Моя конечная цель - передать переменную массива double[] JumpDistanceArray
из ... \ Difficulty \ Skills \ aim.cs в ... \ Difficulty \ OsuPerformanceCalculator.cs. Из-за того, что переменная заключена в защищенную функцию переопределения protected override double StrainValueOf(DifficultyHitObject current)
, я не могу относиться к ней, используя Skills.Aim.StrainValueOf.JumpDistanceArray.Average();
, и также не могу вывести ее из защищенного состояния, потому что это вызовет множество цепных реакций, которые Я не могу разрешить, например
'Aim.StrainValueOf (DifficultyHitObject)': не могу изменить модификаторы доступа при переопределении «защищенного» унаследованного члена «Skill.StrainValueOf (DifficultyHitObject)» [osu.Game. Rulesets.Osu] csharp (CS0507)
Я испробовал множество решений, предложенных на этом сайте, но многие решения слишком широки, чтобы я мог их правильно понять и внедрить в этот конкретный тип проблемы c.
Коды;
... \ Difficulty \ Skills \ aim.cs
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
using static System.Math;
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
/// <summary>
/// Represents the skill required to correctly aim at every object in the map with a uniform CircleSize and normalized distances.
/// </summary>
public class Aim : Skill
{
private const double angle_bonus_begin = Math.PI / 3;
private const double timing_threshold = 107;
private const double streamaimconst = 2.42;
private const double stdevconst = 0.149820;
/// public static double[] JumpDistanceArray;
protected override double SkillMultiplier => 26.25;
protected override double StrainDecayBase => 0.15;
/// Standard Deviation Calculation Code courtesy of Roman http://csharphelper.com/blog/2015/12/make-an-extension-method-that-calculates-standard-deviation-in-c/
/// public static double GetStandardDeviation(List values)
/// {
/// double avg = values.Average();
/// double sum = values.Sum(v => (v - avg) * (v-avg));
/// double denominator = values.Count - 1;
/// return denominator > 0.0 ? Math.Sqrt(sum / denominator) : -1;
/// };
/// Use JumpDistanceArray to calculate SD
/// https://stackoverflow.com/a/5336708
/// double average = JumpDistanceArray.Average();
/// double sumOfSquaresOfDifferences = JumpDistanceArray.Select(val => (val - average) * (val - average)).Sum();
/// double finalsd = Math.Sqrt(sumOfSquaresOfDifferences / JumpDistanceArray.Length);
/// double finalsdpp = finalsd/stdevconst when missCount = 0;
protected override double StrainValueOf(DifficultyHitObject current)
{
if (current.BaseObject is Spinner)
return 0;
var osuCurrent = (OsuDifficultyHitObject)current;
double result = 0;
double sectionvelocity = osuCurrent.JumpDistance/osuCurrent.StrainTime;
double[] JumpDistanceArray = new double[32767];
if (sectionvelocity < streamaimconst)
{
int jumpdistpointercount = 0;
JumpDistanceArray[jumpdistpointercount] = osuCurrent.JumpDistance;
jumpdistpointercount = jumpdistpointercount + 1;
}
if (Previous.Count > 0)
{
var osuPrevious = (OsuDifficultyHitObject)Previous[0];
if (osuCurrent.Angle != null && osuCurrent.Angle.Value > angle_bonus_begin)
{
const double scale = 90;
var angleBonus = Math.Sqrt(
Math.Max(osuPrevious.JumpDistance - scale, 0)
* Math.Pow(Math.Sin(osuCurrent.Angle.Value - angle_bonus_begin), 2)
* Math.Max(osuCurrent.JumpDistance - scale, 0));
result = 1.5 * applyDiminishingExp(Math.Max(0, angleBonus)) / Math.Max(timing_threshold, osuPrevious.StrainTime);
}
}
double jumpDistanceExp = applyDiminishingExp(osuCurrent.JumpDistance);
double travelDistanceExp = applyDiminishingExp(osuCurrent.TravelDistance);
return Math.Max(
result + (jumpDistanceExp + travelDistanceExp + Math.Sqrt(travelDistanceExp * jumpDistanceExp)) / Math.Max(osuCurrent.StrainTime, timing_threshold),
(Math.Sqrt(travelDistanceExp * jumpDistanceExp) + jumpDistanceExp + travelDistanceExp) / osuCurrent.StrainTime
);
}
private double applyDiminishingExp(double val) => Math.Pow(val, 0.99);
}
}
... \ Difficulty \ OsuPerformanceCalculator.cs
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Osu.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using static System.Math;
namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuPerformanceCalculator : PerformanceCalculator
{
public new OsuDifficultyAttributes Attributes => (OsuDifficultyAttributes)base.Attributes;
private readonly int countHitCircles;
private readonly int beatmapMaxCombo;
private Mod[] mods;
private double accuracy;
private int scoreMaxCombo;
private int countGreat;
private int countGood;
private int countMeh;
private int countMiss;
private const double streamaimconst = 2.42;
private const double stdevconst = 0.149820;
public OsuPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score)
: base(ruleset, beatmap, score)
{
countHitCircles = Beatmap.HitObjects.Count(h => h is HitCircle);
beatmapMaxCombo = Beatmap.HitObjects.Count;
// Add the ticks + tail of the slider. 1 is subtracted because the "headcircle" would be counted twice (once for the slider itself in the line above)
beatmapMaxCombo += Beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
}
public override double Calculate(Dictionary<string, double> categoryRatings = null)
{
mods = Score.Mods;
accuracy = Score.Accuracy;
scoreMaxCombo = Score.MaxCombo;
countGreat = Convert.ToInt32(Score.Statistics[HitResult.Great]);
countGood = Convert.ToInt32(Score.Statistics[HitResult.Good]);
countMeh = Convert.ToInt32(Score.Statistics[HitResult.Meh]);
countMiss = Convert.ToInt32(Score.Statistics[HitResult.Miss]);
// Don't count scores made with supposedly unranked mods
if (mods.Any(m => !m.Ranked))
return 0;
// Custom multipliers for NoFail and SpunOut.
double multiplier = 1.12f; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
if (mods.Any(m => m is OsuModNoFail))
multiplier *= 0.90f;
if (mods.Any(m => m is OsuModSpunOut))
multiplier *= 0.95f;
double aimValue = computeAimValue();
double speedValue = computeSpeedValue();
double accuracyValue = computeAccuracyValue();
double totalValue =
Math.Pow(
Math.Pow(aimValue, 1.1f) +
Math.Pow(speedValue, 1.1f) +
Math.Pow(accuracyValue, 1.1f), 1.0f / 1.1f
) * multiplier;
if (categoryRatings != null)
{
categoryRatings.Add("Aim", aimValue);
categoryRatings.Add("Speed", speedValue);
categoryRatings.Add("Accuracy", accuracyValue);
categoryRatings.Add("OD", Attributes.OverallDifficulty);
categoryRatings.Add("AR", Attributes.ApproachRate);
categoryRatings.Add("Max Combo", beatmapMaxCombo);
}
return totalValue;
}
private double computeAimValue()
{
/// var Aim = new Aim();
double average = Skills.Aim.StrainValueOf.JumpDistanceArray.Average();
double sumOfSquaresOfDifferences = Skills.Aim.StrainValueOf.JumpDistanceArray.Select(val => (val - average) * (val - average)).Sum();
double finalsd = Math.Sqrt(sumOfSquaresOfDifferences / Skills.Aim.StrainValueOf.JumpDistanceArray.Length);
double finalsdpp = 0;
if (countMiss == 0)
finalsdpp = finalsdpp+(finalsd/stdevconst);
double rawAim = Attributes.AimStrain + finalsdpp;
if (mods.Any(m => m is OsuModTouchDevice))
rawAim = Math.Pow(rawAim, 0.8);
double aimValue = Math.Pow(5.0f * Math.Max(1.0f, rawAim / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
// Longer maps are worth more
double lengthBonus = 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0f) * 0.5f : 0.0f);
aimValue *= lengthBonus;
// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
aimValue *= Math.Pow(0.97f, countMiss);
// Combo scaling
if (beatmapMaxCombo > 0)
aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f);
double approachRateFactor = 1.0f;
if (Attributes.ApproachRate > 10.33f)
approachRateFactor += 0.3f * (Attributes.ApproachRate - 10.33f);
else if (Attributes.ApproachRate < 8.0f)
{
approachRateFactor += 0.01f * (8.0f - Attributes.ApproachRate);
}
aimValue *= approachRateFactor;
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
if (mods.Any(h => h is OsuModHidden))
aimValue *= 1.0f + 0.04f * (12.0f - Attributes.ApproachRate);
if (mods.Any(h => h is OsuModFlashlight))
{
// Apply object-based bonus for flashlight.
aimValue *= 1.0f + 0.35f * Math.Min(1.0f, totalHits / 200.0f) +
(totalHits > 200
? 0.3f * Math.Min(1.0f, (totalHits - 200) / 300.0f) +
(totalHits > 500 ? (totalHits - 500) / 1200.0f : 0.0f)
: 0.0f);
}
// Scale the aim value with accuracy _slightly_
aimValue *= 0.5f + accuracy / 2.0f;
// It is important to also consider accuracy difficulty when doing that
aimValue *= 0.98f + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
return aimValue;
}
private double computeSpeedValue()
{
double speedValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes.SpeedStrain / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
// Longer maps are worth more
speedValue *= 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0f) * 0.5f : 0.0f);
// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
speedValue *= Math.Pow(0.97f, countMiss);
// Combo scaling
if (beatmapMaxCombo > 0)
speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f);
double approachRateFactor = 1.0f;
if (Attributes.ApproachRate > 10.33f)
approachRateFactor += 0.3f * (Attributes.ApproachRate - 10.33f);
speedValue *= approachRateFactor;
if (mods.Any(m => m is OsuModHidden))
speedValue *= 1.0f + 0.04f * (12.0f - Attributes.ApproachRate);
// Scale the speed value with accuracy _slightly_
speedValue *= 0.02f + accuracy;
// It is important to also consider accuracy difficulty when doing that
speedValue *= 0.96f + Math.Pow(Attributes.OverallDifficulty, 2) / 1600;
return speedValue;
}
private double computeAccuracyValue()
{
// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window
double betterAccuracyPercentage;
int amountHitObjectsWithAccuracy = countHitCircles;
if (amountHitObjectsWithAccuracy > 0)
betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countGood * 2 + countMeh) / (amountHitObjectsWithAccuracy * 6);
else
betterAccuracyPercentage = 0;
// It is possible to reach a negative accuracy with this formula. Cap it at zero - zero points
if (betterAccuracyPercentage < 0)
betterAccuracyPercentage = 0;
// Lots of arbitrary values from testing.
// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
double accuracyValue = Math.Pow(1.52163f, Attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83f;
// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
accuracyValue *= Math.Min(1.15f, Math.Pow(amountHitObjectsWithAccuracy / 1000.0f, 0.3f));
if (mods.Any(m => m is OsuModHidden))
accuracyValue *= 1.08f;
if (mods.Any(m => m is OsuModFlashlight))
accuracyValue *= 1.02f;
return accuracyValue;
}
private double totalHits => countGreat + countGood + countMeh + countMiss;
private double totalSuccessfulHits => countGreat + countGood + countMeh;
}
}
PS Для людей, которые хотят получить оригинальную полную папку проекта: https://github.com/ppy/osu/tree/59a5df8bcac3d7b7d68b6bc04e11d0fcc9d4b94f/osu.Game.Rulesets.Osu/Difficulty