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Merge pull request #19120 from molneya/mania-note-order-fix

Fix mania star rating varying by order of notes in a chord
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Dan Balasescu 2022-08-17 20:39:52 +09:00 committed by GitHub
commit 4627e4f53b
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2 changed files with 28 additions and 21 deletions

View File

@ -16,11 +16,11 @@ namespace osu.Game.Rulesets.Mania.Tests
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Mania";
[TestCase(2.3449735700206298d, 242, "diffcalc-test")]
[TestCase(2.3493769750220914d, 242, "diffcalc-test")]
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
=> base.Test(expectedStarRating, expectedMaxCombo, name);
[TestCase(2.7879104989252959d, 242, "diffcalc-test")]
[TestCase(2.797245912537965d, 242, "diffcalc-test")]
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new ManiaModDoubleTime());

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@ -21,7 +21,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
protected override double SkillMultiplier => 1;
protected override double StrainDecayBase => 1;
private readonly double[] holdEndTimes;
private readonly double[] startTimes;
private readonly double[] endTimes;
private readonly double[] individualStrains;
private double individualStrain;
@ -30,7 +31,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
public Strain(Mod[] mods, int totalColumns)
: base(mods)
{
holdEndTimes = new double[totalColumns];
startTimes = new double[totalColumns];
endTimes = new double[totalColumns];
individualStrains = new double[totalColumns];
overallStrain = 1;
}
@ -38,32 +40,27 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
protected override double StrainValueOf(DifficultyHitObject current)
{
var maniaCurrent = (ManiaDifficultyHitObject)current;
double startTime = maniaCurrent.StartTime;
double endTime = maniaCurrent.EndTime;
int column = maniaCurrent.BaseObject.Column;
double closestEndTime = Math.Abs(endTime - maniaCurrent.LastObject.StartTime); // Lowest value we can assume with the current information
double holdFactor = 1.0; // Factor to all additional strains in case something else is held
double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
bool isOverlapping = false;
// Fill up the holdEndTimes array
for (int i = 0; i < holdEndTimes.Length; ++i)
double closestEndTime = Math.Abs(endTime - startTime); // Lowest value we can assume with the current information
double holdFactor = 1.0; // Factor to all additional strains in case something else is held
double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
for (int i = 0; i < endTimes.Length; ++i)
{
// The current note is overlapped if a previous note or end is overlapping the current note body
isOverlapping |= Precision.DefinitelyBigger(holdEndTimes[i], maniaCurrent.StartTime, 1) && Precision.DefinitelyBigger(endTime, holdEndTimes[i], 1);
isOverlapping |= Precision.DefinitelyBigger(endTimes[i], startTime, 1) && Precision.DefinitelyBigger(endTime, endTimes[i], 1);
// We give a slight bonus to everything if something is held meanwhile
if (Precision.DefinitelyBigger(holdEndTimes[i], endTime, 1))
if (Precision.DefinitelyBigger(endTimes[i], endTime, 1))
holdFactor = 1.25;
closestEndTime = Math.Min(closestEndTime, Math.Abs(endTime - holdEndTimes[i]));
// Decay individual strains
individualStrains[i] = applyDecay(individualStrains[i], current.DeltaTime, individual_decay_base);
closestEndTime = Math.Min(closestEndTime, Math.Abs(endTime - endTimes[i]));
}
holdEndTimes[column] = endTime;
// The hold addition is given if there was an overlap, however it is only valid if there are no other note with a similar ending.
// Releasing multiple notes is just as easy as releasing 1. Nerfs the hold addition by half if the closest release is release_threshold away.
// holdAddition
@ -77,12 +74,22 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
if (isOverlapping)
holdAddition = 1 / (1 + Math.Exp(0.5 * (release_threshold - closestEndTime)));
// Increase individual strain in own column
// Decay and increase individualStrains in own column
individualStrains[column] = applyDecay(individualStrains[column], startTime - startTimes[column], individual_decay_base);
individualStrains[column] += 2.0 * holdFactor;
individualStrain = individualStrains[column];
overallStrain = applyDecay(overallStrain, current.DeltaTime, overall_decay_base) + (1 + holdAddition) * holdFactor;
// For notes at the same time (in a chord), the individualStrain should be the hardest individualStrain out of those columns
individualStrain = maniaCurrent.DeltaTime <= 1 ? Math.Max(individualStrain, individualStrains[column]) : individualStrains[column];
// Decay and increase overallStrain
overallStrain = applyDecay(overallStrain, current.DeltaTime, overall_decay_base);
overallStrain += (1 + holdAddition) * holdFactor;
// Update startTimes and endTimes arrays
startTimes[column] = startTime;
endTimes[column] = endTime;
// By subtracting CurrentStrain, this skill effectively only considers the maximum strain of any one hitobject within each strain section.
return individualStrain + overallStrain - CurrentStrain;
}