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mirror of https://github.com/ppy/osu.git synced 2025-02-08 12:23:21 +08:00

Wave of changes

This commit is contained in:
apollo-dw 2022-06-21 23:21:57 +01:00
parent ec543c1c48
commit d8f18661d3
2 changed files with 29 additions and 14 deletions

View File

@ -17,9 +17,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
return 0;
var currObj = (OsuDifficultyHitObject)current;
double noteDensity = 1.0;
double currVelocity = currObj.LazyJumpDistance / currObj.StrainTime;
double difficulty = 0.0;
double noteDensity = 1.0;
// This loop sucks so much lol.
// Will be replaced in conjuction with the "objects with current visible" and the "currently visible objects" lists
@ -47,18 +47,26 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
noteDensity += opacity;
}
double noteDensityDifficulty = 0;
double noteDensityDifficulty = Math.Pow(Math.Max(0, noteDensity - 3), 2.5);
double hiddenDifficulty = 0;
if (hidden)
noteDensityDifficulty = Math.Pow(noteDensity, 2.5) * 1.2;
{
noteDensityDifficulty *= 3.2;
difficulty += noteDensityDifficulty;
// Really not sure about this, but without this a lot of normal HD plays become underweight.
hiddenDifficulty = 11 * currObj.LazyJumpDistance / currObj.StrainTime;
}
double preemptDifficulty = 0.0;
if (currObj.preempt < 400)
preemptDifficulty += Math.Pow(400 - currObj.preempt, 1.5) / 7;
preemptDifficulty += Math.Pow(400 - currObj.preempt, 1.5) / 14;
difficulty += preemptDifficulty;
// Buff rhythm on high AR.
preemptDifficulty *= RhythmEvaluator.EvaluateDifficultyOf(current, 30);
double difficulty = Math.Max(preemptDifficulty, hiddenDifficulty) + noteDensityDifficulty;
return difficulty;
}

View File

@ -1,7 +1,6 @@
// 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 System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
@ -16,7 +15,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
private readonly List<double> difficulties = new List<double>();
private readonly bool hasHiddenMod;
private const double skill_multiplier = 17000;
private const double skill_multiplier = 2.4;
public Cognition(Mod[] mods)
: base(mods)
@ -30,12 +29,20 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
double difficulty = 0;
for (int i = 0; i < difficulties.Count; i++)
difficulty += difficulties[i] * weight(i);
// Sections with 0 difficulty are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
// These sections will not contribute to the difficulty.
var peaks = difficulties.Where(p => p > 0);
return Math.Pow(difficulty, 1.0 / 3.0);
List<double> values = peaks.OrderByDescending(d => d).ToList();
// Difficulty is the weighted sum of the highest strains from every section.
// We're sorting from highest to lowest strain.
for (int i = 0; i < values.Count; i++)
{
difficulty += values[i] / (i + 1);
}
return difficulty;
}
private double weight(int x) => x / (x + 100.0);
}
}