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Add bonus based on opacity of hit objects
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@ -22,6 +22,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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{
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private const double difficulty_multiplier = 0.0675;
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private const double difficulty_multiplier = 0.0675;
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private double hitWindowGreat;
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private double hitWindowGreat;
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private double preempt;
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public OsuDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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public OsuDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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: base(ruleset, beatmap)
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@ -34,11 +35,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return new OsuDifficultyAttributes { Mods = mods, Skills = skills };
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return new OsuDifficultyAttributes { Mods = mods, Skills = skills };
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double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
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double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
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double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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double speedRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
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double flashlightRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
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double flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;
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double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
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if (mods.Any(h => h is OsuModRelax))
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if (mods.Any(h => h is OsuModRelax))
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speedRating = 0.0;
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speedRating = 0.0;
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@ -77,7 +75,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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AimStrain = aimRating,
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AimStrain = aimRating,
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SpeedStrain = speedRating,
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SpeedStrain = speedRating,
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FlashlightRating = flashlightRating,
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FlashlightRating = flashlightRating,
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SliderFactor = sliderFactor,
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ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
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ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
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OverallDifficulty = (80 - hitWindowGreat) / 6,
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OverallDifficulty = (80 - hitWindowGreat) / 6,
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DrainRate = drainRate,
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DrainRate = drainRate,
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@ -110,12 +107,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
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hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
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preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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return new Skill[]
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return new Skill[]
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{
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{
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new Aim(mods, true),
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new Aim(mods),
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new Aim(mods, false),
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new Speed(mods, hitWindowGreat),
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new Speed(mods, hitWindowGreat),
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new Flashlight(mods)
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new Flashlight(mods, preempt)
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};
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};
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}
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}
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@ -126,6 +124,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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new OsuModEasy(),
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new OsuModEasy(),
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new OsuModHardRock(),
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new OsuModHardRock(),
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new OsuModFlashlight(),
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new OsuModFlashlight(),
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new OsuModHidden(),
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};
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};
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}
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}
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}
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}
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@ -125,16 +125,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
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aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
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}
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}
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// We assume 15% of sliders in a map are difficult since there's no way to tell from the performance calculator.
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double estimateDifficultSliders = Attributes.SliderCount * 0.15;
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if (Attributes.SliderCount > 0)
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{
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double estimateSliderEndsDropped = Math.Clamp(Math.Min(countOk + countMeh + countMiss, Attributes.MaxCombo - scoreMaxCombo), 0, estimateDifficultSliders);
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double sliderNerfFactor = (1 - Attributes.SliderFactor) * Math.Pow(1 - estimateSliderEndsDropped / estimateDifficultSliders, 3) + Attributes.SliderFactor;
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aimValue *= sliderNerfFactor;
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}
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aimValue *= accuracy;
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aimValue *= accuracy;
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// It is important to also consider accuracy difficulty when doing that.
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// It is important to also consider accuracy difficulty when doing that.
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aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
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aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
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@ -234,10 +224,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0;
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double flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0;
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// Add an additional bonus for HDFL.
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if (mods.Any(h => h is OsuModHidden))
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flashlightValue *= 1.3;
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (effectiveMissCount > 0)
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if (effectiveMissCount > 0)
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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@ -2,8 +2,10 @@
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// See the LICENCE file in the repository root for full licence text.
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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 System;
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using System.Linq;
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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.Mods;
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using osu.Game.Rulesets.Osu.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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using osu.Game.Rulesets.Osu.Objects;
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@ -14,16 +16,24 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// </summary>
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/// </summary>
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public class Flashlight : OsuStrainSkill
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public class Flashlight : OsuStrainSkill
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{
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{
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public Flashlight(Mod[] mods)
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public Flashlight(Mod[] mods, double preemptTime)
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: base(mods)
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: base(mods)
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{
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{
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this.mods = mods;
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this.preemptTime = preemptTime;
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}
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}
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private double skillMultiplier => 0.15;
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private double skillMultiplier => 0.12;
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private double strainDecayBase => 0.15;
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private double strainDecayBase => 0.15;
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protected override double DecayWeight => 1.0;
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protected override double DecayWeight => 1.0;
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protected override int HistoryLength => 10; // Look back for 10 notes is added for the sake of flashlight calculations.
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protected override int HistoryLength => 10; // Look back for 10 notes is added for the sake of flashlight calculations.
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private Mod[] mods;
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private bool hidden;
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private double preemptTime;
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private const double max_opacity_bonus = 0.4;
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private double currentStrain;
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private double currentStrain;
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private double strainValueOf(DifficultyHitObject current)
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private double strainValueOf(DifficultyHitObject current)
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@ -31,6 +41,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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if (current.BaseObject is Spinner)
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if (current.BaseObject is Spinner)
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return 0;
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return 0;
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hidden = mods.Any(m => m is OsuModHidden);
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var osuCurrent = (OsuDifficultyHitObject)current;
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var osuCurrent = (OsuDifficultyHitObject)current;
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var osuHitObject = (OsuHitObject)(osuCurrent.BaseObject);
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var osuHitObject = (OsuHitObject)(osuCurrent.BaseObject);
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@ -58,11 +70,30 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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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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// 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, (osuPrevious.JumpDistance / scalingFactor) / 25.0);
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double stackNerf = Math.Min(1.0, (osuPrevious.JumpDistance / scalingFactor) / 25.0);
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result += Math.Pow(0.8, i) * stackNerf * scalingFactor * jumpDistance / cumulativeStrainTime;
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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 - opacity(cumulativeStrainTime, preemptTime, hidden));
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result += Math.Pow(0.8, i) * stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
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}
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}
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}
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}
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return Math.Pow(smallDistNerf * result, 2.0);
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result = Math.Pow(smallDistNerf * result, 2.0);
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if (hidden) {
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result *= 1.0 + max_opacity_bonus;
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}
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return result;
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}
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private double opacity(double ms, double preemptTime, bool hidden) {
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if (hidden) {
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return Math.Clamp(Math.Min((1 - ms / preemptTime) * 2.5, (ms / preemptTime) * (1.0 / 0.3)), 0.0, 1.0);
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}
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else
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{
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return Math.Clamp((1.0 - ms / preemptTime) * 1.5, 0.0, 1.0);
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}
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}
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}
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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