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Merge pull request #13483 from emu1337/diffspike-balance
Spike difficulty / AR&FL adjustments
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commit
cde8ae6f18
@ -15,13 +15,13 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Osu";
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[TestCase(6.9311451172574934d, "diffcalc-test")]
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[TestCase(1.0736586907780401d, "zero-length-sliders")]
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[TestCase(6.7568168283591499d, "diffcalc-test")]
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[TestCase(1.0348244046058293d, "zero-length-sliders")]
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public void Test(double expected, string name)
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=> base.Test(expected, name);
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[TestCase(8.7212283220412345d, "diffcalc-test")]
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[TestCase(1.3212137158641493d, "zero-length-sliders")]
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[TestCase(8.4783236764532557d, "diffcalc-test")]
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[TestCase(1.2708532136987165d, "zero-length-sliders")]
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public void TestClockRateAdjusted(double expected, string name)
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=> Test(expected, name, new OsuModDoubleTime());
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@ -103,22 +103,26 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double approachRateTotalHitsFactor = 1.0 / (1.0 + Math.Exp(-(0.007 * (totalHits - 400))));
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aimValue *= 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
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double approachRateBonus = 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
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// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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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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aimValue *= 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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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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// Scale the aim value with accuracy _slightly_
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aimValue *= 0.5 + accuracy / 2.0;
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// It is important to also consider accuracy difficulty when doing that
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@ -3,7 +3,6 @@
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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.Skills;
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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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@ -13,7 +12,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// <summary>
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/// Represents the skill required to correctly aim at every object in the map with a uniform CircleSize and normalized distances.
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/// </summary>
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public class Aim : StrainSkill
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public class Aim : OsuStrainSkill
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{
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private const double angle_bonus_begin = Math.PI / 3;
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private const double timing_threshold = 107;
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@ -47,7 +46,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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Math.Max(osuPrevious.JumpDistance - scale, 0)
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* Math.Pow(Math.Sin(osuCurrent.Angle.Value - angle_bonus_begin), 2)
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* Math.Max(osuCurrent.JumpDistance - scale, 0));
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result = 1.5 * applyDiminishingExp(Math.Max(0, angleBonus)) / Math.Max(timing_threshold, osuPrevious.StrainTime);
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result = 1.4 * applyDiminishingExp(Math.Max(0, angleBonus)) / Math.Max(timing_threshold, osuPrevious.StrainTime);
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}
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}
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61
osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs
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61
osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs
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@ -0,0 +1,61 @@
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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.Collections.Generic;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using System.Linq;
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using osu.Framework.Utils;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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public abstract class OsuStrainSkill : StrainSkill
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{
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/// <summary>
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/// The number of sections with the highest strains, which the peak strain reductions will apply to.
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/// This is done in order to decrease their impact on the overall difficulty of the map for this skill.
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/// </summary>
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protected virtual int ReducedSectionCount => 10;
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/// <summary>
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/// The baseline multiplier applied to the section with the biggest strain.
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/// </summary>
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protected virtual double ReducedStrainBaseline => 0.75;
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/// <summary>
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/// The final multiplier to be applied to <see cref="DifficultyValue"/> after all other calculations.
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/// </summary>
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protected virtual double DifficultyMultiplier => 1.06;
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protected OsuStrainSkill(Mod[] mods)
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: base(mods)
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{
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}
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public override double DifficultyValue()
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{
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double difficulty = 0;
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double weight = 1;
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List<double> strains = GetCurrentStrainPeaks().OrderByDescending(d => d).ToList();
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// We are reducing the highest strains first to account for extreme difficulty spikes
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for (int i = 0; i < Math.Min(strains.Count, ReducedSectionCount); i++)
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{
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double scale = Math.Log10(Interpolation.Lerp(1, 10, Math.Clamp((float)i / ReducedSectionCount, 0, 1)));
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strains[i] *= Interpolation.Lerp(ReducedStrainBaseline, 1.0, scale);
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}
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// Difficulty is the weighted sum of the highest strains from every section.
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// We're sorting from highest to lowest strain.
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foreach (double strain in strains.OrderByDescending(d => d))
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{
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difficulty += strain * weight;
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weight *= DecayWeight;
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}
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return difficulty * DifficultyMultiplier;
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}
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}
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}
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@ -3,7 +3,6 @@
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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.Skills;
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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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@ -13,7 +12,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// <summary>
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/// Represents the skill required to press keys with regards to keeping up with the speed at which objects need to be hit.
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/// </summary>
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public class Speed : StrainSkill
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public class Speed : OsuStrainSkill
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{
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private const double single_spacing_threshold = 125;
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@ -23,6 +22,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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protected override double SkillMultiplier => 1400;
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protected override double StrainDecayBase => 0.3;
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protected override int ReducedSectionCount => 5;
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protected override double DifficultyMultiplier => 1.04;
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private const double min_speed_bonus = 75; // ~200BPM
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private const double max_speed_bonus = 45; // ~330BPM
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@ -109,7 +109,7 @@ namespace osu.Game.Rulesets.Difficulty.Skills
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/// <summary>
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/// Returns the calculated difficulty value representing all <see cref="DifficultyHitObject"/>s that have been processed up to this point.
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/// </summary>
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public sealed override double DifficultyValue()
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public override double DifficultyValue()
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{
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double difficulty = 0;
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double weight = 1;
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