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Merge pull request #8934 from smoogipoo/sorcerer-catch-changes
Implement Sorcerer's osu!catch difficulty calculation adjustments
This commit is contained in:
commit
c8134162b5
@ -13,7 +13,7 @@ namespace osu.Game.Rulesets.Catch.Tests
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{
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Catch";
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protected override string ResourceAssembly => "osu.Game.Rulesets.Catch";
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[TestCase(4.2058561036909863d, "diffcalc-test")]
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[TestCase(4.050601681491468d, "diffcalc-test")]
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public void Test(double expected, string name)
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public void Test(double expected, string name)
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=> base.Test(expected, name);
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=> base.Test(expected, name);
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@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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{
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{
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public class CatchDifficultyCalculator : DifficultyCalculator
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public class CatchDifficultyCalculator : DifficultyCalculator
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{
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{
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private const double star_scaling_factor = 0.145;
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private const double star_scaling_factor = 0.153;
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protected override int SectionLength => 750;
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protected override int SectionLength => 750;
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@ -73,6 +73,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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{
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{
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halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.BeatmapInfo.BaseDifficulty) * 0.5f;
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halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.BeatmapInfo.BaseDifficulty) * 0.5f;
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// For circle sizes above 5.5, reduce the catcher width further to simulate imperfect gameplay.
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halfCatcherWidth *= 1 - (Math.Max(0, beatmap.BeatmapInfo.BaseDifficulty.CircleSize - 5.5f) * 0.0625f);
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return new Skill[]
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return new Skill[]
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{
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{
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new Movement(halfCatcherWidth),
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new Movement(halfCatcherWidth),
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@ -52,8 +52,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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// Longer maps are worth more
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// Longer maps are worth more
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double lengthBonus =
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double lengthBonus =
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0.95 + 0.4 * Math.Min(1.0, numTotalHits / 3000.0) +
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0.95f + 0.3f * Math.Min(1.0f, numTotalHits / 2500.0f) +
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(numTotalHits > 3000 ? Math.Log10(numTotalHits / 3000.0) * 0.5 : 0.0);
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(numTotalHits > 2500 ? (float)Math.Log10(numTotalHits / 2500.0f) * 0.475f : 0.0f);
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// Longer maps are worth more
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// Longer maps are worth more
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value *= lengthBonus;
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value *= lengthBonus;
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@ -63,19 +63,28 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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// Combo scaling
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// Combo scaling
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if (Attributes.MaxCombo > 0)
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if (Attributes.MaxCombo > 0)
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value *= Math.Min(Math.Pow(Attributes.MaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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value *= Math.Min(Math.Pow(Score.MaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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double approachRateFactor = 1.0;
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float approachRate = (float)Attributes.ApproachRate;
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if (Attributes.ApproachRate > 9.0)
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float approachRateFactor = 1.0f;
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approachRateFactor += 0.1 * (Attributes.ApproachRate - 9.0); // 10% for each AR above 9
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if (approachRate > 9.0f)
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else if (Attributes.ApproachRate < 8.0)
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approachRateFactor += 0.1f * (approachRate - 9.0f); // 10% for each AR above 9
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approachRateFactor += 0.025 * (8.0 - Attributes.ApproachRate); // 2.5% for each AR below 8
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if (approachRate > 10.0f)
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approachRateFactor += 0.1f * (approachRate - 10.0f); // Additional 10% at AR 11, 30% total
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else if (approachRate < 8.0f)
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approachRateFactor += 0.025f * (8.0f - approachRate); // 2.5% for each AR below 8
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value *= approachRateFactor;
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value *= approachRateFactor;
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if (mods.Any(m => m is ModHidden))
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if (mods.Any(m => m is ModHidden))
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// Hiddens gives nothing on max approach rate, and more the lower it is
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{
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value *= 1.05 + 0.075 * (10.0 - Math.Min(10.0, Attributes.ApproachRate)); // 7.5% for each AR below 10
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value *= 1.05 + 0.075 * (10.0 - Math.Min(10.0, Attributes.ApproachRate)); // 7.5% for each AR below 10
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// Hiddens gives almost nothing on max approach rate, and more the lower it is
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if (approachRate <= 10.0f)
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value *= 1.05f + 0.075f * (10.0f - approachRate); // 7.5% for each AR below 10
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else if (approachRate > 10.0f)
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value *= 1.01f + 0.04f * (11.0f - Math.Min(11.0f, approachRate)); // 5% at AR 10, 1% at AR 11
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}
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if (mods.Any(m => m is ModFlashlight))
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if (mods.Any(m => m is ModFlashlight))
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// Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps.
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// Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps.
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@ -21,10 +21,12 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
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public readonly float LastNormalizedPosition;
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public readonly float LastNormalizedPosition;
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/// <summary>
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/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="CatchDifficultyHitObject"/>, with a minimum of 25ms.
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/// Milliseconds elapsed since the start time of the previous <see cref="CatchDifficultyHitObject"/>, with a minimum of 40ms.
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/// </summary>
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/// </summary>
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public readonly double StrainTime;
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public readonly double StrainTime;
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public readonly double ClockRate;
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public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth)
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public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth)
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: base(hitObject, lastObject, clockRate)
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: base(hitObject, lastObject, clockRate)
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{
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{
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@ -34,8 +36,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
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NormalizedPosition = BaseObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor;
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NormalizedPosition = BaseObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor;
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LastNormalizedPosition = LastObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor;
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LastNormalizedPosition = LastObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor;
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// Every strain interval is hard capped at the equivalent of 600 BPM streaming speed as a safety measure
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// Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure
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StrainTime = Math.Max(25, DeltaTime);
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StrainTime = Math.Max(40, DeltaTime);
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ClockRate = clockRate;
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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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@ -13,9 +13,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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{
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{
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private const float absolute_player_positioning_error = 16f;
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private const float absolute_player_positioning_error = 16f;
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private const float normalized_hitobject_radius = 41.0f;
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private const float normalized_hitobject_radius = 41.0f;
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private const double direction_change_bonus = 12.5;
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private const double direction_change_bonus = 21.0;
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protected override double SkillMultiplier => 850;
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protected override double SkillMultiplier => 900;
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protected override double StrainDecayBase => 0.2;
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protected override double StrainDecayBase => 0.2;
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protected override double DecayWeight => 0.94;
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protected override double DecayWeight => 0.94;
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@ -24,6 +24,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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private float? lastPlayerPosition;
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private float? lastPlayerPosition;
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private float lastDistanceMoved;
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private float lastDistanceMoved;
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private double lastStrainTime;
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public Movement(float halfCatcherWidth)
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public Movement(float halfCatcherWidth)
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{
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{
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@ -45,47 +46,47 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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float distanceMoved = playerPosition - lastPlayerPosition.Value;
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float distanceMoved = playerPosition - lastPlayerPosition.Value;
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double distanceAddition = Math.Pow(Math.Abs(distanceMoved), 1.3) / 500;
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double weightedStrainTime = catchCurrent.StrainTime + 13 + (3 / catchCurrent.ClockRate);
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double sqrtStrain = Math.Sqrt(catchCurrent.StrainTime);
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double bonus = 0;
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double distanceAddition = (Math.Pow(Math.Abs(distanceMoved), 1.3) / 510);
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double sqrtStrain = Math.Sqrt(weightedStrainTime);
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// Direction changes give an extra point!
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double edgeDashBonus = 0;
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// Direction change bonus.
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if (Math.Abs(distanceMoved) > 0.1)
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if (Math.Abs(distanceMoved) > 0.1)
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{
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{
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if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved))
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if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved))
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{
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{
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double bonusFactor = Math.Min(absolute_player_positioning_error, Math.Abs(distanceMoved)) / absolute_player_positioning_error;
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double bonusFactor = Math.Min(50, Math.Abs(distanceMoved)) / 50;
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double antiflowFactor = Math.Max(Math.Min(70, Math.Abs(lastDistanceMoved)) / 70, 0.38);
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distanceAddition += direction_change_bonus / sqrtStrain * bonusFactor;
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distanceAddition += direction_change_bonus / Math.Sqrt(lastStrainTime + 16) * bonusFactor * antiflowFactor * Math.Max(1 - Math.Pow(weightedStrainTime / 1000, 3), 0);
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// Bonus for tougher direction switches and "almost" hyperdashes at this point
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if (catchCurrent.LastObject.DistanceToHyperDash <= 10 / CatchPlayfield.BASE_WIDTH)
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bonus = 0.3 * bonusFactor;
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}
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}
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// Base bonus for every movement, giving some weight to streams.
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// Base bonus for every movement, giving some weight to streams.
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distanceAddition += 7.5 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
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distanceAddition += 12.5 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
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}
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}
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// Bonus for "almost" hyperdashes at corner points
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// Bonus for edge dashes.
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if (catchCurrent.LastObject.DistanceToHyperDash <= 10.0f / CatchPlayfield.BASE_WIDTH)
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if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f / CatchPlayfield.BASE_WIDTH)
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{
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{
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if (!catchCurrent.LastObject.HyperDash)
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if (!catchCurrent.LastObject.HyperDash)
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bonus += 1.0;
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edgeDashBonus += 5.7;
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else
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else
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{
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{
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// After a hyperdash we ARE in the correct position. Always!
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// After a hyperdash we ARE in the correct position. Always!
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playerPosition = catchCurrent.NormalizedPosition;
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playerPosition = catchCurrent.NormalizedPosition;
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}
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}
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distanceAddition *= 1.0 + bonus * ((10 - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 10);
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distanceAddition *= 1.0 + edgeDashBonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 20) * Math.Pow((Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 265) / 265), 1.5); // Edge Dashes are easier at lower ms values
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}
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}
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lastPlayerPosition = playerPosition;
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lastPlayerPosition = playerPosition;
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lastDistanceMoved = distanceMoved;
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lastDistanceMoved = distanceMoved;
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lastStrainTime = catchCurrent.StrainTime;
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return distanceAddition / catchCurrent.StrainTime;
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return distanceAddition / weightedStrainTime;
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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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@ -43,5 +43,25 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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/// </summary>
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[Description(@"Perfect")]
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[Description(@"Perfect")]
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Perfect,
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Perfect,
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/// <summary>
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/// Indicates small tick miss.
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/// </summary>
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SmallTickMiss,
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/// <summary>
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/// Indicates a small tick hit.
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/// </summary>
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SmallTickHit,
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/// <summary>
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/// Indicates a large tick miss.
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/// </summary>
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LargeTickMiss,
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/// <summary>
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/// Indicates a large tick hit.
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/// </summary>
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LargeTickHit
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}
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}
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}
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}
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@ -66,6 +66,9 @@ namespace osu.Game.Scoring.Legacy
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{
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{
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case 3:
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case 3:
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return scoreInfo.Statistics[HitResult.Good];
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return scoreInfo.Statistics[HitResult.Good];
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case 2:
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return scoreInfo.Statistics[HitResult.SmallTickMiss];
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}
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}
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return null;
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return null;
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@ -78,6 +81,10 @@ namespace osu.Game.Scoring.Legacy
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case 3:
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case 3:
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scoreInfo.Statistics[HitResult.Good] = value;
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scoreInfo.Statistics[HitResult.Good] = value;
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break;
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break;
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case 2:
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scoreInfo.Statistics[HitResult.SmallTickMiss] = value;
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break;
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}
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}
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}
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}
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@ -91,6 +98,9 @@ namespace osu.Game.Scoring.Legacy
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case 3:
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case 3:
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return scoreInfo.Statistics[HitResult.Ok];
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return scoreInfo.Statistics[HitResult.Ok];
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case 2:
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return scoreInfo.Statistics[HitResult.LargeTickHit];
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}
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}
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return null;
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return null;
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@ -108,6 +118,10 @@ namespace osu.Game.Scoring.Legacy
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case 3:
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case 3:
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scoreInfo.Statistics[HitResult.Ok] = value;
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scoreInfo.Statistics[HitResult.Ok] = value;
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break;
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break;
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case 2:
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scoreInfo.Statistics[HitResult.LargeTickHit] = value;
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break;
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}
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}
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}
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}
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@ -118,6 +132,9 @@ namespace osu.Game.Scoring.Legacy
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case 0:
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case 0:
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case 3:
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case 3:
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return scoreInfo.Statistics[HitResult.Meh];
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return scoreInfo.Statistics[HitResult.Meh];
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case 2:
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return scoreInfo.Statistics[HitResult.SmallTickHit];
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}
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}
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return null;
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return null;
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@ -131,6 +148,10 @@ namespace osu.Game.Scoring.Legacy
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case 3:
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case 3:
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scoreInfo.Statistics[HitResult.Meh] = value;
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scoreInfo.Statistics[HitResult.Meh] = value;
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break;
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break;
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case 2:
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scoreInfo.Statistics[HitResult.SmallTickHit] = value;
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break;
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}
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}
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}
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}
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