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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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commit
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@ -16,11 +16,11 @@ namespace osu.Game.Rulesets.Mania.Tests
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Mania";
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[TestCase(2.3449735700206298d, 242, "diffcalc-test")]
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[TestCase(2.3493769750220914d, 242, "diffcalc-test")]
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public void Test(double expectedStarRating, int expectedMaxCombo, string name)
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=> base.Test(expectedStarRating, expectedMaxCombo, name);
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[TestCase(2.7879104989252959d, 242, "diffcalc-test")]
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[TestCase(2.797245912537965d, 242, "diffcalc-test")]
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public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
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=> Test(expectedStarRating, expectedMaxCombo, name, new ManiaModDoubleTime());
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@ -21,7 +21,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 1;
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private readonly double[] holdEndTimes;
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private readonly double[] startTimes;
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private readonly double[] endTimes;
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private readonly double[] individualStrains;
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private double individualStrain;
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@ -30,7 +31,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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public Strain(Mod[] mods, int totalColumns)
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: base(mods)
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{
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holdEndTimes = new double[totalColumns];
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startTimes = new double[totalColumns];
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endTimes = new double[totalColumns];
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individualStrains = new double[totalColumns];
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overallStrain = 1;
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}
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@ -38,32 +40,27 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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var maniaCurrent = (ManiaDifficultyHitObject)current;
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double startTime = maniaCurrent.StartTime;
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double endTime = maniaCurrent.EndTime;
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int column = maniaCurrent.BaseObject.Column;
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double closestEndTime = Math.Abs(endTime - maniaCurrent.LastObject.StartTime); // Lowest value we can assume with the current information
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double holdFactor = 1.0; // Factor to all additional strains in case something else is held
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double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
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bool isOverlapping = false;
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// Fill up the holdEndTimes array
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for (int i = 0; i < holdEndTimes.Length; ++i)
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double closestEndTime = Math.Abs(endTime - startTime); // Lowest value we can assume with the current information
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double holdFactor = 1.0; // Factor to all additional strains in case something else is held
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double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
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for (int i = 0; i < endTimes.Length; ++i)
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{
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// The current note is overlapped if a previous note or end is overlapping the current note body
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isOverlapping |= Precision.DefinitelyBigger(holdEndTimes[i], maniaCurrent.StartTime, 1) && Precision.DefinitelyBigger(endTime, holdEndTimes[i], 1);
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isOverlapping |= Precision.DefinitelyBigger(endTimes[i], startTime, 1) && Precision.DefinitelyBigger(endTime, endTimes[i], 1);
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// We give a slight bonus to everything if something is held meanwhile
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if (Precision.DefinitelyBigger(holdEndTimes[i], endTime, 1))
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if (Precision.DefinitelyBigger(endTimes[i], endTime, 1))
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holdFactor = 1.25;
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closestEndTime = Math.Min(closestEndTime, Math.Abs(endTime - holdEndTimes[i]));
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// Decay individual strains
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individualStrains[i] = applyDecay(individualStrains[i], current.DeltaTime, individual_decay_base);
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closestEndTime = Math.Min(closestEndTime, Math.Abs(endTime - endTimes[i]));
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}
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holdEndTimes[column] = endTime;
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// 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.
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// Releasing multiple notes is just as easy as releasing 1. Nerfs the hold addition by half if the closest release is release_threshold away.
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// holdAddition
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@ -77,12 +74,22 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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if (isOverlapping)
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holdAddition = 1 / (1 + Math.Exp(0.5 * (release_threshold - closestEndTime)));
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// Increase individual strain in own column
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// Decay and increase individualStrains in own column
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individualStrains[column] = applyDecay(individualStrains[column], startTime - startTimes[column], individual_decay_base);
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individualStrains[column] += 2.0 * holdFactor;
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individualStrain = individualStrains[column];
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overallStrain = applyDecay(overallStrain, current.DeltaTime, overall_decay_base) + (1 + holdAddition) * holdFactor;
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// For notes at the same time (in a chord), the individualStrain should be the hardest individualStrain out of those columns
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individualStrain = maniaCurrent.DeltaTime <= 1 ? Math.Max(individualStrain, individualStrains[column]) : individualStrains[column];
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// Decay and increase overallStrain
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overallStrain = applyDecay(overallStrain, current.DeltaTime, overall_decay_base);
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overallStrain += (1 + holdAddition) * holdFactor;
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// Update startTimes and endTimes arrays
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startTimes[column] = startTime;
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endTimes[column] = endTime;
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// By subtracting CurrentStrain, this skill effectively only considers the maximum strain of any one hitobject within each strain section.
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return individualStrain + overallStrain - CurrentStrain;
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}
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