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Balancing

This commit is contained in:
StanR 2024-09-15 02:08:37 +05:00
parent 738d4bcb80
commit 863a74f980

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@ -63,7 +63,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
private const int history_time_max = 5 * 1000; // 5 seconds of calculatingRhythmBonus max.
private const int history_objects_max = 32;
private const double rhythm_multiplier = 1.3;
private const double rhythm_multiplier = 1.4;
/// <summary>
/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
@ -114,7 +114,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
// calculate how much current delta difference deserves a rhythm bonus
// this function is meant to reduce rhythm bonus for deltas that are multiples of each other (i.e 100 and 200)
double deltaDifferenceRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta);
double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / deltaDifferenceRatio), 2));
double currRatio = 1.0 + 5.5 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / deltaDifferenceRatio), 2));
double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - deltaDifferenceEpsilon) / deltaDifferenceEpsilon);