From 0bad5e468455ef2667015a0c0fea148143459d6d Mon Sep 17 00:00:00 2001 From: StanR Date: Thu, 19 Sep 2024 04:38:01 +0500 Subject: [PATCH] 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 --- .../Difficulty/Evaluators/RhythmEvaluator.cs | 32 +++++++++---------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs index 9eae3c7a10..80d75d5e67 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs @@ -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; /// /// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current . @@ -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);