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Merge pull request #14617 from apollo-dw/speedpp
Remove speed caps in osu! difficulty calculation
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commit
512af8809e
@ -21,6 +21,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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public class OsuDifficultyCalculator : DifficultyCalculator
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{
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private const double difficulty_multiplier = 0.0675;
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private double hitWindowGreat;
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public OsuDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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@ -52,11 +53,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double starRating = basePerformance > 0.00001 ? Math.Cbrt(1.12) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4) : 0;
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HitWindows hitWindows = new OsuHitWindows();
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hitWindows.SetDifficulty(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
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// Todo: These int casts are temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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double hitWindowGreat = (int)(hitWindows.WindowFor(HitResult.Great)) / clockRate;
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double preempt = (int)BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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int maxCombo = beatmap.HitObjects.Count;
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@ -96,12 +92,21 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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}
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}
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[]
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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new Aim(mods),
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new Speed(mods),
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new Flashlight(mods)
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};
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HitWindows hitWindows = new OsuHitWindows();
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hitWindows.SetDifficulty(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
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// Todo: These int casts are temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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hitWindowGreat = (int)(hitWindows.WindowFor(HitResult.Great)) / clockRate;
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return new Skill[]
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{
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new Aim(mods),
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new Speed(mods, hitWindowGreat),
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new Flashlight(mods)
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};
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}
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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{
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@ -16,6 +16,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;
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/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms to account for simultaneous <see cref="OsuDifficultyHitObject"/>s.
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/// </summary>
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public double StrainTime { get; private set; }
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/// <summary>
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/// Normalized distance from the end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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@ -32,11 +37,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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/// </summary>
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public double? Angle { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 50ms.
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/// </summary>
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public readonly double StrainTime;
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private readonly OsuHitObject lastLastObject;
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private readonly OsuHitObject lastObject;
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@ -48,8 +48,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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setDistances();
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// Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure
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StrainTime = Math.Max(50, DeltaTime);
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// Capped to 25ms to prevent difficulty calculation breaking from simulatenous objects.
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StrainTime = Math.Max(DeltaTime, 25);
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}
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private void setDistances()
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@ -6,6 +6,7 @@ using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mods;
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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.Framework.Utils;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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@ -26,12 +27,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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protected override double DifficultyMultiplier => 1.04;
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private const double min_speed_bonus = 75; // ~200BPM
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private const double max_speed_bonus = 45; // ~330BPM
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private const double speed_balancing_factor = 40;
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public Speed(Mod[] mods)
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private readonly double greatWindow;
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public Speed(Mod[] mods, double hitWindowGreat)
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: base(mods)
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{
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greatWindow = hitWindowGreat;
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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@ -40,13 +43,25 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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return 0;
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var osuCurrent = (OsuDifficultyHitObject)current;
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var osuPrevious = Previous.Count > 0 ? (OsuDifficultyHitObject)Previous[0] : null;
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double distance = Math.Min(single_spacing_threshold, osuCurrent.TravelDistance + osuCurrent.JumpDistance);
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double deltaTime = Math.Max(max_speed_bonus, current.DeltaTime);
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double strainTime = osuCurrent.StrainTime;
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double greatWindowFull = greatWindow * 2;
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double speedWindowRatio = strainTime / greatWindowFull;
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// Aim to nerf cheesy rhythms (Very fast consecutive doubles with large deltatimes between)
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if (osuPrevious != null && strainTime < greatWindowFull && osuPrevious.StrainTime > strainTime)
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strainTime = Interpolation.Lerp(osuPrevious.StrainTime, strainTime, speedWindowRatio);
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// Cap deltatime to the OD 300 hitwindow.
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// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.
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strainTime /= Math.Clamp((strainTime / greatWindowFull) / 0.93, 0.92, 1);
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double speedBonus = 1.0;
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if (deltaTime < min_speed_bonus)
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speedBonus = 1 + Math.Pow((min_speed_bonus - deltaTime) / speed_balancing_factor, 2);
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if (strainTime < min_speed_bonus)
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speedBonus = 1 + Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2);
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double angleBonus = 1.0;
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@ -64,7 +79,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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}
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}
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return (1 + (speedBonus - 1) * 0.75) * angleBonus * (0.95 + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / osuCurrent.StrainTime;
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return (1 + (speedBonus - 1) * 0.75)
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* angleBonus
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* (0.95 + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5))
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/ strainTime;
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}
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}
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}
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