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mirror of https://github.com/ppy/osu.git synced 2024-11-15 16:27:43 +08:00

Don't cap max island size, make repetition nerf more lenient on high bpm, adjust balancing

This commit is contained in:
StanR 2024-08-22 15:59:13 +05:00
parent 3acd00b9b7
commit f1adc6f98c

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@ -60,8 +60,7 @@ 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 = 1.1;
private const int max_island_size = 7;
private const double rhythm_multiplier = 1.05;
/// <summary>
/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
@ -103,7 +102,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
double prevDelta = prevObj.StrainTime;
double lastDelta = lastObj.StrainTime;
double currRatio = 1.0 + 8.4 * 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 currRatio = 1.0 + 8.8 * 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));
@ -117,11 +116,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
if (!(Math.Abs(prevDelta - currDelta) > deltaDifferenceEpsilon))
{
if (island.Deltas.Count < max_island_size)
{
// island is still progressing
island.AddDelta((int)currDelta, deltaDifferenceEpsilon);
}
// island is still progressing
island.AddDelta((int)currDelta, deltaDifferenceEpsilon);
}
else
{
@ -143,7 +139,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
// repeated island (ex: triplet -> triplet)
double power = logistic(island.AverageDelta(), 4, 0.165, 10);
effectiveRatio *= Math.Min(1.0 / islandCounts[island], Math.Pow(1.0 / islandCounts[island], power));
effectiveRatio *= Math.Min(2.0 / islandCounts[island], Math.Pow(1.0 / islandCounts[island], power));
}
rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay;