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mirror of https://github.com/ppy/osu.git synced 2025-01-30 20:32:55 +08:00

Merge branch '!pp-dev' into remove-angle-bonus-rhythm-restriction

This commit is contained in:
StanR 2025-01-07 19:16:56 +05:00
commit 23d9e0e695
3 changed files with 60 additions and 8 deletions

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@ -191,7 +191,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
aimValue *= accuracy;
// It is important to consider accuracy difficulty when scaling with accuracy.
aimValue *= 0.98 + Math.Pow(attributes.OverallDifficulty, 2) / 2500;
aimValue *= 0.98 + Math.Pow(Math.Max(0, attributes.OverallDifficulty), 2) / 2500;
return aimValue;
}
@ -238,7 +238,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double relevantAccuracy = attributes.SpeedNoteCount == 0 ? 0 : (relevantCountGreat * 6.0 + relevantCountOk * 2.0 + relevantCountMeh) / (attributes.SpeedNoteCount * 6.0);
// Scale the speed value with accuracy and OD.
speedValue *= (0.95 + Math.Pow(attributes.OverallDifficulty, 2) / 750) * Math.Pow((accuracy + relevantAccuracy) / 2.0, (14.5 - attributes.OverallDifficulty) / 2);
speedValue *= (0.95 + Math.Pow(Math.Max(0, attributes.OverallDifficulty), 2) / 750) * Math.Pow((accuracy + relevantAccuracy) / 2.0, (14.5 - attributes.OverallDifficulty) / 2);
// Scale the speed value with # of 50s to punish doubletapping.
speedValue *= Math.Pow(0.99, countMeh < totalHits / 500.0 ? 0 : countMeh - totalHits / 500.0);
@ -305,7 +305,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Scale the flashlight value with accuracy _slightly_.
flashlightValue *= 0.5 + accuracy / 2.0;
// It is important to also consider accuracy difficulty when doing that.
flashlightValue *= 0.98 + Math.Pow(attributes.OverallDifficulty, 2) / 2500;
flashlightValue *= 0.98 + Math.Pow(Math.Max(0, attributes.OverallDifficulty), 2) / 2500;
return flashlightValue;
}

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@ -14,13 +14,13 @@ namespace osu.Game.Rulesets.Taiko.Tests
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko";
[TestCase(3.0950934814938953d, 200, "diffcalc-test")]
[TestCase(3.0950934814938953d, 200, "diffcalc-test-strong")]
[TestCase(2.837609165845338d, 200, "diffcalc-test")]
[TestCase(2.837609165845338d, 200, "diffcalc-test-strong")]
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
=> base.Test(expectedStarRating, expectedMaxCombo, name);
[TestCase(4.0839365008715403d, 200, "diffcalc-test")]
[TestCase(4.0839365008715403d, 200, "diffcalc-test-strong")]
[TestCase(3.8005218640444949, 200, "diffcalc-test")]
[TestCase(3.8005218640444949, 200, "diffcalc-test-strong")]
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new TaikoModDoubleTime());

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@ -36,18 +36,70 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
return 2 * (1 - DifficultyCalculationUtils.Logistic(exponent: Math.E * repeatingHitPattern.RepetitionInterval - 2 * Math.E));
}
/// <summary>
/// Calculates a consistency penalty based on the number of consecutive consistent intervals,
/// considering the delta time between each colour sequence.
/// </summary>
/// <param name="hitObject">The current hitObject to consider.</param>
/// <param name="threshold"> The allowable margin of error for determining whether ratios are consistent.</param>
/// <param name="maxObjectsToCheck">The maximum objects to check per count of consistent ratio.</param>
private static double consistentRatioPenalty(TaikoDifficultyHitObject hitObject, double threshold = 0.01, int maxObjectsToCheck = 64)
{
int consistentRatioCount = 0;
double totalRatioCount = 0.0;
TaikoDifficultyHitObject current = hitObject;
for (int i = 0; i < maxObjectsToCheck; i++)
{
// Break if there is no valid previous object
if (current.Index <= 1)
break;
var previousHitObject = (TaikoDifficultyHitObject)current.Previous(1);
double currentRatio = current.Rhythm.Ratio;
double previousRatio = previousHitObject.Rhythm.Ratio;
// A consistent interval is defined as the percentage difference between the two rhythmic ratios with the margin of error.
if (Math.Abs(1 - currentRatio / previousRatio) <= threshold)
{
consistentRatioCount++;
totalRatioCount += currentRatio;
break;
}
// Move to the previous object
current = previousHitObject;
}
// Ensure no division by zero
double ratioPenalty = 1 - totalRatioCount / (consistentRatioCount + 1) * 0.80;
return ratioPenalty;
}
/// <summary>
/// Evaluate the difficulty of the first hitobject within a colour streak.
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject hitObject)
{
TaikoDifficultyHitObjectColour colour = ((TaikoDifficultyHitObject)hitObject).Colour;
var taikoObject = (TaikoDifficultyHitObject)hitObject;
TaikoDifficultyHitObjectColour colour = taikoObject.Colour;
double difficulty = 0.0d;
if (colour.MonoStreak?.FirstHitObject == hitObject) // Difficulty for MonoStreak
difficulty += EvaluateDifficultyOf(colour.MonoStreak);
if (colour.AlternatingMonoPattern?.FirstHitObject == hitObject) // Difficulty for AlternatingMonoPattern
difficulty += EvaluateDifficultyOf(colour.AlternatingMonoPattern);
if (colour.RepeatingHitPattern?.FirstHitObject == hitObject) // Difficulty for RepeatingHitPattern
difficulty += EvaluateDifficultyOf(colour.RepeatingHitPattern);
double consistencyPenalty = consistentRatioPenalty(taikoObject);
difficulty *= consistencyPenalty;
return difficulty;
}
}