diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs index 7a898ade1c..828e217455 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs @@ -70,54 +70,57 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators double aimStrain = currVelocity; // Start strain with regular velocity. - if (Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime) < 1.25 * Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime)) // If rhythms are the same. + if (osuCurrObj.Angle != null && osuLastObj.Angle != null) { - if (osuCurrObj.Angle != null && osuLastObj.Angle != null) + double currAngle = osuCurrObj.Angle.Value; + double lastAngle = osuLastObj.Angle.Value; + + // Rewarding angles, take the smaller velocity as base. + double angleBonus = Math.Min(currVelocity, prevVelocity); + + if (Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime) < 1.25 * Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime)) // If rhythms are the same. { - double currAngle = osuCurrObj.Angle.Value; - double lastAngle = osuLastObj.Angle.Value; - - // Rewarding angles, take the smaller velocity as base. - double angleBonus = Math.Min(currVelocity, prevVelocity); - - wideAngleBonus = calcWideAngleBonus(currAngle); acuteAngleBonus = calcAcuteAngleBonus(currAngle); // Penalize angle repetition. - wideAngleBonus *= 1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3)); acuteAngleBonus *= 0.08 + 0.92 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastAngle), 3))); - // Apply full wide angle bonus for distance more than one diameter - wideAngleBonus *= angleBonus * DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, 0, diameter); - // Apply acute angle bonus for BPM above 300 1/2 and distance more than one diameter acuteAngleBonus *= angleBonus * DifficultyCalculationUtils.Smootherstep(DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.StrainTime, 2), 300, 400) * DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, diameter, diameter * 2); + } - // Apply wiggle bonus for jumps that are [radius, 3*diameter] in distance, with < 110 angle - // https://www.desmos.com/calculator/dp0v0nvowc - wiggleBonus = angleBonus - * DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, radius, diameter) - * Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuCurrObj.LazyJumpDistance, diameter * 3, diameter), 1.8) - * DifficultyCalculationUtils.Smootherstep(currAngle, double.DegreesToRadians(110), double.DegreesToRadians(60)) - * DifficultyCalculationUtils.Smootherstep(osuLastObj.LazyJumpDistance, radius, diameter) - * Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuLastObj.LazyJumpDistance, diameter * 3, diameter), 1.8) - * DifficultyCalculationUtils.Smootherstep(lastAngle, double.DegreesToRadians(110), double.DegreesToRadians(60)); + wideAngleBonus = calcWideAngleBonus(currAngle); - if (osuLast2Obj != null) + // Penalize angle repetition. + wideAngleBonus *= 1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3)); + + // Apply full wide angle bonus for distance more than one diameter + wideAngleBonus *= angleBonus * DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, 0, diameter); + + // Apply wiggle bonus for jumps that are [radius, 3*diameter] in distance, with < 110 angle + // https://www.desmos.com/calculator/dp0v0nvowc + wiggleBonus = angleBonus + * DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, radius, diameter) + * Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuCurrObj.LazyJumpDistance, diameter * 3, diameter), 1.8) + * DifficultyCalculationUtils.Smootherstep(currAngle, double.DegreesToRadians(110), double.DegreesToRadians(60)) + * DifficultyCalculationUtils.Smootherstep(osuLastObj.LazyJumpDistance, radius, diameter) + * Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuLastObj.LazyJumpDistance, diameter * 3, diameter), 1.8) + * DifficultyCalculationUtils.Smootherstep(lastAngle, double.DegreesToRadians(110), double.DegreesToRadians(60)); + + if (osuLast2Obj != null) + { + // If objects just go back and forth through a middle point - don't give as much wide bonus + // Use Previous(2) and Previous(0) because angles calculation is done prevprev-prev-curr, so any object's angle's center point is always the previous object + var lastBaseObject = (OsuHitObject)osuLastObj.BaseObject; + var last2BaseObject = (OsuHitObject)osuLast2Obj.BaseObject; + + float distance = (last2BaseObject.StackedPosition - lastBaseObject.StackedPosition).Length; + + if (distance < 1) { - // If objects just go back and forth through a middle point - don't give as much wide bonus - // Use Previous(2) and Previous(0) because angles calculation is done prevprev-prev-curr, so any object's angle's center point is always the previous object - var lastBaseObject = (OsuHitObject)osuLastObj.BaseObject; - var last2BaseObject = (OsuHitObject)osuLast2Obj.BaseObject; - - float distance = (last2BaseObject.StackedPosition - lastBaseObject.StackedPosition).Length; - - if (distance < 1) - { - wideAngleBonus *= 1 - 0.35 * (1 - distance); - } + wideAngleBonus *= 1 - 0.35 * (1 - distance); } } } diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs index 633f29d6ff..137113092d 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs @@ -27,7 +27,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills private double currentStrain; - private double skillMultiplier => 25.6; + private double skillMultiplier => 25.45; private double strainDecayBase => 0.15; private readonly List sliderStrains = new List();