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Merge pull request #15666 from MBmasher/fl-slider
Add slider bonus to Flashlight skill
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commit
65a1daf211
@ -114,7 +114,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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velocityChangeBonus *= Math.Pow(Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime) / Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime), 2);
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}
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if (osuLastObj.TravelTime != 0)
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if (osuLastObj.BaseObject is Slider)
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{
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// Reward sliders based on velocity.
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sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
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@ -15,11 +15,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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private const double max_opacity_bonus = 0.4;
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private const double hidden_bonus = 0.2;
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private const double min_velocity = 0.5;
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private const double slider_multiplier = 1.3;
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/// <summary>
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/// Evaluates the difficulty of memorising and hitting an object, based on:
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/// <list type="bullet">
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/// <item><description>distance between the previous and current object,</description></item>
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/// <item><description>distance between a number of previous objects and the current object,</description></item>
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/// <item><description>the visual opacity of the current object,</description></item>
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/// <item><description>length and speed of the current object (for sliders),</description></item>
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/// <item><description>and whether the hidden mod is enabled.</description></item>
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/// </list>
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/// </summary>
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@ -73,6 +77,26 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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if (hidden)
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result *= 1.0 + hidden_bonus;
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double sliderBonus = 0.0;
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if (osuCurrent.BaseObject is Slider osuSlider)
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{
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// Invert the scaling factor to determine the true travel distance independent of circle size.
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double pixelTravelDistance = osuSlider.LazyTravelDistance / scalingFactor;
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// Reward sliders based on velocity.
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sliderBonus = Math.Pow(Math.Max(0.0, pixelTravelDistance / osuCurrent.TravelTime - min_velocity), 0.5);
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// Longer sliders require more memorisation.
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sliderBonus *= pixelTravelDistance;
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// Nerf sliders with repeats, as less memorisation is required.
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if (osuSlider.RepeatCount > 0)
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sliderBonus /= (osuSlider.RepeatCount + 1);
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}
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result += sliderBonus * slider_multiplier;
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return result;
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}
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}
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@ -15,10 +15,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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{
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public class OsuDifficultyHitObject : DifficultyHitObject
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{
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private const int normalised_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
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/// <summary>
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/// A distance by which all distances should be scaled in order to assume a uniform circle size.
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/// </summary>
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public const int NORMALISED_RADIUS = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
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private const int min_delta_time = 25;
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private const float maximum_slider_radius = normalised_radius * 2.4f;
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private const float assumed_slider_radius = normalised_radius * 1.8f;
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private const float maximum_slider_radius = NORMALISED_RADIUS * 2.4f;
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private const float assumed_slider_radius = NORMALISED_RADIUS * 1.8f;
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protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;
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@ -64,7 +68,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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public double TravelDistance { get; private set; }
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/// <summary>
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/// The time taken to travel through <see cref="TravelDistance"/>, with a minimum value of 25ms for a non-zero distance.
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/// The time taken to travel through <see cref="TravelDistance"/>, with a minimum value of 25ms for <see cref="Slider"/> objects.
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/// </summary>
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public double TravelTime { get; private set; }
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@ -123,7 +127,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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if (BaseObject is Slider currentSlider)
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{
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computeSliderCursorPosition(currentSlider);
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TravelDistance = currentSlider.LazyTravelDistance;
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// Bonus for repeat sliders until a better per nested object strain system can be achieved.
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TravelDistance = currentSlider.LazyTravelDistance * (float)Math.Pow(1 + currentSlider.RepeatCount / 2.5, 1.0 / 2.5);
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TravelTime = Math.Max(currentSlider.LazyTravelTime / clockRate, min_delta_time);
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}
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@ -132,7 +137,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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return;
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// We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps.
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float scalingFactor = normalised_radius / (float)BaseObject.Radius;
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float scalingFactor = NORMALISED_RADIUS / (float)BaseObject.Radius;
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if (BaseObject.Radius < 30)
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{
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@ -206,7 +211,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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slider.LazyEndPosition = slider.StackedPosition + slider.Path.PositionAt(endTimeMin); // temporary lazy end position until a real result can be derived.
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var currCursorPosition = slider.StackedPosition;
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double scalingFactor = normalised_radius / slider.Radius; // lazySliderDistance is coded to be sensitive to scaling, this makes the maths easier with the thresholds being used.
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double scalingFactor = NORMALISED_RADIUS / slider.Radius; // lazySliderDistance is coded to be sensitive to scaling, this makes the maths easier with the thresholds being used.
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for (int i = 1; i < slider.NestedHitObjects.Count; i++)
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{
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@ -234,7 +239,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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else if (currMovementObj is SliderRepeat)
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{
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// For a slider repeat, assume a tighter movement threshold to better assess repeat sliders.
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requiredMovement = normalised_radius;
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requiredMovement = NORMALISED_RADIUS;
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}
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if (currMovementLength > requiredMovement)
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@ -248,8 +253,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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if (i == slider.NestedHitObjects.Count - 1)
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slider.LazyEndPosition = currCursorPosition;
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}
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slider.LazyTravelDistance *= (float)Math.Pow(1 + slider.RepeatCount / 2.5, 1.0 / 2.5); // Bonus for repeat sliders until a better per nested object strain system can be achieved.
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}
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private Vector2 getEndCursorPosition(OsuHitObject hitObject)
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