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throw math.max(N, 1) into straintime
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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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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 1ms 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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/// <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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/// 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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/// </summary>
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@ -42,6 +47,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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this.lastObject = (OsuHitObject)lastObject;
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this.lastObject = (OsuHitObject)lastObject;
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setDistances();
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setDistances();
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// Capped to 1ms to prevent difficulty calculation breaking from simulatenous objects.
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StrainTime = Math.Max(DeltaTime, 1);
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}
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}
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private void setDistances()
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private void setDistances()
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@ -46,7 +46,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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Math.Max(osuPrevious.JumpDistance - scale, 0)
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Math.Max(osuPrevious.JumpDistance - scale, 0)
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* Math.Pow(Math.Sin(osuCurrent.Angle.Value - angle_bonus_begin), 2)
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* Math.Pow(Math.Sin(osuCurrent.Angle.Value - angle_bonus_begin), 2)
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* Math.Max(osuCurrent.JumpDistance - scale, 0));
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* Math.Max(osuCurrent.JumpDistance - scale, 0));
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result = 1.4 * applyDiminishingExp(Math.Max(0, angleBonus)) / Math.Max(timing_threshold, osuPrevious.DeltaTime);
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result = 1.4 * applyDiminishingExp(Math.Max(0, angleBonus)) / Math.Max(timing_threshold, osuPrevious.StrainTime);
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}
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}
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}
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}
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@ -54,8 +54,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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double travelDistanceExp = applyDiminishingExp(osuCurrent.TravelDistance);
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double travelDistanceExp = applyDiminishingExp(osuCurrent.TravelDistance);
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return Math.Max(
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return Math.Max(
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result + (jumpDistanceExp + travelDistanceExp + Math.Sqrt(travelDistanceExp * jumpDistanceExp)) / Math.Max(osuCurrent.DeltaTime, timing_threshold),
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result + (jumpDistanceExp + travelDistanceExp + Math.Sqrt(travelDistanceExp * jumpDistanceExp)) / Math.Max(osuCurrent.StrainTime, timing_threshold),
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(Math.Sqrt(travelDistanceExp * jumpDistanceExp) + jumpDistanceExp + travelDistanceExp) / Math.Max(osuCurrent.DeltaTime, 1)
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(Math.Sqrt(travelDistanceExp * jumpDistanceExp) + jumpDistanceExp + travelDistanceExp) / osuCurrent.StrainTime
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);
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);
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}
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}
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@ -47,25 +47,24 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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var osuCurrent = (OsuDifficultyHitObject)current;
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var osuCurrent = (OsuDifficultyHitObject)current;
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double distance = Math.Min(single_spacing_threshold, osuCurrent.TravelDistance + osuCurrent.JumpDistance);
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double distance = Math.Min(single_spacing_threshold, osuCurrent.TravelDistance + osuCurrent.JumpDistance);
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double deltaTime = current.DeltaTime;
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double strainTime = osuCurrent.StrainTime;
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double greatWindowFull = greatWindow * 2;
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double greatWindowFull = greatWindow * 2;
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double speedWindowRatio = deltaTime / greatWindowFull;
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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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// Aim to nerf cheesy rhythms (Very fast consecutive doubles with large deltatimes between)
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if (Previous.Count > 0 && deltaTime < greatWindowFull && Previous[0].DeltaTime > deltaTime)
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if (Previous.Count > 0 && strainTime < greatWindowFull && (Previous[0] as OsuDifficultyHitObject).StrainTime > strainTime)
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{
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{
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strainTime = Interpolation.Lerp(Previous[0].DeltaTime, strainTime, speedWindowRatio);
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deltaTime = Interpolation.Lerp(Previous[0].DeltaTime, deltaTime, speedWindowRatio);
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}
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}
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// Cap deltatime to the OD 300 hitwindow.
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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,
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// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly,
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deltaTime /= Math.Clamp(speedWindowRatio / 0.93, 0.92, 1);
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strainTime /= Math.Clamp(speedWindowRatio / 0.93, 0.92, 1);
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double speedBonus = 1.0;
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double speedBonus = 1.0;
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if (deltaTime < min_speed_bonus)
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if (strainTime < min_speed_bonus)
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speedBonus = 1 + Math.Pow((min_speed_bonus - deltaTime) / speed_balancing_factor, 2);
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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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double angleBonus = 1.0;
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@ -86,7 +85,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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return (1 + (speedBonus - 1) * 0.75)
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return (1 + (speedBonus - 1) * 0.75)
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* angleBonus
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* angleBonus
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* (0.95 + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5))
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* (0.95 + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5))
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/ Math.Max(deltaTime, 1);
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/ strainTime;
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}
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}
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}
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}
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}
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}
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