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Fix angle bonuses calculating repetition incorrectly, apply distance scaling to wide bonus (#31320)
* Fix angle bonuses calculating repetition incorrectly, apply distance scaling to wide bonus * Buff speed to compensate for streams losing pp * Adjust speed multiplier * Adjust wide scaling * Fix tests
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@ -15,22 +15,22 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Osu.Tests";
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[TestCase(6.718709884850683d, 239, "diffcalc-test")]
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[TestCase(1.4485749025771304d, 54, "zero-length-sliders")]
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[TestCase(0.42630400627180914d, 4, "very-fast-slider")]
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[TestCase(6.7153612142198682d, 239, "diffcalc-test")]
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[TestCase(1.4484916289194889d, 54, "zero-length-sliders")]
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[TestCase(0.42912495021837549d, 4, "very-fast-slider")]
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[TestCase(0.14143808967817237d, 2, "nan-slider")]
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public void Test(double expectedStarRating, int expectedMaxCombo, string name)
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=> base.Test(expectedStarRating, expectedMaxCombo, name);
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[TestCase(9.6343245007055653d, 239, "diffcalc-test")]
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[TestCase(1.7550169162648608d, 54, "zero-length-sliders")]
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[TestCase(0.55231632896800109d, 4, "very-fast-slider")]
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[TestCase(9.6358837846598835d, 239, "diffcalc-test")]
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[TestCase(1.754888327422514d, 54, "zero-length-sliders")]
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[TestCase(0.55601568006454294d, 4, "very-fast-slider")]
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public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
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=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModDoubleTime());
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[TestCase(6.718709884850683d, 239, "diffcalc-test")]
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[TestCase(1.4485749025771304d, 54, "zero-length-sliders")]
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[TestCase(0.42630400627180914d, 4, "very-fast-slider")]
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[TestCase(6.7153612142198682d, 239, "diffcalc-test")]
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[TestCase(1.4484916289194889d, 54, "zero-length-sliders")]
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[TestCase(0.42912495021837549d, 4, "very-fast-slider")]
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public void TestClassicMod(double expectedStarRating, int expectedMaxCombo, string name)
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=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModClassic());
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@ -80,17 +80,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double angleBonus = Math.Min(currVelocity, prevVelocity);
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wideAngleBonus = calcWideAngleBonus(currAngle);
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acuteAngleBonus = calcAcuteAngleBonus(currAngle);
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// Penalize angle repetition.
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wideAngleBonus *= 1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3));
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acuteAngleBonus *= 0.03 + 0.97 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastAngle), 3)));
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// Apply full wide angle bonus for distance more than one diameter
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wideAngleBonus *= angleBonus * DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, 0, diameter);
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// Apply acute angle bonus for BPM above 300 1/2 and distance more than one diameter
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acuteAngleBonus = calcAcuteAngleBonus(currAngle) *
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angleBonus *
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DifficultyCalculationUtils.Smootherstep(DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.StrainTime, 2), 300, 400) *
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DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, diameter, diameter * 2);
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// Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
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wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3)));
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// Penalize acute angles if they're repeated, reducing the penalty as the lastAngle gets more obtuse.
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acuteAngleBonus *= 0.03 + 0.97 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastAngle), 3)));
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acuteAngleBonus *= angleBonus *
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DifficultyCalculationUtils.Smootherstep(DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.StrainTime, 2), 300, 400) *
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DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, diameter, diameter * 2);
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// Apply wiggle bonus for jumps that are [radius, 3*diameter] in distance, with < 110 angle
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// https://www.desmos.com/calculator/dp0v0nvowc
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@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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private const double single_spacing_threshold = OsuDifficultyHitObject.NORMALISED_DIAMETER * 1.25; // 1.25 circles distance between centers
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private const double min_speed_bonus = 200; // 200 BPM 1/4th
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private const double speed_balancing_factor = 40;
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private const double distance_multiplier = 0.94;
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private const double distance_multiplier = 0.9;
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/// <summary>
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/// Evaluates the difficulty of tapping the current object, based on:
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@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// </summary>
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public class Speed : OsuStrainSkill
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{
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private double skillMultiplier => 1.430;
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private double skillMultiplier => 1.45;
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private double strainDecayBase => 0.3;
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private double currentStrain;
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