diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs index 3139f6eb26..8722b85839 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs @@ -91,26 +91,39 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing MovementTime = Math.Max(StrainTime - lastSlider.LazyTravelTime / clockRate, min_delta_time); MovementDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor; + int repeatCount = 0; + for (int i = 1; i < lastSlider.NestedHitObjects.Count; i++) { Vector2 currSlider = Vector2.Subtract(((OsuHitObject)lastSlider.NestedHitObjects[i]).StackedPosition, ((OsuHitObject)lastSlider.NestedHitObjects[i - 1]).StackedPosition); - if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderRepeat) - TravelDistance += Math.Max(0, currSlider.Length * scalingFactor - 100); // remove 100 distance to avoid buffing overlapping followcircles. + if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderRepeat && (OsuHitObject)lastSlider.NestedHitObjects[i - 1] is SliderRepeat) + { + repeatCount++; + TravelDistance += Math.Max(0, currSlider.Length * scalingFactor - 240); // remove 240 distance to avoid buffing overlapping followcircles. + } + else if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderRepeat) + { + repeatCount++; + TravelDistance += Math.Max(0, currSlider.Length * scalingFactor - 120); // remove 120 distance to avoid buffing overlapping followcircles. + } else if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderEndCircle) { Vector2 possSlider = Vector2.Subtract((Vector2)lastSlider.LazyEndPosition, ((OsuHitObject)lastSlider.NestedHitObjects[i - 1]).StackedPosition); TravelDistance += Math.Min(possSlider.Length, currSlider.Length) * scalingFactor; // Take the least distance from slider end vs lazy end. } else - TravelDistance += Vector2.Subtract(((OsuHitObject)lastSlider.NestedHitObjects[i]).StackedPosition, ((OsuHitObject)lastSlider.NestedHitObjects[i - 1]).StackedPosition).Length * scalingFactor; - - if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderTick && i != lastSlider.NestedHitObjects.Count - 1) // Check for tick && not last object is necessary for 2007 bugged sliders. - { - Vector2 nextSlider = Vector2.Subtract(((OsuHitObject)lastSlider.NestedHitObjects[i + 1]).StackedPosition, ((OsuHitObject)lastSlider.NestedHitObjects[i]).StackedPosition); - TravelDistance += Math.Max(0, Vector2.Subtract(nextSlider, currSlider).Length - Math.Max(nextSlider.Length, currSlider.Length)) * scalingFactor; // bonus for ticks where angles are less than 120 degrees. - } + TravelDistance += Math.Max(0, currSlider.Length * scalingFactor - 100); // remove 100 distance to avoid buffing overlapping ticks, mostly needed to prevent buffing slow sliders with high tick rate. } + + if (repeatCount == 0) + { + TravelDistance = Math.Max(TravelDistance, scalingFactor * // idea here is to prevent ticks from dropping difficulty of slider by removing distance in calculation. + Math.Min(Vector2.Subtract(((OsuHitObject)lastSlider.NestedHitObjects[lastSlider.NestedHitObjects.Count - 1]).StackedPosition, ((OsuHitObject)lastSlider.NestedHitObjects[0]).StackedPosition).Length, + Vector2.Subtract((Vector2)lastSlider.LazyEndPosition, ((OsuHitObject)lastSlider.NestedHitObjects[0]).StackedPosition).Length)); + } + else + TravelDistance *= Math.Pow(1 + repeatCount / 2.0, 1.0 / 2.0); // Bonus for repeat sliders until a better per nested object strain system can be achieved. } Vector2 lastCursorPosition = getEndCursorPosition(lastObject); diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs index 664af291fb..560863608d 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs @@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills protected override int HistoryLength => 2; private const double wide_angle_multiplier = 1.5; - private const double acute_angle_multiplier = 1.5; + private const double acute_angle_multiplier = 2.0; private const double slider_multiplier = 1.5; private const double vel_change_multiplier = 0.75; @@ -69,10 +69,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills if (Precision.AlmostEquals(osuCurrObj.StrainTime, osuPrevObj.StrainTime, 10)) // If rhythms are the same. { - if (osuCurrObj.Angle != null && osuPrevObj.Angle != null) + if (osuCurrObj.Angle != null && osuPrevObj.Angle != null && osuLastObj.Angle != null) { double currAngle = osuCurrObj.Angle.Value; double prevAngle = osuPrevObj.Angle.Value; + double lastAngle = osuLastObj.Angle.Value; // Rewarding angles, take the smaller velocity as base. angleBonus = Math.Min(currVelocity, prevVelocity); @@ -88,7 +89,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills * 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.Min(100, osuCurrObj.JumpDistance) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter). - wideAngleBonus *= angleBonus * (1 - Math.Pow(calcWideAngleBonus(prevAngle), 3)); // Penalize wide angles if they're repeated, reducing the penalty as the prevAngle gets more acute. + wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(prevAngle), 3))); // Penalize wide angles if they're repeated, reducing the penalty as the prevAngle gets more acute. + acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastAngle), 3))); // Penalize acute angles if they're repeated, reducing the penalty as the lastAngle gets more obtuse. angleBonus = acuteAngleBonus * acute_angle_multiplier + wideAngleBonus * wide_angle_multiplier; // add the anglebuffs together. }