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mirror of https://github.com/ppy/osu.git synced 2024-12-18 02:02:54 +08:00

Adjust max history by clockrate to make rhythm calculation more consistent between rates

This commit is contained in:
StanR 2024-08-27 15:50:08 +05:00
parent ce8286d299
commit ed45c947fc
3 changed files with 20 additions and 16 deletions

View File

@ -60,12 +60,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
}
private const int history_time_max = 5 * 1000; // 5 seconds of calculatingRhythmBonus max.
private const double rhythm_multiplier = 0.95;
private const int history_objects_max = 32;
private const double rhythm_multiplier = 1.25;
/// <summary>
/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current)
public static double EvaluateDifficultyOf(DifficultyHitObject current, double clockRate)
{
if (current.BaseObject is Spinner)
return 0;
@ -76,15 +77,18 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
var previousIsland = new Island();
Dictionary<Island, int> islandCounts = new Dictionary<Island, int>();
int historyTimeMaxAdjusted = (int)Math.Ceiling(history_time_max / clockRate);
int historyObjectsMaxAdjusted = (int)Math.Ceiling(history_objects_max / clockRate);
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, historyObjectsMaxAdjusted);
int rhythmStart = 0;
while (rhythmStart < historicalNoteCount - 2 && current.StartTime - current.Previous(rhythmStart).StartTime < history_time_max)
while (rhythmStart < historicalNoteCount - 2 && current.StartTime - current.Previous(rhythmStart).StartTime < historyTimeMaxAdjusted)
rhythmStart++;
OsuDifficultyHitObject prevObj = (OsuDifficultyHitObject)current.Previous(rhythmStart);
@ -94,7 +98,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
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
double currHistoricalDecay = (historyTimeMaxAdjusted - (current.StartTime - currObj.StartTime)) / historyTimeMaxAdjusted; // scales note 0 to 1 from history to now
currHistoricalDecay = Math.Min((double)(historicalNoteCount - i) / historicalNoteCount, currHistoricalDecay); // either we're limited by time or limited by object count.
@ -102,16 +106,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
double prevDelta = prevObj.StrainTime;
double lastDelta = lastObj.StrainTime;
double currRatio = 1.0 + 9.8 * 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));
windowPenalty = Math.Min(1, windowPenalty);
double effectiveRatio = windowPenalty * currRatio;
double currRatio = 1.0 + 7.27 * 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 deltaDifferenceEpsilon = currObj.HitWindowGreat * 0.3;
double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - deltaDifferenceEpsilon) / deltaDifferenceEpsilon);
double effectiveRatio = windowPenalty * currRatio;
if (firstDeltaSwitch)
{
if (!(Math.Abs(prevDelta - currDelta) > deltaDifferenceEpsilon))
@ -145,7 +147,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
// repeated island (ex: triplet -> triplet)
double power = logistic(island.AverageDelta(), 4, 0.165, 10);
effectiveRatio *= Math.Min(2.0 / islandCounts[island], Math.Pow(1.0 / islandCounts[island], power));
effectiveRatio *= Math.Min(3.0 / islandCounts[island], Math.Pow(1.0 / islandCounts[island], power));
}
// scale down the difficulty if the object is doubletappable

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@ -134,7 +134,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
new Aim(mods, true),
new Aim(mods, false),
new Speed(mods)
new Speed(mods, clockRate)
};
if (mods.Any(h => h is OsuModFlashlight))

View File

@ -16,6 +16,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
/// </summary>
public class Speed : OsuStrainSkill
{
private readonly double clockRate;
private double skillMultiplier => 1375;
private double strainDecayBase => 0.3;
@ -27,9 +28,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private readonly List<double> objectStrains = new List<double>();
public Speed(Mod[] mods)
public Speed(Mod[] mods, double clockRate)
: base(mods)
{
this.clockRate = clockRate;
}
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
@ -41,7 +43,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
currentStrain *= strainDecay(((OsuDifficultyHitObject)current).StrainTime);
currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current) * skillMultiplier;
currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current);
currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current, clockRate);
double totalStrain = currentStrain * currentRhythm;