diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs
index 60bc53e7a1..9c48af80a7 100644
--- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs
+++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs
@@ -32,7 +32,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
Deltas.Add(existingDelta == default ? delta : existingDelta);
}
- public double AverageDelta() => Math.Max(Deltas.Average(), OsuDifficultyHitObject.MIN_DELTA_TIME);
+ public double AverageDelta() => Deltas.Count > 0 ? Math.Max(Deltas.Average(), OsuDifficultyHitObject.MIN_DELTA_TIME) : 0;
+
+ public bool IsSimilarPolarity(Island other, double epsilon)
+ {
+ // consider islands to be of similar polarity only if they're having the same average delta (we don't want to consider 3 singletaps similar to a triple)
+ return Math.Abs(AverageDelta() - other.AverageDelta()) < epsilon &&
+ Deltas.Count % 2 == other.Deltas.Count % 2;
+ }
public override int GetHashCode()
{
@@ -53,7 +60,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
}
private const int history_time_max = 5 * 1000; // 5 seconds of calculatingRhythmBonus max.
- private const double rhythm_multiplier = 1.14;
+ private const double rhythm_multiplier = 1.05;
private const int max_island_size = 7;
///
@@ -61,8 +68,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
///
public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
- Dictionary islandCounts = new Dictionary();
-
if (current.BaseObject is Spinner)
return 0;
@@ -70,6 +75,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
var island = new Island();
var previousIsland = new Island();
+ Dictionary islandCounts = new Dictionary();
double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms
@@ -97,7 +103,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
double prevDelta = prevObj.StrainTime;
double lastDelta = lastObj.StrainTime;
- double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses.
+ double currRatio = 1.0 + 10.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses.
double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - currObj.HitWindowGreat * 0.3) / (currObj.HitWindowGreat * 0.3));
@@ -125,23 +131,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
if (prevObj.BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle
effectiveRatio *= 0.25;
- if (previousIsland.Deltas.Count % 2 == island.Deltas.Count % 2) // repeated island polartiy (2 -> 4, 3 -> 5)
+ if (island.IsSimilarPolarity(previousIsland, deltaDifferenceEpsilon)) // repeated island polartiy (2 -> 4, 3 -> 5)
effectiveRatio *= 0.50;
if (lastDelta > prevDelta + deltaDifferenceEpsilon && prevDelta > currDelta + deltaDifferenceEpsilon) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
effectiveRatio *= 0.125;
- if (islandCounts.ContainsKey(island))
+ if (!islandCounts.TryAdd(island, 1))
{
islandCounts[island]++;
// repeated island (ex: triplet -> triplet)
- double power = Math.Max(0.75, logistic(island.AverageDelta(), 3, 0.15, 9));
- effectiveRatio *= Math.Pow(1.0 / islandCounts[island], power);
- }
- else
- {
- islandCounts.Add(island, 1);
+ double power = logistic(island.AverageDelta(), 4, 0.165, 10);
+ effectiveRatio *= Math.Min(1.0 / islandCounts[island], Math.Pow(1.0 / islandCounts[island], power));
}
rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay;