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mirror of https://github.com/ppy/osu.git synced 2024-09-21 12:47:23 +08:00

Move slider-related ratio multiplier out of the delta switch block, add nerf for ratios with delta difference fractions that are too big, adjust consts

This commit is contained in:
StanR 2024-09-19 04:38:01 +05:00
parent c9ce7d29e6
commit 0bad5e4684

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@ -63,8 +63,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
private const int history_time_max = 4 * 1000; // 5 seconds of calculatingRhythmBonus max.
private const int history_objects_max = 24;
private const double rhythm_overall_multiplier = 1.2;
private const double rhythm_ratio_multiplier = 10.0;
private const double rhythm_overall_multiplier = 1.25;
private const double rhythm_ratio_multiplier = 11.0;
/// <summary>
/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
@ -114,9 +114,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
double deltaDifferenceRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta);
double currRatio = 1.0 + rhythm_ratio_multiplier * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / deltaDifferenceRatio), 2));
// reduce ratio bonus if delta difference is too big
double fraction = Math.Max(prevDelta / currDelta, currDelta / prevDelta);
double fractionMultiplier = Math.Clamp(2.0 - fraction / 8.0, 0.0, 1.0);
double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - deltaDifferenceEpsilon) / deltaDifferenceEpsilon);
double effectiveRatio = windowPenalty * currRatio;
double effectiveRatio = windowPenalty * currRatio * fractionMultiplier;
// bpm change is into slider, this is easy acc window
if (currObj.BaseObject is Slider)
effectiveRatio *= 0.125;
// bpm change was from a slider, this is easier typically than circle -> circle
// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
if (prevObj.BaseObject is Slider)
effectiveRatio *= 0.2;
if (firstDeltaSwitch)
{
@ -127,15 +140,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
}
else
{
// bpm change is into slider, this is easy acc window
if (currObj.BaseObject is Slider)
effectiveRatio *= 0.125;
// bpm change was from a slider, this is easier typically than circle -> circle
// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
if (prevObj.BaseObject is Slider)
effectiveRatio *= 0.2;
// repeated island polarity (2 -> 4, 3 -> 5)
if (island.IsSimilarPolarity(previousIsland))
effectiveRatio *= 0.3;
@ -180,10 +184,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
// Begin counting island until we change speed again.
firstDeltaSwitch = true;
// reduce ratio if we're starting after a slider
if (prevObj.BaseObject is Slider)
effectiveRatio *= 0.3;
startRatio = effectiveRatio;
island = new Island((int)currDelta, deltaDifferenceEpsilon);