance, 0, player_width_half)
last_direction = direction
cpdef calculate_strain_values(self):
"""
Calculate strain values for every hitobject.
It does this by using distance, decay & previous hitobject strain value.
Time_rate also effects this.
"""
cdef object current_object = self.difficulty_objects[0], next_object
cdef index = 1
while index < len(self.difficulty_objects):
next_object = self.difficulty_objects[index]
next_object.calculate_strain(current_object, self.time_rate)
current_object = next_object
index += 1
cpdef float calculate_difficulty(self):
"""
Calculates the difficulty for this beatmap.
This is used in the final function to calculate star rating.
DISCLAIMER: This is not the final star rating value.
return -- difficulty
"""
cdef float strain_step = constants.STRAIN_STEP * self.time_rate
cdef list highest_strains = []
cdef float interval = strain_step
cdef float max_strain = 0
cdef object last = None, difficulty_object
for difficulty_object in self.difficulty_objects:
while difficulty_object.hitobject.time > interval:
highest_strains.append(max_strain)
if last is None:
max_strain = 0
else:
decay = (constants.DECAY_BASE ** ((interval - last.hitobject.time) / 1000))
max_strain = last.strain * decay
interval += strain_step
if difficulty_object.strain > max_strain:
max_strain = difficulty_object.strain
last = difficulty_object
cdef float difficulty = 0
cdef float weight = 1
#Sort from high to low strain
highest_strains.sort(key=int, reverse=True)
cdef float strain
for strain in highest_strains:
difficulty += weight * strain
weight *= constants.DECAY_WEIGHT
return difficulty