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Adjust some multipliers

This commit is contained in:
StanR 2024-09-24 17:57:31 +05:00
parent 08bded82fd
commit 75dc822540

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@ -13,9 +13,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
public static class RhythmEvaluator
{
private const int history_time_max = 4 * 1000; // 4 seconds
private const int history_objects_max = 24;
private const double rhythm_overall_multiplier = 0.95;
private const double rhythm_ratio_multiplier = 14.0;
private const int history_objects_max = 32;
private const double rhythm_overall_multiplier = 0.9;
private const double rhythm_ratio_multiplier = 11.5;
/// <summary>
/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
@ -78,15 +78,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
double effectiveRatio = windowPenalty * currRatio * fractionMultiplier;
// bpm change is into slider, this is easy acc window
if (currObj.BaseObject is Slider)
effectiveRatio *= 0.125;
// bpm change was from a slider, this is easier typically than circle -> circle
// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
if (prevObj.BaseObject is Slider)
effectiveRatio *= 0.2;
if (firstDeltaSwitch)
{
if (Math.Abs(prevDelta - currDelta) < deltaDifferenceEpsilon)
@ -96,6 +87,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
}
else
{
// bpm change is into slider, this is easy acc window
if (currObj.BaseObject is Slider)
effectiveRatio *= 0.125;
// bpm change was from a slider, this is easier typically than circle -> circle
// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
if (prevObj.BaseObject is Slider)
effectiveRatio *= 0.15;
// repeated island polarity (2 -> 4, 3 -> 5)
if (island.IsSimilarPolarity(previousIsland))
effectiveRatio *= 0.3;
@ -119,7 +119,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
islandCount.Count++;
// repeated island (ex: triplet -> triplet)
double power = logistic(island.Delta, 4, 0.165, 10);
double power = logistic(island.Delta, 2, 0.165, 10);
effectiveRatio *= Math.Min(3.0 / islandCount.Count, Math.Pow(1.0 / islandCount.Count, power));
islandCounts[countIndex] = (islandCount.Island, islandCount.Count);