diff --git a/osu.Game.Rulesets.Taiko.Tests/TaikoDifficultyCalculatorTest.cs b/osu.Game.Rulesets.Taiko.Tests/TaikoDifficultyCalculatorTest.cs index de3bec5fcf..517f62b6f5 100644 --- a/osu.Game.Rulesets.Taiko.Tests/TaikoDifficultyCalculatorTest.cs +++ b/osu.Game.Rulesets.Taiko.Tests/TaikoDifficultyCalculatorTest.cs @@ -14,13 +14,13 @@ namespace osu.Game.Rulesets.Taiko.Tests { protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko"; - [TestCase(2.837609165845338d, 200, "diffcalc-test")] - [TestCase(2.837609165845338d, 200, "diffcalc-test-strong")] + [TestCase(2.912326627861987d, 200, "diffcalc-test")] + [TestCase(2.912326627861987d, 200, "diffcalc-test-strong")] public void Test(double expectedStarRating, int expectedMaxCombo, string name) => base.Test(expectedStarRating, expectedMaxCombo, name); - [TestCase(3.8005218640444949, 200, "diffcalc-test")] - [TestCase(3.8005218640444949, 200, "diffcalc-test-strong")] + [TestCase(3.9339069955362014d, 200, "diffcalc-test")] + [TestCase(3.9339069955362014d, 200, "diffcalc-test-strong")] public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name) => Test(expectedStarRating, expectedMaxCombo, name, new TaikoModDoubleTime()); diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Evaluators/StaminaEvaluator.cs b/osu.Game.Rulesets.Taiko/Difficulty/Evaluators/StaminaEvaluator.cs index 84d5de4c63..a273d91a38 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Evaluators/StaminaEvaluator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Evaluators/StaminaEvaluator.cs @@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators // Interval is capped at a very small value to prevent infinite values. interval = Math.Max(interval, 1); - return 30 / interval; + return 20 / interval; } /// @@ -59,16 +59,15 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators // Find the previous hit object hit by the current finger, which is n notes prior, n being the number of // available fingers. TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current; - TaikoDifficultyHitObject? keyPrevious = taikoCurrent.PreviousMono(availableFingersFor(taikoCurrent) - 1); - - if (keyPrevious == null) - { - // There is no previous hit object hit by the current finger - return 0.0; - } + TaikoDifficultyHitObject? taikoPrevious = current.Previous(1) as TaikoDifficultyHitObject; + TaikoDifficultyHitObject? previousMono = taikoCurrent.PreviousMono(availableFingersFor(taikoCurrent) - 1); double objectStrain = 0.5; // Add a base strain to all objects - objectStrain += speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime); + if (taikoPrevious == null) return objectStrain; + + if (previousMono != null) + objectStrain += speedBonus(taikoCurrent.StartTime - previousMono.StartTime) + 0.5 * speedBonus(taikoCurrent.StartTime - taikoPrevious.StartTime); + return objectStrain; } } diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs index f6914039f0..29f9f16033 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs @@ -4,6 +4,7 @@ using System; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; +using osu.Game.Rulesets.Difficulty.Utils; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Taiko.Difficulty.Evaluators; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; @@ -44,10 +45,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills var currentObject = current as TaikoDifficultyHitObject; int index = currentObject?.Colour.MonoStreak?.HitObjects.IndexOf(currentObject) ?? 0; - if (singleColourStamina) - return currentStrain / (1 + Math.Exp(-(index - 10) / 2.0)); + double monolengthBonus = 1 + Math.Min(Math.Max((index - 5) / 50.0, 0), 0.30); - return currentStrain; + if (singleColourStamina) + return DifficultyCalculationUtils.Logistic(-(index - 10) / 2.0, currentStrain); + + return currentStrain * monolengthBonus; } protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => singleColourStamina ? 0 : currentStrain * strainDecay(time - current.Previous(0).StartTime);