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Merge pull request #15665 from MBmasher/fl-opacity
Consider opacity of hit objects in Flashlight skill
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commit
b71274265f
@ -122,6 +122,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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new OsuModEasy(),
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new OsuModEasy(),
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new OsuModHardRock(),
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new OsuModHardRock(),
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new OsuModFlashlight(),
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new OsuModFlashlight(),
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new MultiMod(new OsuModFlashlight(), new OsuModHidden())
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};
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};
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}
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}
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}
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}
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@ -219,9 +219,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0;
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double flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0;
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if (score.Mods.Any(h => h is OsuModHidden))
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flashlightValue *= 1.3;
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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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// 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 (effectiveMissCount > 0)
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if (effectiveMissCount > 0)
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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@ -4,6 +4,7 @@
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using System;
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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using osuTK;
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@ -85,6 +86,35 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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setDistances(clockRate);
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setDistances(clockRate);
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}
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}
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public double OpacityAt(double time, bool hidden)
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{
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if (time > BaseObject.StartTime)
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{
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// Consider a hitobject as being invisible when its start time is passed.
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// In reality the hitobject will be visible beyond its start time up until its hittable window has passed,
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// but this is an approximation and such a case is unlikely to be hit where this function is used.
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return 0.0;
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}
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double fadeInStartTime = BaseObject.StartTime - BaseObject.TimePreempt;
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double fadeInDuration = BaseObject.TimeFadeIn;
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if (hidden)
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{
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// Taken from OsuModHidden.
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double fadeOutStartTime = BaseObject.StartTime - BaseObject.TimePreempt + BaseObject.TimeFadeIn;
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double fadeOutDuration = BaseObject.TimePreempt * OsuModHidden.FADE_OUT_DURATION_MULTIPLIER;
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return Math.Min
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(
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Math.Clamp((time - fadeInStartTime) / fadeInDuration, 0.0, 1.0),
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1.0 - Math.Clamp((time - fadeOutStartTime) / fadeOutDuration, 0.0, 1.0)
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);
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}
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return Math.Clamp((time - fadeInStartTime) / fadeInDuration, 0.0, 1.0);
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}
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private void setDistances(double clockRate)
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private void setDistances(double clockRate)
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{
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{
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if (BaseObject is Slider currentSlider)
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if (BaseObject is Slider currentSlider)
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@ -2,8 +2,10 @@
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// See the LICENCE file in the repository root for full licence text.
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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;
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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.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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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 osu.Game.Rulesets.Osu.Objects;
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@ -17,13 +19,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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public Flashlight(Mod[] mods)
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public Flashlight(Mod[] mods)
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: base(mods)
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: base(mods)
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{
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{
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hidden = mods.Any(m => m is OsuModHidden);
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}
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}
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private double skillMultiplier => 0.07;
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private double skillMultiplier => 0.05;
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private double strainDecayBase => 0.15;
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private double strainDecayBase => 0.15;
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protected override double DecayWeight => 1.0;
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protected override double DecayWeight => 1.0;
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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 override int HistoryLength => 10; // Look back for 10 notes is added for the sake of flashlight calculations.
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private readonly bool hidden;
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private const double max_opacity_bonus = 0.4;
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private const double hidden_bonus = 0.2;
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private double currentStrain;
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private double currentStrain;
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private double strainValueOf(DifficultyHitObject current)
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private double strainValueOf(DifficultyHitObject current)
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@ -61,13 +69,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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// We also want to nerf stacks so that only the first object of the stack is accounted for.
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// We also want to nerf stacks so that only the first object of the stack is accounted for.
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double stackNerf = Math.Min(1.0, (currentObj.LazyJumpDistance / scalingFactor) / 25.0);
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double stackNerf = Math.Min(1.0, (currentObj.LazyJumpDistance / scalingFactor) / 25.0);
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result += stackNerf * scalingFactor * jumpDistance / cumulativeStrainTime;
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// Bonus based on how visible the object is.
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double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, hidden));
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result += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
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}
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}
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lastObj = currentObj;
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lastObj = currentObj;
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}
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}
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return Math.Pow(smallDistNerf * result, 2.0);
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result = Math.Pow(smallDistNerf * result, 2.0);
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// Additional bonus for Hidden due to there being no approach circles.
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if (hidden)
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result *= 1.0 + hidden_bonus;
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return result;
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}
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}
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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@ -27,8 +27,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn) };
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public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn) };
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private const double fade_in_duration_multiplier = 0.4;
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public const double FADE_IN_DURATION_MULTIPLIER = 0.4;
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private const double fade_out_duration_multiplier = 0.3;
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public const double FADE_OUT_DURATION_MULTIPLIER = 0.3;
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protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is Spinner || hitObject is SpinnerTick);
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protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is Spinner || hitObject is SpinnerTick);
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@ -41,7 +41,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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static void applyFadeInAdjustment(OsuHitObject osuObject)
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static void applyFadeInAdjustment(OsuHitObject osuObject)
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{
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{
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osuObject.TimeFadeIn = osuObject.TimePreempt * fade_in_duration_multiplier;
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osuObject.TimeFadeIn = osuObject.TimePreempt * FADE_IN_DURATION_MULTIPLIER;
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foreach (var nested in osuObject.NestedHitObjects.OfType<OsuHitObject>())
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foreach (var nested in osuObject.NestedHitObjects.OfType<OsuHitObject>())
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applyFadeInAdjustment(nested);
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applyFadeInAdjustment(nested);
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}
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}
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@ -156,7 +156,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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static (double fadeStartTime, double fadeDuration) getParameters(OsuHitObject hitObject)
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static (double fadeStartTime, double fadeDuration) getParameters(OsuHitObject hitObject)
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{
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{
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double fadeOutStartTime = hitObject.StartTime - hitObject.TimePreempt + hitObject.TimeFadeIn;
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double fadeOutStartTime = hitObject.StartTime - hitObject.TimePreempt + hitObject.TimeFadeIn;
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double fadeOutDuration = hitObject.TimePreempt * fade_out_duration_multiplier;
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double fadeOutDuration = hitObject.TimePreempt * FADE_OUT_DURATION_MULTIPLIER;
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// new duration from completed fade in to end (before fading out)
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// new duration from completed fade in to end (before fading out)
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double longFadeDuration = hitObject.GetEndTime() - fadeOutStartTime;
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double longFadeDuration = hitObject.GetEndTime() - fadeOutStartTime;
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