From 699fbb1a85eb986f8a4803e67f5e624802a1b7ea Mon Sep 17 00:00:00 2001 From: StanR Date: Mon, 9 Jun 2025 14:02:49 +0300 Subject: [PATCH] Decouple velocity change bonus from wide angle bonus (#33541) * Decouple velocity change bonus from wide angle bonus * Replace sin with smoothstep * Set multiplier back to 0.75 --------- Co-authored-by: James Wilson --- .../Difficulty/Evaluators/AimEvaluator.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs index 15ccb8b1f0..7a898ade1c 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs @@ -129,7 +129,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators currVelocity = (osuCurrObj.LazyJumpDistance + osuLastObj.TravelDistance) / osuCurrObj.StrainTime; // Scale with ratio of difference compared to 0.5 * max dist. - double distRatio = Math.Pow(Math.Sin(Math.PI / 2 * Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity)), 2); + double distRatio = DifficultyCalculationUtils.Smoothstep(Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity), 0, 1); // Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing. double overlapVelocityBuff = Math.Min(diameter * 1.25 / Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime), Math.Abs(prevVelocity - currVelocity)); @@ -147,9 +147,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators } aimStrain += wiggleBonus * wiggle_multiplier; + aimStrain += velocityChangeBonus * velocity_change_multiplier; - // Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger. - aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier); + // Add in acute angle bonus or wide angle bonus, whichever is larger. + aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier); // Add in additional slider velocity bonus. if (withSliderTravelDistance)