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Add Flashlight skill
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@ -9,6 +9,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public double AimStrain { get; set; }
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public double SpeedStrain { get; set; }
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public double FlashlightStrain { get; set; }
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public double ApproachRate { get; set; }
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public double OverallDifficulty { get; set; }
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public int HitCircleCount { get; set; }
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@ -34,6 +34,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
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double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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double flashlightRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
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double starRating = aimRating + speedRating + Math.Abs(aimRating - speedRating) / 2;
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HitWindows hitWindows = new OsuHitWindows();
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@ -56,6 +57,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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Mods = mods,
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AimStrain = aimRating,
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SpeedStrain = speedRating,
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FlashlightStrain = flashlightRating,
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ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
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OverallDifficulty = (80 - hitWindowGreat) / 6,
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MaxCombo = maxCombo,
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@ -82,7 +84,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[]
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{
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new Aim(mods),
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new Speed(mods)
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new Speed(mods),
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new Flashlight(mods)
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};
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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@ -52,11 +52,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double aimValue = computeAimValue();
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double speedValue = computeSpeedValue();
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double accuracyValue = computeAccuracyValue();
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double flashlightValue = computeFlashlightValue();
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double totalValue =
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Math.Pow(
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Math.Pow(aimValue, 1.1) +
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Math.Pow(speedValue, 1.1) +
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Math.Pow(accuracyValue, 1.1), 1.0 / 1.1
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Math.Pow(accuracyValue, 1.1) +
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Math.Pow(flashlightValue, 1.1), 1.0 / 1.1
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) * multiplier;
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if (categoryRatings != null)
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@ -64,6 +66,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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categoryRatings.Add("Aim", aimValue);
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categoryRatings.Add("Speed", speedValue);
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categoryRatings.Add("Accuracy", accuracyValue);
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categoryRatings.Add("Flashlight", flashlightValue);
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categoryRatings.Add("OD", Attributes.OverallDifficulty);
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categoryRatings.Add("AR", Attributes.ApproachRate);
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categoryRatings.Add("Max Combo", Attributes.MaxCombo);
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@ -109,19 +112,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (mods.Any(h => h is OsuModHidden))
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aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
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double flashlightBonus = 1.0;
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if (mods.Any(h => h is OsuModFlashlight))
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{
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// Apply object-based bonus for flashlight.
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flashlightBonus = 1.0 + 0.35 * Math.Min(1.0, totalHits / 200.0) +
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(totalHits > 200
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? 0.3 * Math.Min(1.0, (totalHits - 200) / 300.0) +
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(totalHits > 500 ? (totalHits - 500) / 1200.0 : 0.0)
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: 0.0);
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}
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aimValue *= Math.Max(flashlightBonus, approachRateBonus);
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aimValue *= approachRateBonus;
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// Scale the aim value with accuracy _slightly_
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aimValue *= 0.5 + accuracy / 2.0;
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@ -197,6 +188,38 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return accuracyValue;
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}
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private double computeFlashlightValue()
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{
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double flashlightValue = 0.0;
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if (mods.Any(h => h is OsuModFlashlight)) {
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flashlightValue = Math.Pow(Attributes.FlashlightStrain, 2.0) * 25.0;
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// Add an additional bonus for HDFL.
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if (mods.Any(h => h is OsuModHidden))
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flashlightValue *= 1.2;
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (countMiss > 0)
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
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// Combo scaling
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if (Attributes.MaxCombo > 0)
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flashlightValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
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flashlightValue *= 0.5 + 0.15 * Math.Min(1.0, totalHits / 200.0) +
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(totalHits > 200 ? 0.35 * Math.Min(1.0, (totalHits - 200) / 600.0) : 0.0);
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// Scale the aim value with accuracy _slightly_
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flashlightValue *= 0.5 + accuracy / 2.0;
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// It is important to also consider accuracy difficulty when doing that
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flashlightValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
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}
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return flashlightValue;
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}
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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private int totalSuccessfulHits => countGreat + countOk + countMeh;
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}
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67
osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs
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67
osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs
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@ -0,0 +1,67 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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/// <summary>
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/// Represents the skill required to memorise and hit every object in a map with the Flashlight mod enabled.
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/// </summary>
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public class Flashlight : OsuStrainSkill
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{
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public Flashlight(Mod[] mods)
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: base(mods)
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{
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}
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protected override double SkillMultiplier => 0.065;
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protected override double StrainDecayBase => 0.15;
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protected override double DecayWeight => 1.0;
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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if (current.BaseObject is Spinner)
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return 0;
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var osuCurrent = (OsuDifficultyHitObject)current;
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var osuHitObject = (OsuHitObject)(osuCurrent.BaseObject);
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double scalingFactor = 52.0 / osuHitObject.Radius;
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double smallDistNerf = 1.0;
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double result = 0.0;
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if (Previous.Count > 0)
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{
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double cumulativeStrainTime = 0.0;
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for (int i = 0; i < Previous.Count; i++) {
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var osuPrevious = (OsuDifficultyHitObject)Previous[i];
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var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject);
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if (!(osuPrevious.BaseObject is Spinner)) {
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double JumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length;
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cumulativeStrainTime += osuPrevious.StrainTime;
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// We want to nerf objects that can be easily seen within the Flashlight circle radius.
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if (i == 0 && JumpDistance < 50.0) {
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smallDistNerf = JumpDistance / 50.0;
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}
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result += Math.Pow(0.8, i) * scalingFactor * JumpDistance / cumulativeStrainTime;
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}
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}
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}
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return Math.Pow(smallDistNerf * result, 2.5);
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}
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}
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}
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@ -28,6 +28,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// </summary>
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protected virtual double DifficultyMultiplier => 1.06;
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protected override int HistoryLength => 10; // Look back for 10 notes is added for the sake of flashlight calculations.
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protected OsuStrainSkill(Mod[] mods)
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: base(mods)
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{
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