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make speed bonuses additive, scale distanceBonus
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@ -13,6 +13,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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private const double single_spacing_threshold = 125; // 1.25 circles distance between centers
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private const double min_speed_bonus = 75; // ~200BPM
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private const double speed_balancing_factor = 40;
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private const double distance_multiplier = 0.95;
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/// <summary>
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/// Evaluates the difficulty of tapping the current object, based on:
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@ -51,11 +52,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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strainTime /= Math.Clamp((strainTime / osuCurrObj.HitWindowGreat) / 0.93, 0.92, 1);
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// speedBonus will be 1.0 for BPM < 200
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double speedBonus = 1.0;
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double speedBonus = 0.0;
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// Add additional scaling bonus for streams/bursts higher than 200bpm
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if (strainTime < min_speed_bonus)
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speedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2);
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speedBonus = 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2);
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double travelDistance = osuPrevObj?.TravelDistance ?? 0;
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double distance = travelDistance + osuCurrObj.MinimumJumpDistance;
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@ -64,10 +65,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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distance = Math.Min(distance, single_spacing_threshold);
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// Max distance bonus is 2 at single_spacing_threshold
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double distanceBonus = 1 + Math.Pow(distance / single_spacing_threshold, 3.5);
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double distanceBonus = Math.Pow(distance / single_spacing_threshold, 3.75) * distance_multiplier;
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// Base difficulty with all bonuses
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double difficulty = speedBonus * distanceBonus * 1000 / strainTime;
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double difficulty = (1 + speedBonus + distanceBonus) * 1000 / strainTime;
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// Apply penalty if there's doubletappable doubles
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return difficulty * doubletapness;
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