The provided code implements the `Strain` skill within the context...
The provided code implements the Strain
skill within the context of the osu! game framework and its difficulty calculation system. It is part of the Mania ruleset and contributes to the calculation of the strain difficulty of a Mania map. Here's an overview of what the code does:
General Overview:
The Strain
class inherits from StrainDecaySkill
, a base class designed for skills that are calculated based on decaying strain over time. This applies specifically to rhythm games like osu! where difficulty is measured by how challenging a set of notes (hit objects) are to execute within the game mechanics. In the case of Mania (a "key-based" rhythm game mode), strain is typically used to quantify the challenge associated with concurrently pressing and releasing keys across multiple columns.
Key Components:
-
Strain Calculation Basics:
- The class tracks two primary strain values:
individualStrain
: Tracks how challenging it is to hit notes in a single column.overallStrain
: Tracks the overall strain across all columns.
- These values are decayed over time to simulate the reduced impact of earlier notes on the current section's difficulty.
- The class tracks two primary strain values:
-
Decay Mechanism:
- Strain values decay over time according to a formula, reducing the influence of older notes. The
applyDecay
function implements this:private double applyDecay(double value, double deltaTime, double decayBase) => value * Math.Pow(decayBase, deltaTime / 1000);
- The
decayBase
values for individual columns and the overall strain are set to0.125
and0.30
, respectively.
- Strain values decay over time according to a formula, reducing the influence of older notes. The
-
Strain Value Calculation (
StrainValueOf
):- For each
DifficultyHitObject
(a processed note in the map), theStrainValueOf
method calculates the strain depending on the note's timing, column, and overlap with other notes. - Key factors include:
- Time intervals (e.g.,
DeltaTime
between consecutive notes). - Multi-key (chord) presses.
- Overlaps between hold notes and other notes.
- A "hold addition" adjustment for awkward releases or overlapping notes, using a logistic decay curve when the release happens near the
release_threshold
of 30ms.
- Time intervals (e.g.,
- For each
-
Specific Logic:
- Column-specific strain:
- The
individualStrains
array stores the strain for each column. It updates based on the timing and difficulty of the notes in that column.
- The
- Overall strain:
- The
overallStrain
affects the difficulty across all columns rather than a single column.
- The
- Hold note mechanics:
- Overlapping hold notes create special adjustments to strain.
- Column-specific strain:
-
Start and End Time Tracking:
- Arrays
startTimes
andendTimes
store the start and end times of the most recent notes in each column. These are used to determine note overlaps and assist in the overall strain calculation.
- Arrays
-
Map Initialization:
- The constructor initializes necessary arrays (e.g.,
startTimes
,endTimes
) to track timing information for columns. It also sets the initial strain values.
- The constructor initializes necessary arrays (e.g.,
-
Final Strain Output:
- The strain value is calculated by combining the
individualStrain
andoverallStrain
. The outcome is adjusted by subtractingCurrentStrain
to normalize the strain within each section.
- The strain value is calculated by combining the
High-Level Purpose:
-
Mania Difficulty Assessment: The
Strain
skill quantifies how difficult a section of notes is for a player to execute based on overlapping notes, column-specific patterns, and timing between notes. It processes notes column by column and factors in the unique challenges of hold notes, chord streams, and staggered releases. -
Player Effort Simulation: By simulating key mechanics like decaying strain, overlapping patterns, and timing thresholds, the class models the effort a player must exert to clear a specific section of the map.
This code is designed to be a part of osu!'s Mania
difficulty calculation process, helping compute a map difficulty rating that reflects the challenge of executing the map's note patterns. It's used by the game to assign a difficulty star rating to Mania beatmaps.