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Merge pull request #18458 from apollo-dw/evaluators
Move individual object difficulty calculations to separate methods in osu!
This commit is contained in:
commit
0771265caf
141
osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs
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141
osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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public static class AimEvaluator
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{
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private const double wide_angle_multiplier = 1.5;
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private const double acute_angle_multiplier = 2.0;
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private const double slider_multiplier = 1.5;
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private const double velocity_change_multiplier = 0.75;
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/// <summary>
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/// Evaluates the difficulty of aiming the current object, based on:
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/// <list type="bullet">
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/// <item><description>cursor velocity to the current object,</description></item>
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/// <item><description>angle difficulty,</description></item>
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/// <item><description>sharp velocity increases,</description></item>
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/// <item><description>and slider difficulty.</description></item>
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/// </list>
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliders)
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{
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if (current.BaseObject is Spinner || current.Index <= 1 || current.Previous(0).BaseObject is Spinner)
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return 0;
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var osuCurrObj = (OsuDifficultyHitObject)current;
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var osuLastObj = (OsuDifficultyHitObject)current.Previous(0);
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var osuLastLastObj = (OsuDifficultyHitObject)current.Previous(1);
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// Calculate the velocity to the current hitobject, which starts with a base distance / time assuming the last object is a hitcircle.
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double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.StrainTime;
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// But if the last object is a slider, then we extend the travel velocity through the slider into the current object.
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if (osuLastObj.BaseObject is Slider && withSliders)
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{
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double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime; // calculate the slider velocity from slider head to slider end.
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double movementVelocity = osuCurrObj.MinimumJumpDistance / osuCurrObj.MinimumJumpTime; // calculate the movement velocity from slider end to current object
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currVelocity = Math.Max(currVelocity, movementVelocity + travelVelocity); // take the larger total combined velocity.
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}
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// As above, do the same for the previous hitobject.
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double prevVelocity = osuLastObj.LazyJumpDistance / osuLastObj.StrainTime;
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if (osuLastLastObj.BaseObject is Slider && withSliders)
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{
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double travelVelocity = osuLastLastObj.TravelDistance / osuLastLastObj.TravelTime;
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double movementVelocity = osuLastObj.MinimumJumpDistance / osuLastObj.MinimumJumpTime;
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prevVelocity = Math.Max(prevVelocity, movementVelocity + travelVelocity);
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}
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double wideAngleBonus = 0;
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double acuteAngleBonus = 0;
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double sliderBonus = 0;
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double velocityChangeBonus = 0;
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double aimStrain = currVelocity; // Start strain with regular velocity.
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if (Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime) < 1.25 * Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime)) // If rhythms are the same.
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{
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if (osuCurrObj.Angle != null && osuLastObj.Angle != null && osuLastLastObj.Angle != null)
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{
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double currAngle = osuCurrObj.Angle.Value;
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double lastAngle = osuLastObj.Angle.Value;
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double lastLastAngle = osuLastLastObj.Angle.Value;
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// Rewarding angles, take the smaller velocity as base.
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double angleBonus = Math.Min(currVelocity, prevVelocity);
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wideAngleBonus = calcWideAngleBonus(currAngle);
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acuteAngleBonus = calcAcuteAngleBonus(currAngle);
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if (osuCurrObj.StrainTime > 100) // Only buff deltaTime exceeding 300 bpm 1/2.
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acuteAngleBonus = 0;
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else
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{
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acuteAngleBonus *= calcAcuteAngleBonus(lastAngle) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
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* Math.Min(angleBonus, 125 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
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* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, (100 - osuCurrObj.StrainTime) / 25)), 2) // scale buff from 150 bpm 1/4 to 200 bpm 1/4
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* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.LazyJumpDistance, 50, 100) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter).
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}
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// Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
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wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3)));
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// Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse.
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acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3)));
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}
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}
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if (Math.Max(prevVelocity, currVelocity) != 0)
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{
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// We want to use the average velocity over the whole object when awarding differences, not the individual jump and slider path velocities.
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prevVelocity = (osuLastObj.LazyJumpDistance + osuLastLastObj.TravelDistance) / osuLastObj.StrainTime;
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currVelocity = (osuCurrObj.LazyJumpDistance + osuLastObj.TravelDistance) / osuCurrObj.StrainTime;
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// Scale with ratio of difference compared to 0.5 * max dist.
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double distRatio = Math.Pow(Math.Sin(Math.PI / 2 * Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity)), 2);
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// Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing.
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double overlapVelocityBuff = Math.Min(125 / Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime), Math.Abs(prevVelocity - currVelocity));
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// Reward for % distance slowed down compared to previous, paying attention to not award overlap
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double nonOverlapVelocityBuff = Math.Abs(prevVelocity - currVelocity)
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// do not award overlap
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* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, Math.Min(osuCurrObj.LazyJumpDistance, osuLastObj.LazyJumpDistance) / 100)), 2);
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// Choose the largest bonus, multiplied by ratio.
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velocityChangeBonus = Math.Max(overlapVelocityBuff, nonOverlapVelocityBuff) * distRatio;
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// Penalize for rhythm changes.
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velocityChangeBonus *= Math.Pow(Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime) / Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime), 2);
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}
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if (osuLastObj.TravelTime != 0)
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{
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// Reward sliders based on velocity.
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sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
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}
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// Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger.
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aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);
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// Add in additional slider velocity bonus.
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if (withSliders)
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aimStrain += sliderBonus * slider_multiplier;
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return aimStrain;
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}
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private static double calcWideAngleBonus(double angle) => Math.Pow(Math.Sin(3.0 / 4 * (Math.Min(5.0 / 6 * Math.PI, Math.Max(Math.PI / 6, angle)) - Math.PI / 6)), 2);
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private static double calcAcuteAngleBonus(double angle) => 1 - calcWideAngleBonus(angle);
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}
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}
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@ -0,0 +1,77 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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public static class FlashlightEvaluator
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{
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private const double max_opacity_bonus = 0.4;
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private const double hidden_bonus = 0.2;
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/// <summary>
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/// Evaluates the difficulty of memorising and hitting an object, based on:
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/// <list type="bullet">
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/// <item><description>distance between the previous and current object,</description></item>
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/// <item><description>the visual opacity of the current object,</description></item>
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/// <item><description>and whether the hidden mod is enabled.</description></item>
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/// </list>
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden)
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{
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if (current.BaseObject is Spinner)
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return 0;
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var osuCurrent = (OsuDifficultyHitObject)current;
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var osuHitObject = (OsuHitObject)(osuCurrent.BaseObject);
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double scalingFactor = 52.0 / osuHitObject.Radius;
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double smallDistNerf = 1.0;
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double cumulativeStrainTime = 0.0;
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double result = 0.0;
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OsuDifficultyHitObject lastObj = osuCurrent;
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// This is iterating backwards in time from the current object.
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for (int i = 0; i < Math.Min(current.Index, 10); i++)
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{
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var currentObj = (OsuDifficultyHitObject)current.Previous(i);
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var currentHitObject = (OsuHitObject)(currentObj.BaseObject);
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if (!(currentObj.BaseObject is Spinner))
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{
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double jumpDistance = (osuHitObject.StackedPosition - currentHitObject.EndPosition).Length;
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cumulativeStrainTime += lastObj.StrainTime;
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// We want to nerf objects that can be easily seen within the Flashlight circle radius.
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if (i == 0)
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smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
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// We also want to nerf stacks so that only the first object of the stack is accounted for.
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double stackNerf = Math.Min(1.0, (currentObj.LazyJumpDistance / scalingFactor) / 25.0);
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// Bonus based on how visible the object is.
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double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, hidden));
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result += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
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}
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lastObj = currentObj;
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}
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result = Math.Pow(smallDistNerf * result, 2.0);
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// Additional bonus for Hidden due to there being no approach circles.
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if (hidden)
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result *= 1.0 + hidden_bonus;
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return result;
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}
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}
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}
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108
osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs
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osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs
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@ -0,0 +1,108 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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public static class RhythmEvaluator
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{
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private const int history_time_max = 5000; // 5 seconds of calculatingRhythmBonus max.
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private const double rhythm_multiplier = 0.75;
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/// <summary>
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/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current, double greatWindow)
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{
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if (current.BaseObject is Spinner)
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return 0;
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int previousIslandSize = 0;
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double rhythmComplexitySum = 0;
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int islandSize = 1;
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double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms
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bool firstDeltaSwitch = false;
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int historicalNoteCount = Math.Min(current.Index, 32);
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int rhythmStart = 0;
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while (rhythmStart < historicalNoteCount - 2 && current.StartTime - current.Previous(rhythmStart).StartTime < history_time_max)
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rhythmStart++;
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for (int i = rhythmStart; i > 0; i--)
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{
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OsuDifficultyHitObject currObj = (OsuDifficultyHitObject)current.Previous(i - 1);
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OsuDifficultyHitObject prevObj = (OsuDifficultyHitObject)current.Previous(i);
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OsuDifficultyHitObject lastObj = (OsuDifficultyHitObject)current.Previous(i + 1);
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double currHistoricalDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max; // scales note 0 to 1 from history to now
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currHistoricalDecay = Math.Min((double)(historicalNoteCount - i) / historicalNoteCount, currHistoricalDecay); // either we're limited by time or limited by object count.
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double currDelta = currObj.StrainTime;
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double prevDelta = prevObj.StrainTime;
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double lastDelta = lastObj.StrainTime;
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double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses.
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double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - greatWindow * 0.6) / (greatWindow * 0.6));
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windowPenalty = Math.Min(1, windowPenalty);
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double effectiveRatio = windowPenalty * currRatio;
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if (firstDeltaSwitch)
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{
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if (!(prevDelta > 1.25 * currDelta || prevDelta * 1.25 < currDelta))
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{
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if (islandSize < 7)
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islandSize++; // island is still progressing, count size.
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}
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else
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{
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if (current.Previous(i - 1).BaseObject is Slider) // bpm change is into slider, this is easy acc window
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effectiveRatio *= 0.125;
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if (current.Previous(i).BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle
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effectiveRatio *= 0.25;
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if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet)
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effectiveRatio *= 0.25;
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if (previousIslandSize % 2 == islandSize % 2) // repeated island polartiy (2 -> 4, 3 -> 5)
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effectiveRatio *= 0.50;
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if (lastDelta > prevDelta + 10 && prevDelta > currDelta + 10) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
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effectiveRatio *= 0.125;
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rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay * Math.Sqrt(4 + islandSize) / 2 * Math.Sqrt(4 + previousIslandSize) / 2;
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startRatio = effectiveRatio;
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previousIslandSize = islandSize; // log the last island size.
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if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting
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firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.
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islandSize = 1;
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}
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}
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else if (prevDelta > 1.25 * currDelta) // we want to be speeding up.
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{
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// Begin counting island until we change speed again.
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firstDeltaSwitch = true;
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startRatio = effectiveRatio;
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islandSize = 1;
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}
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}
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|
return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,59 @@
|
|||||||
|
// 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 osu.Framework.Utils;
|
||||||
|
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||||
|
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||||
|
using osu.Game.Rulesets.Osu.Objects;
|
||||||
|
|
||||||
|
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||||
|
{
|
||||||
|
public static class SpeedEvaluator
|
||||||
|
{
|
||||||
|
private const double single_spacing_threshold = 125;
|
||||||
|
private const double min_speed_bonus = 75; // ~200BPM
|
||||||
|
private const double speed_balancing_factor = 40;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Evaluates the difficulty of tapping the current object, based on:
|
||||||
|
/// <list type="bullet">
|
||||||
|
/// <item><description>time between pressing the previous and current object,</description></item>
|
||||||
|
/// <item><description>distance between those objects,</description></item>
|
||||||
|
/// <item><description>and how easily they can be cheesed.</description></item>
|
||||||
|
/// </list>
|
||||||
|
/// </summary>
|
||||||
|
public static double EvaluateDifficultyOf(DifficultyHitObject current, double greatWindow)
|
||||||
|
{
|
||||||
|
if (current.BaseObject is Spinner)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
// derive strainTime for calculation
|
||||||
|
var osuCurrObj = (OsuDifficultyHitObject)current;
|
||||||
|
var osuPrevObj = current.Index > 0 ? (OsuDifficultyHitObject)current.Previous(0) : null;
|
||||||
|
|
||||||
|
double strainTime = osuCurrObj.StrainTime;
|
||||||
|
double greatWindowFull = greatWindow * 2;
|
||||||
|
double speedWindowRatio = strainTime / greatWindowFull;
|
||||||
|
|
||||||
|
// Aim to nerf cheesy rhythms (Very fast consecutive doubles with large deltatimes between)
|
||||||
|
if (osuPrevObj != null && strainTime < greatWindowFull && osuPrevObj.StrainTime > strainTime)
|
||||||
|
strainTime = Interpolation.Lerp(osuPrevObj.StrainTime, strainTime, speedWindowRatio);
|
||||||
|
|
||||||
|
// Cap deltatime to the OD 300 hitwindow.
|
||||||
|
// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.
|
||||||
|
strainTime /= Math.Clamp((strainTime / greatWindowFull) / 0.93, 0.92, 1);
|
||||||
|
|
||||||
|
// derive speedBonus for calculation
|
||||||
|
double speedBonus = 1.0;
|
||||||
|
|
||||||
|
if (strainTime < min_speed_bonus)
|
||||||
|
speedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2);
|
||||||
|
|
||||||
|
double travelDistance = osuPrevObj?.TravelDistance ?? 0;
|
||||||
|
double distance = Math.Min(single_spacing_threshold, travelDistance + osuCurrObj.MinimumJumpDistance);
|
||||||
|
|
||||||
|
return (speedBonus + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / strainTime;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -4,8 +4,7 @@
|
|||||||
using System;
|
using System;
|
||||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||||
using osu.Game.Rulesets.Mods;
|
using osu.Game.Rulesets.Mods;
|
||||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
|
||||||
using osu.Game.Rulesets.Osu.Objects;
|
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||||
{
|
{
|
||||||
@ -22,132 +21,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
|||||||
|
|
||||||
private readonly bool withSliders;
|
private readonly bool withSliders;
|
||||||
|
|
||||||
private const double wide_angle_multiplier = 1.5;
|
|
||||||
private const double acute_angle_multiplier = 2.0;
|
|
||||||
private const double slider_multiplier = 1.5;
|
|
||||||
private const double velocity_change_multiplier = 0.75;
|
|
||||||
|
|
||||||
private double currentStrain;
|
private double currentStrain;
|
||||||
|
|
||||||
private double skillMultiplier => 23.25;
|
private double skillMultiplier => 23.25;
|
||||||
private double strainDecayBase => 0.15;
|
private double strainDecayBase => 0.15;
|
||||||
|
|
||||||
private double strainValueOf(DifficultyHitObject current)
|
|
||||||
{
|
|
||||||
if (current.BaseObject is Spinner || current.Index <= 1 || current.Previous(0).BaseObject is Spinner)
|
|
||||||
return 0;
|
|
||||||
|
|
||||||
var osuCurrObj = (OsuDifficultyHitObject)current;
|
|
||||||
var osuLastObj = (OsuDifficultyHitObject)current.Previous(0);
|
|
||||||
var osuLastLastObj = (OsuDifficultyHitObject)current.Previous(1);
|
|
||||||
|
|
||||||
// Calculate the velocity to the current hitobject, which starts with a base distance / time assuming the last object is a hitcircle.
|
|
||||||
double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.StrainTime;
|
|
||||||
|
|
||||||
// But if the last object is a slider, then we extend the travel velocity through the slider into the current object.
|
|
||||||
if (osuLastObj.BaseObject is Slider && withSliders)
|
|
||||||
{
|
|
||||||
double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime; // calculate the slider velocity from slider head to slider end.
|
|
||||||
double movementVelocity = osuCurrObj.MinimumJumpDistance / osuCurrObj.MinimumJumpTime; // calculate the movement velocity from slider end to current object
|
|
||||||
|
|
||||||
currVelocity = Math.Max(currVelocity, movementVelocity + travelVelocity); // take the larger total combined velocity.
|
|
||||||
}
|
|
||||||
|
|
||||||
// As above, do the same for the previous hitobject.
|
|
||||||
double prevVelocity = osuLastObj.LazyJumpDistance / osuLastObj.StrainTime;
|
|
||||||
|
|
||||||
if (osuLastLastObj.BaseObject is Slider && withSliders)
|
|
||||||
{
|
|
||||||
double travelVelocity = osuLastLastObj.TravelDistance / osuLastLastObj.TravelTime;
|
|
||||||
double movementVelocity = osuLastObj.MinimumJumpDistance / osuLastObj.MinimumJumpTime;
|
|
||||||
|
|
||||||
prevVelocity = Math.Max(prevVelocity, movementVelocity + travelVelocity);
|
|
||||||
}
|
|
||||||
|
|
||||||
double wideAngleBonus = 0;
|
|
||||||
double acuteAngleBonus = 0;
|
|
||||||
double sliderBonus = 0;
|
|
||||||
double velocityChangeBonus = 0;
|
|
||||||
|
|
||||||
double aimStrain = currVelocity; // Start strain with regular velocity.
|
|
||||||
|
|
||||||
if (Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime) < 1.25 * Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime)) // If rhythms are the same.
|
|
||||||
{
|
|
||||||
if (osuCurrObj.Angle != null && osuLastObj.Angle != null && osuLastLastObj.Angle != null)
|
|
||||||
{
|
|
||||||
double currAngle = osuCurrObj.Angle.Value;
|
|
||||||
double lastAngle = osuLastObj.Angle.Value;
|
|
||||||
double lastLastAngle = osuLastLastObj.Angle.Value;
|
|
||||||
|
|
||||||
// Rewarding angles, take the smaller velocity as base.
|
|
||||||
double angleBonus = Math.Min(currVelocity, prevVelocity);
|
|
||||||
|
|
||||||
wideAngleBonus = calcWideAngleBonus(currAngle);
|
|
||||||
acuteAngleBonus = calcAcuteAngleBonus(currAngle);
|
|
||||||
|
|
||||||
if (osuCurrObj.StrainTime > 100) // Only buff deltaTime exceeding 300 bpm 1/2.
|
|
||||||
acuteAngleBonus = 0;
|
|
||||||
else
|
|
||||||
{
|
|
||||||
acuteAngleBonus *= calcAcuteAngleBonus(lastAngle) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
|
|
||||||
* Math.Min(angleBonus, 125 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
|
|
||||||
* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, (100 - osuCurrObj.StrainTime) / 25)), 2) // scale buff from 150 bpm 1/4 to 200 bpm 1/4
|
|
||||||
* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.LazyJumpDistance, 50, 100) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter).
|
|
||||||
}
|
|
||||||
|
|
||||||
// Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
|
|
||||||
wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3)));
|
|
||||||
// Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse.
|
|
||||||
acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3)));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (Math.Max(prevVelocity, currVelocity) != 0)
|
|
||||||
{
|
|
||||||
// We want to use the average velocity over the whole object when awarding differences, not the individual jump and slider path velocities.
|
|
||||||
prevVelocity = (osuLastObj.LazyJumpDistance + osuLastLastObj.TravelDistance) / osuLastObj.StrainTime;
|
|
||||||
currVelocity = (osuCurrObj.LazyJumpDistance + osuLastObj.TravelDistance) / osuCurrObj.StrainTime;
|
|
||||||
|
|
||||||
// Scale with ratio of difference compared to 0.5 * max dist.
|
|
||||||
double distRatio = Math.Pow(Math.Sin(Math.PI / 2 * Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity)), 2);
|
|
||||||
|
|
||||||
// Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing.
|
|
||||||
double overlapVelocityBuff = Math.Min(125 / Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime), Math.Abs(prevVelocity - currVelocity));
|
|
||||||
|
|
||||||
// Reward for % distance slowed down compared to previous, paying attention to not award overlap
|
|
||||||
double nonOverlapVelocityBuff = Math.Abs(prevVelocity - currVelocity)
|
|
||||||
// do not award overlap
|
|
||||||
* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, Math.Min(osuCurrObj.LazyJumpDistance, osuLastObj.LazyJumpDistance) / 100)), 2);
|
|
||||||
|
|
||||||
// Choose the largest bonus, multiplied by ratio.
|
|
||||||
velocityChangeBonus = Math.Max(overlapVelocityBuff, nonOverlapVelocityBuff) * distRatio;
|
|
||||||
|
|
||||||
// Penalize for rhythm changes.
|
|
||||||
velocityChangeBonus *= Math.Pow(Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime) / Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime), 2);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (osuLastObj.TravelTime != 0)
|
|
||||||
{
|
|
||||||
// Reward sliders based on velocity.
|
|
||||||
sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger.
|
|
||||||
aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);
|
|
||||||
|
|
||||||
// Add in additional slider velocity bonus.
|
|
||||||
if (withSliders)
|
|
||||||
aimStrain += sliderBonus * slider_multiplier;
|
|
||||||
|
|
||||||
return aimStrain;
|
|
||||||
}
|
|
||||||
|
|
||||||
private double calcWideAngleBonus(double angle) => Math.Pow(Math.Sin(3.0 / 4 * (Math.Min(5.0 / 6 * Math.PI, Math.Max(Math.PI / 6, angle)) - Math.PI / 6)), 2);
|
|
||||||
|
|
||||||
private double calcAcuteAngleBonus(double angle) => 1 - calcWideAngleBonus(angle);
|
|
||||||
|
|
||||||
private double applyDiminishingExp(double val) => Math.Pow(val, 0.99);
|
|
||||||
|
|
||||||
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
||||||
|
|
||||||
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * strainDecay(time - current.Previous(0).StartTime);
|
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * strainDecay(time - current.Previous(0).StartTime);
|
||||||
@ -155,7 +33,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
|||||||
protected override double StrainValueAt(DifficultyHitObject current)
|
protected override double StrainValueAt(DifficultyHitObject current)
|
||||||
{
|
{
|
||||||
currentStrain *= strainDecay(current.DeltaTime);
|
currentStrain *= strainDecay(current.DeltaTime);
|
||||||
currentStrain += strainValueOf(current) * skillMultiplier;
|
currentStrain += AimEvaluator.EvaluateDifficultyOf(current, withSliders) * skillMultiplier;
|
||||||
|
|
||||||
return currentStrain;
|
return currentStrain;
|
||||||
}
|
}
|
||||||
|
@ -5,9 +5,8 @@ using System;
|
|||||||
using System.Linq;
|
using System.Linq;
|
||||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||||
using osu.Game.Rulesets.Mods;
|
using osu.Game.Rulesets.Mods;
|
||||||
|
using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
|
||||||
using osu.Game.Rulesets.Osu.Mods;
|
using osu.Game.Rulesets.Osu.Mods;
|
||||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
|
||||||
using osu.Game.Rulesets.Osu.Objects;
|
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||||
{
|
{
|
||||||
@ -16,76 +15,20 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public class Flashlight : OsuStrainSkill
|
public class Flashlight : OsuStrainSkill
|
||||||
{
|
{
|
||||||
|
private readonly bool hasHiddenMod;
|
||||||
|
|
||||||
public Flashlight(Mod[] mods)
|
public Flashlight(Mod[] mods)
|
||||||
: base(mods)
|
: base(mods)
|
||||||
{
|
{
|
||||||
hidden = mods.Any(m => m is OsuModHidden);
|
hasHiddenMod = mods.Any(m => m is OsuModHidden);
|
||||||
}
|
}
|
||||||
|
|
||||||
private double skillMultiplier => 0.05;
|
private double skillMultiplier => 0.05;
|
||||||
private double strainDecayBase => 0.15;
|
private double strainDecayBase => 0.15;
|
||||||
protected override double DecayWeight => 1.0;
|
protected override double DecayWeight => 1.0;
|
||||||
|
|
||||||
private readonly bool hidden;
|
|
||||||
|
|
||||||
private const double max_opacity_bonus = 0.4;
|
|
||||||
private const double hidden_bonus = 0.2;
|
|
||||||
|
|
||||||
private double currentStrain;
|
private double currentStrain;
|
||||||
|
|
||||||
private double strainValueOf(DifficultyHitObject current)
|
|
||||||
{
|
|
||||||
if (current.BaseObject is Spinner)
|
|
||||||
return 0;
|
|
||||||
|
|
||||||
var osuCurrent = (OsuDifficultyHitObject)current;
|
|
||||||
var osuHitObject = (OsuHitObject)(osuCurrent.BaseObject);
|
|
||||||
|
|
||||||
double scalingFactor = 52.0 / osuHitObject.Radius;
|
|
||||||
double smallDistNerf = 1.0;
|
|
||||||
double cumulativeStrainTime = 0.0;
|
|
||||||
|
|
||||||
double result = 0.0;
|
|
||||||
|
|
||||||
OsuDifficultyHitObject lastObj = osuCurrent;
|
|
||||||
|
|
||||||
// This is iterating backwards in time from the current object.
|
|
||||||
for (int i = 0; i < Math.Min(current.Index, 10); i++)
|
|
||||||
{
|
|
||||||
var currentObj = (OsuDifficultyHitObject)current.Previous(i);
|
|
||||||
var currentHitObject = (OsuHitObject)(currentObj.BaseObject);
|
|
||||||
|
|
||||||
if (!(currentObj.BaseObject is Spinner))
|
|
||||||
{
|
|
||||||
double jumpDistance = (osuHitObject.StackedPosition - currentHitObject.EndPosition).Length;
|
|
||||||
|
|
||||||
cumulativeStrainTime += lastObj.StrainTime;
|
|
||||||
|
|
||||||
// We want to nerf objects that can be easily seen within the Flashlight circle radius.
|
|
||||||
if (i == 0)
|
|
||||||
smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
|
|
||||||
|
|
||||||
// We also want to nerf stacks so that only the first object of the stack is accounted for.
|
|
||||||
double stackNerf = Math.Min(1.0, (currentObj.LazyJumpDistance / scalingFactor) / 25.0);
|
|
||||||
|
|
||||||
// Bonus based on how visible the object is.
|
|
||||||
double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, hidden));
|
|
||||||
|
|
||||||
result += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
|
|
||||||
}
|
|
||||||
|
|
||||||
lastObj = currentObj;
|
|
||||||
}
|
|
||||||
|
|
||||||
result = Math.Pow(smallDistNerf * result, 2.0);
|
|
||||||
|
|
||||||
// Additional bonus for Hidden due to there being no approach circles.
|
|
||||||
if (hidden)
|
|
||||||
result *= 1.0 + hidden_bonus;
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
||||||
|
|
||||||
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * strainDecay(time - current.Previous(0).StartTime);
|
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * strainDecay(time - current.Previous(0).StartTime);
|
||||||
@ -93,7 +36,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
|||||||
protected override double StrainValueAt(DifficultyHitObject current)
|
protected override double StrainValueAt(DifficultyHitObject current)
|
||||||
{
|
{
|
||||||
currentStrain *= strainDecay(current.DeltaTime);
|
currentStrain *= strainDecay(current.DeltaTime);
|
||||||
currentStrain += strainValueOf(current) * skillMultiplier;
|
currentStrain += FlashlightEvaluator.EvaluateDifficultyOf(current, hasHiddenMod) * skillMultiplier;
|
||||||
|
|
||||||
return currentStrain;
|
return currentStrain;
|
||||||
}
|
}
|
||||||
|
@ -4,9 +4,7 @@
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using System;
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Framework.Utils;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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{
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@ -15,12 +13,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// </summary>
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/// </summary>
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public class Speed : OsuStrainSkill
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public class Speed : OsuStrainSkill
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{
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{
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private const double single_spacing_threshold = 125;
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private const double rhythm_multiplier = 0.75;
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private const int history_time_max = 5000; // 5 seconds of calculatingRhythmBonus max.
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private const double min_speed_bonus = 75; // ~200BPM
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private const double speed_balancing_factor = 40;
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private double skillMultiplier => 1375;
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private double skillMultiplier => 1375;
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private double strainDecayBase => 0.3;
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private double strainDecayBase => 0.3;
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@ -37,131 +29,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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greatWindow = hitWindowGreat;
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greatWindow = hitWindowGreat;
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}
|
}
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/// <summary>
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/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
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||||||
/// </summary>
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|
||||||
private double calculateRhythmBonus(DifficultyHitObject current)
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|
||||||
{
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|
||||||
if (current.BaseObject is Spinner)
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|
||||||
return 0;
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|
||||||
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|
||||||
int previousIslandSize = 0;
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|
||||||
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|
||||||
double rhythmComplexitySum = 0;
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|
||||||
int islandSize = 1;
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|
||||||
double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms
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|
||||||
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|
||||||
bool firstDeltaSwitch = false;
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|
||||||
|
|
||||||
int historicalNoteCount = Math.Min(current.Index, 32);
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|
||||||
|
|
||||||
int rhythmStart = 0;
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|
||||||
|
|
||||||
while (rhythmStart < historicalNoteCount - 2 && current.StartTime - current.Previous(rhythmStart).StartTime < history_time_max)
|
|
||||||
rhythmStart++;
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|
||||||
|
|
||||||
for (int i = rhythmStart; i > 0; i--)
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|
||||||
{
|
|
||||||
OsuDifficultyHitObject currObj = (OsuDifficultyHitObject)current.Previous(i - 1);
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|
||||||
OsuDifficultyHitObject prevObj = (OsuDifficultyHitObject)current.Previous(i);
|
|
||||||
OsuDifficultyHitObject lastObj = (OsuDifficultyHitObject)current.Previous(i + 1);
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|
||||||
|
|
||||||
double currHistoricalDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max; // scales note 0 to 1 from history to now
|
|
||||||
|
|
||||||
currHistoricalDecay = Math.Min((double)(historicalNoteCount - i) / historicalNoteCount, currHistoricalDecay); // either we're limited by time or limited by object count.
|
|
||||||
|
|
||||||
double currDelta = currObj.StrainTime;
|
|
||||||
double prevDelta = prevObj.StrainTime;
|
|
||||||
double lastDelta = lastObj.StrainTime;
|
|
||||||
double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses.
|
|
||||||
|
|
||||||
double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - greatWindow * 0.6) / (greatWindow * 0.6));
|
|
||||||
|
|
||||||
windowPenalty = Math.Min(1, windowPenalty);
|
|
||||||
|
|
||||||
double effectiveRatio = windowPenalty * currRatio;
|
|
||||||
|
|
||||||
if (firstDeltaSwitch)
|
|
||||||
{
|
|
||||||
if (!(prevDelta > 1.25 * currDelta || prevDelta * 1.25 < currDelta))
|
|
||||||
{
|
|
||||||
if (islandSize < 7)
|
|
||||||
islandSize++; // island is still progressing, count size.
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (current.Previous(i - 1).BaseObject is Slider) // bpm change is into slider, this is easy acc window
|
|
||||||
effectiveRatio *= 0.125;
|
|
||||||
|
|
||||||
if (current.Previous(i).BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle
|
|
||||||
effectiveRatio *= 0.25;
|
|
||||||
|
|
||||||
if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet)
|
|
||||||
effectiveRatio *= 0.25;
|
|
||||||
|
|
||||||
if (previousIslandSize % 2 == islandSize % 2) // repeated island polartiy (2 -> 4, 3 -> 5)
|
|
||||||
effectiveRatio *= 0.50;
|
|
||||||
|
|
||||||
if (lastDelta > prevDelta + 10 && prevDelta > currDelta + 10) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
|
|
||||||
effectiveRatio *= 0.125;
|
|
||||||
|
|
||||||
rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay * Math.Sqrt(4 + islandSize) / 2 * Math.Sqrt(4 + previousIslandSize) / 2;
|
|
||||||
|
|
||||||
startRatio = effectiveRatio;
|
|
||||||
|
|
||||||
previousIslandSize = islandSize; // log the last island size.
|
|
||||||
|
|
||||||
if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting
|
|
||||||
firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.
|
|
||||||
|
|
||||||
islandSize = 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (prevDelta > 1.25 * currDelta) // we want to be speeding up.
|
|
||||||
{
|
|
||||||
// Begin counting island until we change speed again.
|
|
||||||
firstDeltaSwitch = true;
|
|
||||||
startRatio = effectiveRatio;
|
|
||||||
islandSize = 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)
|
|
||||||
}
|
|
||||||
|
|
||||||
private double strainValueOf(DifficultyHitObject current)
|
|
||||||
{
|
|
||||||
if (current.BaseObject is Spinner)
|
|
||||||
return 0;
|
|
||||||
|
|
||||||
// derive strainTime for calculation
|
|
||||||
var osuCurrObj = (OsuDifficultyHitObject)current;
|
|
||||||
var osuPrevObj = current.Index > 0 ? (OsuDifficultyHitObject)current.Previous(0) : null;
|
|
||||||
|
|
||||||
double strainTime = osuCurrObj.StrainTime;
|
|
||||||
double greatWindowFull = greatWindow * 2;
|
|
||||||
double speedWindowRatio = strainTime / greatWindowFull;
|
|
||||||
|
|
||||||
// Aim to nerf cheesy rhythms (Very fast consecutive doubles with large deltatimes between)
|
|
||||||
if (osuPrevObj != null && strainTime < greatWindowFull && osuPrevObj.StrainTime > strainTime)
|
|
||||||
strainTime = Interpolation.Lerp(osuPrevObj.StrainTime, strainTime, speedWindowRatio);
|
|
||||||
|
|
||||||
// Cap deltatime to the OD 300 hitwindow.
|
|
||||||
// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.
|
|
||||||
strainTime /= Math.Clamp((strainTime / greatWindowFull) / 0.93, 0.92, 1);
|
|
||||||
|
|
||||||
// derive speedBonus for calculation
|
|
||||||
double speedBonus = 1.0;
|
|
||||||
|
|
||||||
if (strainTime < min_speed_bonus)
|
|
||||||
speedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2);
|
|
||||||
|
|
||||||
double travelDistance = osuPrevObj?.TravelDistance ?? 0;
|
|
||||||
double distance = Math.Min(single_spacing_threshold, travelDistance + osuCurrObj.MinimumJumpDistance);
|
|
||||||
|
|
||||||
return (speedBonus + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / strainTime;
|
|
||||||
}
|
|
||||||
|
|
||||||
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
||||||
|
|
||||||
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => (currentStrain * currentRhythm) * strainDecay(time - current.Previous(0).StartTime);
|
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => (currentStrain * currentRhythm) * strainDecay(time - current.Previous(0).StartTime);
|
||||||
@ -169,9 +36,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
|||||||
protected override double StrainValueAt(DifficultyHitObject current)
|
protected override double StrainValueAt(DifficultyHitObject current)
|
||||||
{
|
{
|
||||||
currentStrain *= strainDecay(current.DeltaTime);
|
currentStrain *= strainDecay(current.DeltaTime);
|
||||||
currentStrain += strainValueOf(current) * skillMultiplier;
|
currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current, greatWindow) * skillMultiplier;
|
||||||
|
|
||||||
currentRhythm = calculateRhythmBonus(current);
|
currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current, greatWindow);
|
||||||
|
|
||||||
return currentStrain * currentRhythm;
|
return currentStrain * currentRhythm;
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user