mirror of
https://github.com/ppy/osu.git
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Merge remote-tracking branch 'upstream/master' into grids-4
This commit is contained in:
commit
d7526be243
6
.github/workflows/diffcalc.yml
vendored
6
.github/workflows/diffcalc.yml
vendored
@ -361,8 +361,7 @@ jobs:
|
||||
uses: thollander/actions-comment-pull-request@fabd468d3a1a0b97feee5f6b9e499eab0dd903f6 # v2.5.0
|
||||
with:
|
||||
comment_tag: ${{ env.EXECUTION_ID }}
|
||||
mode: upsert
|
||||
create_if_not_exists: false
|
||||
mode: recreate
|
||||
message: |
|
||||
Target: ${{ needs.generator.outputs.TARGET }}
|
||||
Spreadsheet: ${{ needs.generator.outputs.SPREADSHEET_LINK }}
|
||||
@ -372,8 +371,7 @@ jobs:
|
||||
uses: thollander/actions-comment-pull-request@fabd468d3a1a0b97feee5f6b9e499eab0dd903f6 # v2.5.0
|
||||
with:
|
||||
comment_tag: ${{ env.EXECUTION_ID }}
|
||||
mode: upsert
|
||||
create_if_not_exists: false
|
||||
mode: recreate
|
||||
message: |
|
||||
Difficulty calculation failed: ${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }}
|
||||
|
||||
|
@ -15,21 +15,21 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
{
|
||||
protected override string ResourceAssembly => "osu.Game.Rulesets.Osu.Tests";
|
||||
|
||||
[TestCase(6.7154251995274938d, 239, "diffcalc-test")]
|
||||
[TestCase(1.4430610657612626d, 54, "zero-length-sliders")]
|
||||
[TestCase(6.7171144000821119d, 239, "diffcalc-test")]
|
||||
[TestCase(1.4485749025771304d, 54, "zero-length-sliders")]
|
||||
[TestCase(0.42630400627180914d, 4, "very-fast-slider")]
|
||||
[TestCase(0.14143808967817237d, 2, "nan-slider")]
|
||||
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
|
||||
=> base.Test(expectedStarRating, expectedMaxCombo, name);
|
||||
|
||||
[TestCase(8.9808183779700208d, 239, "diffcalc-test")]
|
||||
[TestCase(1.7483507893412422d, 54, "zero-length-sliders")]
|
||||
[TestCase(8.9825709931204205d, 239, "diffcalc-test")]
|
||||
[TestCase(1.7550169162648608d, 54, "zero-length-sliders")]
|
||||
[TestCase(0.55231632896800109d, 4, "very-fast-slider")]
|
||||
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
|
||||
=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModDoubleTime());
|
||||
|
||||
[TestCase(6.7154251995274938d, 239, "diffcalc-test")]
|
||||
[TestCase(1.4430610657612626d, 54, "zero-length-sliders")]
|
||||
[TestCase(6.7171144000821119d, 239, "diffcalc-test")]
|
||||
[TestCase(1.4485749025771304d, 54, "zero-length-sliders")]
|
||||
[TestCase(0.42630400627180914d, 4, "very-fast-slider")]
|
||||
public void TestClassicMod(double expectedStarRating, int expectedMaxCombo, string name)
|
||||
=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModClassic());
|
||||
|
@ -2,6 +2,8 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
@ -10,8 +12,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
{
|
||||
public static class RhythmEvaluator
|
||||
{
|
||||
private const int history_time_max = 5000; // 5 seconds of calculatingRhythmBonus max.
|
||||
private const double rhythm_multiplier = 0.75;
|
||||
private const int history_time_max = 5 * 1000; // 5 seconds
|
||||
private const int history_objects_max = 32;
|
||||
private const double rhythm_overall_multiplier = 0.95;
|
||||
private const double rhythm_ratio_multiplier = 12.0;
|
||||
|
||||
/// <summary>
|
||||
/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
|
||||
@ -21,15 +25,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
if (current.BaseObject is Spinner)
|
||||
return 0;
|
||||
|
||||
int previousIslandSize = 0;
|
||||
|
||||
double rhythmComplexitySum = 0;
|
||||
int islandSize = 1;
|
||||
|
||||
double deltaDifferenceEpsilon = ((OsuDifficultyHitObject)current).HitWindowGreat * 0.3;
|
||||
|
||||
var island = new Island(deltaDifferenceEpsilon);
|
||||
var previousIsland = new Island(deltaDifferenceEpsilon);
|
||||
|
||||
// we can't use dictionary here because we need to compare island with a tolerance
|
||||
// which is impossible to pass into the hash comparer
|
||||
var islandCounts = new List<(Island Island, int Count)>();
|
||||
|
||||
double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms
|
||||
|
||||
bool firstDeltaSwitch = false;
|
||||
|
||||
int historicalNoteCount = Math.Min(current.Index, 32);
|
||||
int historicalNoteCount = Math.Min(current.Index, history_objects_max);
|
||||
|
||||
int rhythmStart = 0;
|
||||
|
||||
@ -39,74 +50,177 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
OsuDifficultyHitObject prevObj = (OsuDifficultyHitObject)current.Previous(rhythmStart);
|
||||
OsuDifficultyHitObject lastObj = (OsuDifficultyHitObject)current.Previous(rhythmStart + 1);
|
||||
|
||||
// we go from the furthest object back to the current one
|
||||
for (int i = rhythmStart; i > 0; i--)
|
||||
{
|
||||
OsuDifficultyHitObject currObj = (OsuDifficultyHitObject)current.Previous(i - 1);
|
||||
|
||||
double currHistoricalDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max; // scales note 0 to 1 from history to now
|
||||
// scales note 0 to 1 from history to now
|
||||
double timeDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max;
|
||||
double noteDecay = (double)(historicalNoteCount - i) / historicalNoteCount;
|
||||
|
||||
currHistoricalDecay = Math.Min((double)(historicalNoteCount - i) / historicalNoteCount, currHistoricalDecay); // either we're limited by time or limited by object count.
|
||||
double currHistoricalDecay = Math.Min(noteDecay, timeDecay); // either we're limited by time or limited by object count.
|
||||
|
||||
double currDelta = currObj.StrainTime;
|
||||
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 windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - currObj.HitWindowGreat * 0.3) / (currObj.HitWindowGreat * 0.3));
|
||||
// calculate how much current delta difference deserves a rhythm bonus
|
||||
// this function is meant to reduce rhythm bonus for deltas that are multiples of each other (i.e 100 and 200)
|
||||
double deltaDifferenceRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta);
|
||||
double currRatio = 1.0 + rhythm_ratio_multiplier * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / deltaDifferenceRatio), 2));
|
||||
|
||||
windowPenalty = Math.Min(1, windowPenalty);
|
||||
// reduce ratio bonus if delta difference is too big
|
||||
double fraction = Math.Max(prevDelta / currDelta, currDelta / prevDelta);
|
||||
double fractionMultiplier = Math.Clamp(2.0 - fraction / 8.0, 0.0, 1.0);
|
||||
|
||||
double effectiveRatio = windowPenalty * currRatio;
|
||||
double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - deltaDifferenceEpsilon) / deltaDifferenceEpsilon);
|
||||
|
||||
double effectiveRatio = windowPenalty * currRatio * fractionMultiplier;
|
||||
|
||||
if (firstDeltaSwitch)
|
||||
{
|
||||
if (!(prevDelta > 1.25 * currDelta || prevDelta * 1.25 < currDelta))
|
||||
if (Math.Abs(prevDelta - currDelta) < deltaDifferenceEpsilon)
|
||||
{
|
||||
if (islandSize < 7)
|
||||
islandSize++; // island is still progressing, count size.
|
||||
// island is still progressing
|
||||
island.AddDelta((int)currDelta);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (currObj.BaseObject is Slider) // bpm change is into slider, this is easy acc window
|
||||
// bpm change is into slider, this is easy acc window
|
||||
if (currObj.BaseObject is Slider)
|
||||
effectiveRatio *= 0.125;
|
||||
|
||||
if (prevObj.BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle
|
||||
effectiveRatio *= 0.25;
|
||||
// bpm change was from a slider, this is easier typically than circle -> circle
|
||||
// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
|
||||
if (prevObj.BaseObject is Slider)
|
||||
effectiveRatio *= 0.3;
|
||||
|
||||
if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet)
|
||||
effectiveRatio *= 0.25;
|
||||
// repeated island polarity (2 -> 4, 3 -> 5)
|
||||
if (island.IsSimilarPolarity(previousIsland))
|
||||
effectiveRatio *= 0.5;
|
||||
|
||||
if (previousIslandSize % 2 == islandSize % 2) // repeated island polartiy (2 -> 4, 3 -> 5)
|
||||
effectiveRatio *= 0.50;
|
||||
|
||||
if (lastDelta > prevDelta + 10 && prevDelta > currDelta + 10) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
|
||||
// previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
|
||||
if (lastDelta > prevDelta + deltaDifferenceEpsilon && prevDelta > currDelta + deltaDifferenceEpsilon)
|
||||
effectiveRatio *= 0.125;
|
||||
|
||||
rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay * Math.Sqrt(4 + islandSize) / 2 * Math.Sqrt(4 + previousIslandSize) / 2;
|
||||
// repeated island size (ex: triplet -> triplet)
|
||||
// TODO: remove this nerf since its staying here only for balancing purposes because of the flawed ratio calculation
|
||||
if (previousIsland.DeltaCount == island.DeltaCount)
|
||||
effectiveRatio *= 0.5;
|
||||
|
||||
var islandCount = islandCounts.FirstOrDefault(x => x.Island.Equals(island));
|
||||
|
||||
if (islandCount != default)
|
||||
{
|
||||
int countIndex = islandCounts.IndexOf(islandCount);
|
||||
|
||||
// only add island to island counts if they're going one after another
|
||||
if (previousIsland.Equals(island))
|
||||
islandCount.Count++;
|
||||
|
||||
// repeated island (ex: triplet -> triplet)
|
||||
double power = logistic(island.Delta, 2.75, 0.24, 14);
|
||||
effectiveRatio *= Math.Min(3.0 / islandCount.Count, Math.Pow(1.0 / islandCount.Count, power));
|
||||
|
||||
islandCounts[countIndex] = (islandCount.Island, islandCount.Count);
|
||||
}
|
||||
else
|
||||
{
|
||||
islandCounts.Add((island, 1));
|
||||
}
|
||||
|
||||
// scale down the difficulty if the object is doubletappable
|
||||
double doubletapness = prevObj.GetDoubletapness(currObj);
|
||||
effectiveRatio *= 1 - doubletapness * 0.75;
|
||||
|
||||
rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay;
|
||||
|
||||
startRatio = effectiveRatio;
|
||||
|
||||
previousIslandSize = islandSize; // log the last island size.
|
||||
previousIsland = island;
|
||||
|
||||
if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting
|
||||
firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.
|
||||
if (prevDelta + deltaDifferenceEpsilon < currDelta) // we're slowing down, stop counting
|
||||
firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.
|
||||
|
||||
islandSize = 1;
|
||||
island = new Island((int)currDelta, deltaDifferenceEpsilon);
|
||||
}
|
||||
}
|
||||
else if (prevDelta > 1.25 * currDelta) // we want to be speeding up.
|
||||
else if (prevDelta > currDelta + deltaDifferenceEpsilon) // we're speeding up
|
||||
{
|
||||
// Begin counting island until we change speed again.
|
||||
firstDeltaSwitch = true;
|
||||
|
||||
// bpm change is into slider, this is easy acc window
|
||||
if (currObj.BaseObject is Slider)
|
||||
effectiveRatio *= 0.6;
|
||||
|
||||
// bpm change was from a slider, this is easier typically than circle -> circle
|
||||
// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
|
||||
if (prevObj.BaseObject is Slider)
|
||||
effectiveRatio *= 0.6;
|
||||
|
||||
startRatio = effectiveRatio;
|
||||
islandSize = 1;
|
||||
|
||||
island = new Island((int)currDelta, deltaDifferenceEpsilon);
|
||||
}
|
||||
|
||||
lastObj = prevObj;
|
||||
prevObj = currObj;
|
||||
}
|
||||
|
||||
return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)
|
||||
return Math.Sqrt(4 + rhythmComplexitySum * rhythm_overall_multiplier) / 2.0; // produces multiplier that can be applied to strain. range [1, infinity) (not really though)
|
||||
}
|
||||
|
||||
private static double logistic(double x, double maxValue, double multiplier, double offset) => (maxValue / (1 + Math.Pow(Math.E, offset - (multiplier * x))));
|
||||
|
||||
private class Island : IEquatable<Island>
|
||||
{
|
||||
private readonly double deltaDifferenceEpsilon;
|
||||
|
||||
public Island(double epsilon)
|
||||
{
|
||||
deltaDifferenceEpsilon = epsilon;
|
||||
}
|
||||
|
||||
public Island(int delta, double epsilon)
|
||||
{
|
||||
deltaDifferenceEpsilon = epsilon;
|
||||
Delta = Math.Max(delta, OsuDifficultyHitObject.MIN_DELTA_TIME);
|
||||
DeltaCount++;
|
||||
}
|
||||
|
||||
public int Delta { get; private set; } = int.MaxValue;
|
||||
public int DeltaCount { get; private set; }
|
||||
|
||||
public void AddDelta(int delta)
|
||||
{
|
||||
if (Delta == int.MaxValue)
|
||||
Delta = Math.Max(delta, OsuDifficultyHitObject.MIN_DELTA_TIME);
|
||||
|
||||
DeltaCount++;
|
||||
}
|
||||
|
||||
public bool IsSimilarPolarity(Island other)
|
||||
{
|
||||
// TODO: 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)
|
||||
// naively adding delta check here breaks _a lot_ of maps because of the flawed ratio calculation
|
||||
return DeltaCount % 2 == other.DeltaCount % 2;
|
||||
}
|
||||
|
||||
public bool Equals(Island? other)
|
||||
{
|
||||
if (other == null)
|
||||
return false;
|
||||
|
||||
return Math.Abs(Delta - other.Delta) < deltaDifferenceEpsilon &&
|
||||
DeltaCount == other.DeltaCount;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"{Delta}x{DeltaCount}";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -31,21 +31,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
// derive strainTime for calculation
|
||||
var osuCurrObj = (OsuDifficultyHitObject)current;
|
||||
var osuPrevObj = current.Index > 0 ? (OsuDifficultyHitObject)current.Previous(0) : null;
|
||||
var osuNextObj = (OsuDifficultyHitObject?)current.Next(0);
|
||||
|
||||
double strainTime = osuCurrObj.StrainTime;
|
||||
double doubletapness = 1;
|
||||
|
||||
// Nerf doubletappable doubles.
|
||||
if (osuNextObj != null)
|
||||
{
|
||||
double currDeltaTime = Math.Max(1, osuCurrObj.DeltaTime);
|
||||
double nextDeltaTime = Math.Max(1, osuNextObj.DeltaTime);
|
||||
double deltaDifference = Math.Abs(nextDeltaTime - currDeltaTime);
|
||||
double speedRatio = currDeltaTime / Math.Max(currDeltaTime, deltaDifference);
|
||||
double windowRatio = Math.Pow(Math.Min(1, currDeltaTime / osuCurrObj.HitWindowGreat), 2);
|
||||
doubletapness = Math.Pow(speedRatio, 1 - windowRatio);
|
||||
}
|
||||
double doubletapness = 1.0 - osuCurrObj.GetDoubletapness((OsuDifficultyHitObject?)osuCurrObj.Next(0));
|
||||
|
||||
// Cap deltatime to the OD 300 hitwindow.
|
||||
// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.
|
||||
|
@ -16,6 +16,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
{
|
||||
public const double PERFORMANCE_BASE_MULTIPLIER = 1.15; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
|
||||
|
||||
private bool usingClassicSliderAccuracy;
|
||||
|
||||
private double accuracy;
|
||||
private int scoreMaxCombo;
|
||||
private int countGreat;
|
||||
@ -34,6 +36,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
{
|
||||
var osuAttributes = (OsuDifficultyAttributes)attributes;
|
||||
|
||||
usingClassicSliderAccuracy = score.Mods.OfType<OsuModClassic>().Any(m => m.NoSliderHeadAccuracy.Value);
|
||||
|
||||
accuracy = score.Accuracy;
|
||||
scoreMaxCombo = score.MaxCombo;
|
||||
countGreat = score.Statistics.GetValueOrDefault(HitResult.Great);
|
||||
@ -193,6 +197,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window.
|
||||
double betterAccuracyPercentage;
|
||||
int amountHitObjectsWithAccuracy = attributes.HitCircleCount;
|
||||
if (!usingClassicSliderAccuracy)
|
||||
amountHitObjectsWithAccuracy += attributes.SliderCount;
|
||||
|
||||
if (amountHitObjectsWithAccuracy > 0)
|
||||
betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6);
|
||||
|
@ -20,7 +20,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
|
||||
/// </summary>
|
||||
public const int NORMALISED_RADIUS = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
|
||||
|
||||
private const int min_delta_time = 25;
|
||||
public const int MIN_DELTA_TIME = 25;
|
||||
|
||||
private const float maximum_slider_radius = NORMALISED_RADIUS * 2.4f;
|
||||
private const float assumed_slider_radius = NORMALISED_RADIUS * 1.8f;
|
||||
|
||||
@ -93,7 +94,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
|
||||
this.lastObject = (OsuHitObject)lastObject;
|
||||
|
||||
// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
|
||||
StrainTime = Math.Max(DeltaTime, min_delta_time);
|
||||
StrainTime = Math.Max(DeltaTime, MIN_DELTA_TIME);
|
||||
|
||||
if (BaseObject is Slider sliderObject)
|
||||
{
|
||||
@ -136,6 +137,24 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
|
||||
return Math.Clamp((time - fadeInStartTime) / fadeInDuration, 0.0, 1.0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns how possible is it to doubletap this object together with the next one and get perfect judgement in range from 0 to 1
|
||||
/// </summary>
|
||||
public double GetDoubletapness(OsuDifficultyHitObject? osuNextObj)
|
||||
{
|
||||
if (osuNextObj != null)
|
||||
{
|
||||
double currDeltaTime = Math.Max(1, DeltaTime);
|
||||
double nextDeltaTime = Math.Max(1, osuNextObj.DeltaTime);
|
||||
double deltaDifference = Math.Abs(nextDeltaTime - currDeltaTime);
|
||||
double speedRatio = currDeltaTime / Math.Max(currDeltaTime, deltaDifference);
|
||||
double windowRatio = Math.Pow(Math.Min(1, currDeltaTime / HitWindowGreat), 2);
|
||||
return 1.0 - Math.Pow(speedRatio, 1 - windowRatio);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
private void setDistances(double clockRate)
|
||||
{
|
||||
if (BaseObject is Slider currentSlider)
|
||||
@ -143,7 +162,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
|
||||
computeSliderCursorPosition(currentSlider);
|
||||
// Bonus for repeat sliders until a better per nested object strain system can be achieved.
|
||||
TravelDistance = currentSlider.LazyTravelDistance * (float)Math.Pow(1 + currentSlider.RepeatCount / 2.5, 1.0 / 2.5);
|
||||
TravelTime = Math.Max(currentSlider.LazyTravelTime / clockRate, min_delta_time);
|
||||
TravelTime = Math.Max(currentSlider.LazyTravelTime / clockRate, MIN_DELTA_TIME);
|
||||
}
|
||||
|
||||
// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner
|
||||
@ -167,8 +186,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
|
||||
|
||||
if (lastObject is Slider lastSlider)
|
||||
{
|
||||
double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
|
||||
MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, min_delta_time);
|
||||
double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, MIN_DELTA_TIME);
|
||||
MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, MIN_DELTA_TIME);
|
||||
|
||||
//
|
||||
// There are two types of slider-to-object patterns to consider in order to better approximate the real movement a player will take to jump between the hitobjects.
|
||||
|
@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
|
||||
private double currentStrain;
|
||||
|
||||
private double skillMultiplier => 24.983;
|
||||
private double skillMultiplier => 25.18;
|
||||
private double strainDecayBase => 0.15;
|
||||
|
||||
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
||||
|
@ -2,18 +2,16 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Overlays.Dialog;
|
||||
using osu.Game.Tournament.Models;
|
||||
|
||||
namespace osu.Game.Tournament.Screens.Editors.Components
|
||||
{
|
||||
public partial class DeleteRoundDialog : DangerousActionDialog
|
||||
public partial class DeleteRoundDialog : DeletionDialog
|
||||
{
|
||||
public DeleteRoundDialog(TournamentRound round, Action action)
|
||||
{
|
||||
HeaderText = round.Name.Value.Length > 0 ? $@"Delete round ""{round.Name.Value}""?" : @"Delete unnamed round?";
|
||||
Icon = FontAwesome.Solid.Trash;
|
||||
DangerousAction = action;
|
||||
}
|
||||
}
|
||||
|
@ -2,20 +2,18 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Overlays.Dialog;
|
||||
using osu.Game.Tournament.Models;
|
||||
|
||||
namespace osu.Game.Tournament.Screens.Editors.Components
|
||||
{
|
||||
public partial class DeleteTeamDialog : DangerousActionDialog
|
||||
public partial class DeleteTeamDialog : DeletionDialog
|
||||
{
|
||||
public DeleteTeamDialog(TournamentTeam team, Action action)
|
||||
{
|
||||
HeaderText = team.FullName.Value.Length > 0 ? $@"Delete team ""{team.FullName.Value}""?" :
|
||||
team.Acronym.Value.Length > 0 ? $@"Delete team ""{team.Acronym.Value}""?" :
|
||||
@"Delete unnamed team?";
|
||||
Icon = FontAwesome.Solid.Trash;
|
||||
DangerousAction = action;
|
||||
}
|
||||
}
|
||||
|
@ -8,7 +8,7 @@ using osu.Game.Overlays.Dialog;
|
||||
|
||||
namespace osu.Game.Collections
|
||||
{
|
||||
public partial class DeleteCollectionDialog : DangerousActionDialog
|
||||
public partial class DeleteCollectionDialog : DeletionDialog
|
||||
{
|
||||
public DeleteCollectionDialog(Live<BeatmapCollection> collection, Action deleteAction)
|
||||
{
|
||||
|
@ -12,7 +12,12 @@ namespace osu.Game.Localisation
|
||||
/// <summary>
|
||||
/// "Caution"
|
||||
/// </summary>
|
||||
public static LocalisableString Caution => new TranslatableString(getKey(@"header_text"), @"Caution");
|
||||
public static LocalisableString CautionHeaderText => new TranslatableString(getKey(@"header_text"), @"Caution");
|
||||
|
||||
/// <summary>
|
||||
/// "Are you sure you want to delete the following:"
|
||||
/// </summary>
|
||||
public static LocalisableString DeletionHeaderText => new TranslatableString(getKey(@"deletion_header_text"), @"Are you sure you want to delete the following:");
|
||||
|
||||
/// <summary>
|
||||
/// "Yes. Go for it."
|
||||
|
@ -46,7 +46,7 @@ namespace osu.Game.Online.Chat
|
||||
{
|
||||
public ExternalLinkDialog(string url, Action openExternalLinkAction, Action copyExternalLinkAction)
|
||||
{
|
||||
HeaderText = DialogStrings.Caution;
|
||||
HeaderText = DialogStrings.CautionHeaderText;
|
||||
BodyText = $"Are you sure you want to open the following link in a web browser?\n\n{url}";
|
||||
|
||||
Icon = FontAwesome.Solid.ExclamationTriangle;
|
||||
|
@ -30,9 +30,9 @@ namespace osu.Game.Overlays.Dialog
|
||||
|
||||
protected DangerousActionDialog()
|
||||
{
|
||||
HeaderText = DialogStrings.Caution;
|
||||
HeaderText = DialogStrings.CautionHeaderText;
|
||||
|
||||
Icon = FontAwesome.Regular.TrashAlt;
|
||||
Icon = FontAwesome.Solid.ExclamationTriangle;
|
||||
|
||||
Buttons = new PopupDialogButton[]
|
||||
{
|
||||
|
20
osu.Game/Overlays/Dialog/DeletionDialog.cs
Normal file
20
osu.Game/Overlays/Dialog/DeletionDialog.cs
Normal file
@ -0,0 +1,20 @@
|
||||
// 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.Graphics.Sprites;
|
||||
using osu.Game.Localisation;
|
||||
|
||||
namespace osu.Game.Overlays.Dialog
|
||||
{
|
||||
/// <summary>
|
||||
/// A dialog which provides confirmation for deletion of something.
|
||||
/// </summary>
|
||||
public abstract partial class DeletionDialog : DangerousActionDialog
|
||||
{
|
||||
protected DeletionDialog()
|
||||
{
|
||||
HeaderText = DialogStrings.DeletionHeaderText;
|
||||
Icon = FontAwesome.Solid.Trash;
|
||||
}
|
||||
}
|
||||
}
|
@ -7,7 +7,7 @@ using osu.Game.Rulesets.Mods;
|
||||
|
||||
namespace osu.Game.Overlays.Mods
|
||||
{
|
||||
public partial class DeleteModPresetDialog : DangerousActionDialog
|
||||
public partial class DeleteModPresetDialog : DeletionDialog
|
||||
{
|
||||
public DeleteModPresetDialog(Live<ModPreset> modPreset)
|
||||
{
|
||||
|
@ -2,6 +2,7 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Overlays.Dialog;
|
||||
|
||||
@ -12,6 +13,7 @@ namespace osu.Game.Overlays.Settings.Sections.Maintenance
|
||||
public MassDeleteConfirmationDialog(Action deleteAction, LocalisableString deleteContent)
|
||||
{
|
||||
BodyText = deleteContent;
|
||||
Icon = FontAwesome.Solid.Trash;
|
||||
DangerousAction = deleteAction;
|
||||
}
|
||||
}
|
||||
|
@ -7,7 +7,7 @@ using osu.Game.Overlays.Dialog;
|
||||
|
||||
namespace osu.Game.Screens.Edit
|
||||
{
|
||||
public partial class DeleteDifficultyConfirmationDialog : DangerousActionDialog
|
||||
public partial class DeleteDifficultyConfirmationDialog : DeletionDialog
|
||||
{
|
||||
public DeleteDifficultyConfirmationDialog(BeatmapInfo beatmapInfo, Action deleteAction)
|
||||
{
|
||||
|
@ -7,7 +7,7 @@ using osu.Game.Overlays.Dialog;
|
||||
|
||||
namespace osu.Game.Screens.Select
|
||||
{
|
||||
public partial class BeatmapDeleteDialog : DangerousActionDialog
|
||||
public partial class BeatmapDeleteDialog : DeletionDialog
|
||||
{
|
||||
private readonly BeatmapSetInfo beatmapSet;
|
||||
|
||||
|
@ -4,11 +4,10 @@
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Game.Overlays.Dialog;
|
||||
using osu.Game.Scoring;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
|
||||
namespace osu.Game.Screens.Select
|
||||
{
|
||||
public partial class LocalScoreDeleteDialog : DangerousActionDialog
|
||||
public partial class LocalScoreDeleteDialog : DeletionDialog
|
||||
{
|
||||
private readonly ScoreInfo score;
|
||||
|
||||
@ -21,8 +20,6 @@ namespace osu.Game.Screens.Select
|
||||
private void load(ScoreManager scoreManager)
|
||||
{
|
||||
BodyText = $"{score.User} ({score.DisplayAccuracy}, {score.Rank})";
|
||||
|
||||
Icon = FontAwesome.Regular.TrashAlt;
|
||||
DangerousAction = () => scoreManager.Delete(score);
|
||||
}
|
||||
}
|
||||
|
@ -7,7 +7,7 @@ using osu.Game.Overlays.Dialog;
|
||||
|
||||
namespace osu.Game.Screens.Select
|
||||
{
|
||||
public partial class SkinDeleteDialog : DangerousActionDialog
|
||||
public partial class SkinDeleteDialog : DeletionDialog
|
||||
{
|
||||
private readonly Skin skin;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user