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mirror of https://github.com/ppy/osu.git synced 2024-12-14 16:52:54 +08:00

added initial balance of rhythm complexity to tap

This commit is contained in:
Xexxar 2021-08-17 14:39:43 +00:00
parent 471ae9664e
commit ac1ed00f3e

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@ -24,12 +24,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private double skillMultiplier => 1400; private double skillMultiplier => 1400;
private double strainDecayBase => 0.3; private double strainDecayBase => 0.3;
private double difficultyMultiplier => 1.04;
private double currentTapStrain = 1; private double currentTapStrain = 1;
private double currentMovementStrain = 1; private double currentMovementStrain = 1;
protected override int ReducedSectionCount => 5; protected override int ReducedSectionCount => 5;
protected override double DifficultyMultiplier => 1.04;
private const double min_speed_bonus = 75; // ~200BPM private const double min_speed_bonus = 75; // ~200BPM
private const double max_speed_bonus = 45; // ~330BPM private const double max_speed_bonus = 45; // ~330BPM
@ -67,10 +67,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
double prevDelta = ((OsuDifficultyHitObject)Previous[i]).StrainTime; double prevDelta = ((OsuDifficultyHitObject)Previous[i]).StrainTime;
double effectiveRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta); double effectiveRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta);
effectiveRatio *= Math.Sqrt(100 / ((currDelta + prevDelta) / 2)); // scale with bpm. effectiveRatio *= Math.Sqrt(100 / ((currDelta + prevDelta) / 2)); // scale with bpm slightly
if (effectiveRatio > 0.5) if (effectiveRatio > 0.5)
effectiveRatio = 0.5 + (effectiveRatio - 0.5) * 5; // extra buff for 1/3 -> 1/4 etc transitions. effectiveRatio = 0.5 + (effectiveRatio - 0.5) * 10; // extra buff for 1/3 -> 1/4 etc transitions.
double currHistoricalDecay = Math.Max(0, (HistoryTimeMax - (startTime - Previous[i - 1].StartTime))) / HistoryTimeMax; double currHistoricalDecay = Math.Max(0, (HistoryTimeMax - (startTime - Previous[i - 1].StartTime))) / HistoryTimeMax;
@ -117,7 +117,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
for (int i = 0; i < islandTimes.Length; i++) for (int i = 0; i < islandTimes.Length; i++)
{ {
rhythmComplexitySum += islandTimes[i]; // sum the total amount of rhythm variance rhythmComplexitySum += islandTimes[i] * ((double)(i + islandTimes.Length) / (2 * islandTimes.Length)); // sum the total amount of rhythm variance
} }
// Console.WriteLine(Math.Sqrt(4 + rhythmComplexitySum * rhythmMultiplier) / 2); // Console.WriteLine(Math.Sqrt(4 + rhythmComplexitySum * rhythmMultiplier) / 2);
@ -157,7 +157,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
} }
} }
return ((1 + (speedBonus - 1) * 0.75) * angleBonus * 0.95) / osuCurrent.StrainTime; return ((1 + (speedBonus - 1) * 0.75) * 0.95) / osuCurrent.StrainTime;
} }
private double movementStrainOf(DifficultyHitObject current) private double movementStrainOf(DifficultyHitObject current)
@ -197,7 +197,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000); private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
protected override double CalculateInitialStrain(double time) => (currentMovementStrain + currentTapStrain) * strainDecay(time - Previous[0].StartTime); protected override double CalculateInitialStrain(double time) => (currentMovementStrain + currentTapStrain * calculateRhythmBonus(time)) * strainDecay(time - Previous[0].StartTime);
protected override double StrainValueAt(DifficultyHitObject current) protected override double StrainValueAt(DifficultyHitObject current)
{ {
@ -207,7 +207,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
currentMovementStrain *= strainDecay(current.DeltaTime); currentMovementStrain *= strainDecay(current.DeltaTime);
currentMovementStrain += movementStrainOf(current) * skillMultiplier; currentMovementStrain += movementStrainOf(current) * skillMultiplier;
return currentMovementStrain + currentTapStrain;// * calculateRhythmBonus(current.StartTime); return currentMovementStrain + currentTapStrain * calculateRhythmBonus(current.StartTime);
} }
} }
} }