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Merge branch 'master' into relax-nan-fix

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Bartłomiej Dach 2021-11-07 16:31:59 +01:00 committed by GitHub
commit cc73db09d3
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12 changed files with 145 additions and 74 deletions

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@ -15,13 +15,13 @@ namespace osu.Game.Rulesets.Osu.Tests
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Osu";
[TestCase(6.5295339534769958d, "diffcalc-test")]
[TestCase(1.1514260533755143d, "zero-length-sliders")]
[TestCase(6.531832890435525d, "diffcalc-test")]
[TestCase(1.4644923495008817d, "zero-length-sliders")]
public void Test(double expected, string name)
=> base.Test(expected, name);
[TestCase(9.047752485219954d, "diffcalc-test")]
[TestCase(1.3985711787077566d, "zero-length-sliders")]
[TestCase(8.8067616302940852d, "diffcalc-test")]
[TestCase(1.7763214959309293d, "zero-length-sliders")]
public void TestClockRateAdjusted(double expected, string name)
=> Test(expected, name, new OsuModDoubleTime());

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@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects;
@ -14,6 +13,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
{
private const int normalized_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
private const int min_delta_time = 25;
private const float maximum_slider_radius = normalized_radius * 2.4f;
private const float assumed_slider_radius = normalized_radius * 1.65f;
protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;
@ -89,7 +90,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
if (lastObject is Slider lastSlider)
{
computeSliderCursorPosition(lastSlider);
TravelDistance = lastSlider.LazyTravelDistance * scalingFactor;
TravelDistance = lastSlider.LazyTravelDistance;
TravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
MovementTime = Math.Max(StrainTime - TravelTime, min_delta_time);
@ -99,7 +100,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
// For hitobjects which continue in the direction of the slider, the player will normally follow through the slider,
// such that they're not jumping from the lazy position but rather from very close to (or the end of) the slider.
// In such cases, a leniency is applied by also considering the jump distance from the tail of the slider, and taking the minimum jump distance.
MovementDistance = Math.Min(JumpDistance, tailJumpDistance);
// Additional distance is removed based on position of jump relative to slider follow circle radius.
// JumpDistance is the leniency distance beyond the assumed_slider_radius. tailJumpDistance is maximum_slider_radius since the full distance of radial leniency is still possible.
MovementDistance = Math.Max(0, Math.Min(JumpDistance - (maximum_slider_radius - assumed_slider_radius), tailJumpDistance - maximum_slider_radius));
}
else
{
@ -126,37 +129,60 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
if (slider.LazyEndPosition != null)
return;
slider.LazyEndPosition = slider.StackedPosition;
slider.LazyTravelTime = slider.NestedHitObjects[^1].StartTime - slider.StartTime;
float followCircleRadius = (float)(slider.Radius * 2.4);
var computeVertex = new Action<double>(t =>
double endTimeMin = slider.LazyTravelTime / slider.SpanDuration;
if (endTimeMin % 2 >= 1)
endTimeMin = 1 - endTimeMin % 1;
else
endTimeMin %= 1;
slider.LazyEndPosition = slider.StackedPosition + slider.Path.PositionAt(endTimeMin); // temporary lazy end position until a real result can be derived.
var currCursorPosition = slider.StackedPosition;
double scalingFactor = normalized_radius / slider.Radius; // lazySliderDistance is coded to be sensitive to scaling, this makes the maths easier with the thresholds being used.
for (int i = 1; i < slider.NestedHitObjects.Count; i++)
{
double progress = (t - slider.StartTime) / slider.SpanDuration;
if (progress % 2 >= 1)
progress = 1 - progress % 1;
else
progress %= 1;
var currMovementObj = (OsuHitObject)slider.NestedHitObjects[i];
// ReSharper disable once PossibleInvalidOperationException (bugged in current r# version)
var diff = slider.StackedPosition + slider.Path.PositionAt(progress) - slider.LazyEndPosition.Value;
float dist = diff.Length;
Vector2 currMovement = Vector2.Subtract(currMovementObj.StackedPosition, currCursorPosition);
double currMovementLength = scalingFactor * currMovement.Length;
slider.LazyTravelTime = t - slider.StartTime;
// Amount of movement required so that the cursor position needs to be updated.
double requiredMovement = assumed_slider_radius;
if (dist > followCircleRadius)
if (i == slider.NestedHitObjects.Count - 1)
{
// The cursor would be outside the follow circle, we need to move it
diff.Normalize(); // Obtain direction of diff
dist -= followCircleRadius;
slider.LazyEndPosition += diff * dist;
slider.LazyTravelDistance += dist;
}
});
// The end of a slider has special aim rules due to the relaxed time constraint on position.
// There is both a lazy end position as well as the actual end slider position. We assume the player takes the simpler movement.
// For sliders that are circular, the lazy end position may actually be farther away than the sliders true end.
// This code is designed to prevent buffing situations where lazy end is actually a less efficient movement.
Vector2 lazyMovement = Vector2.Subtract((Vector2)slider.LazyEndPosition, currCursorPosition);
// Skip the head circle
var scoringTimes = slider.NestedHitObjects.Skip(1).Select(t => t.StartTime);
foreach (double time in scoringTimes)
computeVertex(time);
if (lazyMovement.Length < currMovement.Length)
currMovement = lazyMovement;
currMovementLength = scalingFactor * currMovement.Length;
}
else if (currMovementObj is SliderRepeat)
{
// For a slider repeat, assume a tighter movement threshold to better assess repeat sliders.
requiredMovement = normalized_radius;
}
if (currMovementLength > requiredMovement)
{
// this finds the positional delta from the required radius and the current position, and updates the currCursorPosition accordingly, as well as rewarding distance.
currCursorPosition = Vector2.Add(currCursorPosition, Vector2.Multiply(currMovement, (float)((currMovementLength - requiredMovement) / currMovementLength)));
currMovementLength *= (currMovementLength - requiredMovement) / currMovementLength;
slider.LazyTravelDistance += (float)currMovementLength;
}
if (i == slider.NestedHitObjects.Count - 1)
slider.LazyEndPosition = currCursorPosition;
}
slider.LazyTravelDistance *= (float)Math.Pow(1 + slider.RepeatCount / 2.5, 1.0 / 2.5); // Bonus for repeat sliders until a better per nested object strain system can be achieved.
}
private Vector2 getEndCursorPosition(OsuHitObject hitObject)

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@ -23,6 +23,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private const double wide_angle_multiplier = 1.5;
private const double acute_angle_multiplier = 2.0;
private const double slider_multiplier = 1.5;
private double currentStrain = 1;
@ -62,6 +63,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
}
double angleBonus = 0;
double sliderBonus = 0;
double aimStrain = currVelocity; // Start strain with regular velocity.
if (Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime) < 1.25 * Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime)) // If rhythms are the same.
@ -91,11 +94,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3))); // Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3))); // Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse.
angleBonus = acuteAngleBonus * acute_angle_multiplier + wideAngleBonus * wide_angle_multiplier; // add the angle buffs together.
angleBonus = Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier); // Take the max of the multipliers.
}
}
if (osuCurrObj.TravelTime != 0)
{
sliderBonus = osuCurrObj.TravelDistance / osuCurrObj.TravelTime; // add some slider rewards
}
aimStrain += angleBonus; // Add in angle bonus.
aimStrain += sliderBonus * slider_multiplier; // Add in additional slider velocity.
return aimStrain;
}

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@ -105,6 +105,9 @@ namespace osu.Game.Tests.Mods
testMod.ResetSettingsToDefaults();
Assert.That(testMod.DrainRate.Value, Is.Null);
// ReSharper disable once HeuristicUnreachableCode
// see https://youtrack.jetbrains.com/issue/RIDER-70159.
Assert.That(testMod.OverallDifficulty.Value, Is.Null);
var applied = applyDifficulty(new BeatmapDifficulty

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@ -79,8 +79,17 @@ namespace osu.Game.Tests.NonVisual
public List<HitObject> HitObjects;
public override IEnumerable<HitObject> Objects => HitObjects;
public override event Action<JudgementResult> NewResult;
public override event Action<JudgementResult> RevertResult;
public override event Action<JudgementResult> NewResult
{
add => throw new InvalidOperationException();
remove => throw new InvalidOperationException();
}
public override event Action<JudgementResult> RevertResult
{
add => throw new InvalidOperationException();
remove => throw new InvalidOperationException();
}
public override Playfield Playfield { get; }
public override Container Overlays { get; }
@ -95,9 +104,6 @@ namespace osu.Game.Tests.NonVisual
public TestDrawableRuleset()
: base(new OsuRuleset())
{
// won't compile without this.
NewResult?.Invoke(null);
RevertResult?.Invoke(null);
}
public override void SetReplayScore(Score replayScore) => throw new NotImplementedException();

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@ -235,8 +235,17 @@ namespace osu.Game.Tests.Visual.Gameplay
public override IEnumerable<HitObject> Objects => new[] { new HitCircle { HitWindows = HitWindows } };
public override event Action<JudgementResult> NewResult;
public override event Action<JudgementResult> RevertResult;
public override event Action<JudgementResult> NewResult
{
add => throw new InvalidOperationException();
remove => throw new InvalidOperationException();
}
public override event Action<JudgementResult> RevertResult
{
add => throw new InvalidOperationException();
remove => throw new InvalidOperationException();
}
public override Playfield Playfield { get; }
public override Container Overlays { get; }
@ -251,9 +260,6 @@ namespace osu.Game.Tests.Visual.Gameplay
public TestDrawableRuleset()
: base(new OsuRuleset())
{
// won't compile without this.
NewResult?.Invoke(null);
RevertResult?.Invoke(null);
}
public override void SetReplayScore(Score replayScore) => throw new NotImplementedException();

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@ -1,7 +1,9 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Events;
using osu.Game.Graphics.Containers;
using osuTK;
@ -22,15 +24,9 @@ namespace osu.Game.Graphics.UserInterface
Enabled.Value = !isLoading;
if (value)
{
loading.Show();
OnLoadStarted();
}
else
{
loading.Hide();
OnLoadFinished();
}
}
}
@ -44,18 +40,34 @@ namespace osu.Game.Graphics.UserInterface
protected LoadingButton()
{
AddRange(new[]
Add(loading = new LoadingSpinner
{
CreateContent(),
loading = new LoadingSpinner
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(12)
}
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(12),
Depth = -1,
});
}
[BackgroundDependencyLoader]
private void load()
{
Add(CreateContent());
}
protected override void LoadComplete()
{
base.LoadComplete();
loading.State.BindValueChanged(s =>
{
if (s.NewValue == Visibility.Visible)
OnLoadStarted();
else
OnLoadFinished();
}, true);
}
protected override bool OnClick(ClickEvent e)
{
if (!Enabled.Value)

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@ -4,6 +4,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
@ -22,6 +23,11 @@ namespace osu.Game.Overlays.BeatmapListing
public BeatmapSearchMultipleSelectionFilterRow(LocalisableString header)
: base(header)
{
}
[BackgroundDependencyLoader]
private void load()
{
Current.BindTo(filter.Current);
}
@ -31,6 +37,7 @@ namespace osu.Game.Overlays.BeatmapListing
/// <summary>
/// Creates a filter control that can be used to simultaneously select multiple values of type <typeparamref name="T"/>.
/// </summary>
[NotNull]
protected virtual MultipleSelectionFilter CreateMultipleSelectionFilter() => new MultipleSelectionFilter();
protected class MultipleSelectionFilter : FillFlowContainer<MultipleSelectionFilterTabItem>

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@ -26,6 +26,8 @@ namespace osu.Game.Overlays.Changelog
public static LocalisableString ListingString => LayoutStrings.HeaderChangelogIndex;
private readonly Bindable<APIUpdateStream> currentStream = new Bindable<APIUpdateStream>();
private Box streamsBackground;
public ChangelogHeader()
@ -39,7 +41,7 @@ namespace osu.Game.Overlays.Changelog
Build.ValueChanged += showBuild;
Streams.Current.ValueChanged += e =>
currentStream.ValueChanged += e =>
{
if (e.NewValue?.LatestBuild != null && !e.NewValue.Equals(Build.Value?.UpdateStream))
Build.Value = e.NewValue.LatestBuild;
@ -67,7 +69,7 @@ namespace osu.Game.Overlays.Changelog
else
{
Current.Value = ListingString;
Streams.Current.Value = null;
currentStream.Value = null;
}
}
@ -92,7 +94,7 @@ namespace osu.Game.Overlays.Changelog
Horizontal = 65,
Vertical = 20
},
Child = Streams = new ChangelogUpdateStreamControl()
Child = Streams = new ChangelogUpdateStreamControl { Current = currentStream },
}
}
};
@ -110,7 +112,7 @@ namespace osu.Game.Overlays.Changelog
if (Build.Value == null)
return;
Streams.Current.Value = Streams.Items.FirstOrDefault(s => s.Name == Build.Value.UpdateStream.Name);
currentStream.Value = Streams.Items.FirstOrDefault(s => s.Name == Build.Value.UpdateStream.Name);
}
private class ChangelogHeaderTitle : OverlayTitle

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@ -175,6 +175,8 @@ namespace osu.Game.Overlays.Comments
protected override IEnumerable<Drawable> EffectTargets => new[] { background };
private readonly string text;
[Resolved]
private OverlayColourProvider colourProvider { get; set; }
@ -184,10 +186,10 @@ namespace osu.Game.Overlays.Comments
public CommitButton(string text)
{
this.text = text;
AutoSizeAxes = Axes.Both;
LoadingAnimationSize = new Vector2(10);
drawableText.Text = text;
}
[BackgroundDependencyLoader]
@ -232,7 +234,8 @@ namespace osu.Game.Overlays.Comments
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Font = OsuFont.GetFont(size: 12, weight: FontWeight.Bold),
Margin = new MarginPadding { Horizontal = 20 }
Margin = new MarginPadding { Horizontal = 20 },
Text = text,
}
}
};

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@ -37,11 +37,7 @@ namespace osu.Game.Overlays
Anchor = Anchor.BottomRight,
Origin = Anchor.BottomRight,
Margin = new MarginPadding(20),
Action = () =>
{
ScrollToStart();
Button.State = Visibility.Hidden;
}
Action = scrollToTop
});
}
@ -58,6 +54,12 @@ namespace osu.Game.Overlays
Button.State = Target > button_scroll_position ? Visibility.Visible : Visibility.Hidden;
}
private void scrollToTop()
{
ScrollToStart();
Button.State = Visibility.Hidden;
}
public class ScrollToTopButton : OsuHoverContainer
{
private const int fade_duration = 500;

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@ -30,11 +30,6 @@ namespace osu.Game.Rulesets.Mods
public override bool HasImplementation => GetType().GenericTypeArguments.Length == 0;
[Obsolete("Use the mod-supporting override")] // can be removed 20210731
public virtual Score CreateReplayScore(IBeatmap beatmap) => new Score { Replay = new Replay() };
#pragma warning disable 618
public virtual Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => CreateReplayScore(beatmap);
#pragma warning restore 618
public virtual Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score { Replay = new Replay() };
}
}