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Simplify osu! high-bpm acute angle jumps bonus (#30902)
* Simplify osu! high-bpm acute angle jumps bonus
* Add aim wiggle bonus
* Add hitwindow-based aim velocity decrease
* Revert "Add hitwindow-based aim velocity decrease"
This reverts commit bcebe9662c
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* Move wiggle multiplier to a const, slightly decrease acute bonus multiplier
* Make sure the previous object in the wiggle bonus is also part of the wiggle
* Scale the wiggle bonus multiplayer down
* Increase the acute angle jump bonus multiplier
* Make wiggle bonus only apply on >150 bpm streams, make repetitive angle penalty
* Reduce wiggle bonus multiplier to not break velocity>difficulty relation
* Adjust wiggle falloff function to fix stability issues
* Adjust wiggle consts
* Update tests
This commit is contained in:
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@ -15,20 +15,20 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Osu.Tests";
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[TestCase(6.7171144000821119d, 239, "diffcalc-test")]
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[TestCase(6.718709884850683d, 239, "diffcalc-test")]
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[TestCase(1.4485749025771304d, 54, "zero-length-sliders")]
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[TestCase(0.42630400627180914d, 4, "very-fast-slider")]
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[TestCase(0.14143808967817237d, 2, "nan-slider")]
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public void Test(double expectedStarRating, int expectedMaxCombo, string name)
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=> base.Test(expectedStarRating, expectedMaxCombo, name);
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[TestCase(8.9825709931204205d, 239, "diffcalc-test")]
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[TestCase(9.4310274277499619d, 239, "diffcalc-test")]
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[TestCase(1.7550169162648608d, 54, "zero-length-sliders")]
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[TestCase(0.55231632896800109d, 4, "very-fast-slider")]
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public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
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=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModDoubleTime());
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[TestCase(6.7171144000821119d, 239, "diffcalc-test")]
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[TestCase(6.718709884850683d, 239, "diffcalc-test")]
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[TestCase(1.4485749025771304d, 54, "zero-length-sliders")]
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[TestCase(0.42630400627180914d, 4, "very-fast-slider")]
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public void TestClassicMod(double expectedStarRating, int expectedMaxCombo, string name)
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@ -12,9 +12,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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public static class AimEvaluator
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{
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private const double wide_angle_multiplier = 1.5;
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private const double acute_angle_multiplier = 1.95;
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private const double acute_angle_multiplier = 2.35;
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private const double slider_multiplier = 1.35;
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private const double velocity_change_multiplier = 0.75;
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private const double wiggle_multiplier = 1.02;
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/// <summary>
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/// Evaluates the difficulty of aiming the current object, based on:
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@ -64,6 +65,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double acuteAngleBonus = 0;
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double sliderBonus = 0;
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double velocityChangeBonus = 0;
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double wiggleBonus = 0;
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double aimStrain = currVelocity; // Start strain with regular velocity.
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@ -79,22 +81,27 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double angleBonus = Math.Min(currVelocity, prevVelocity);
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wideAngleBonus = calcWideAngleBonus(currAngle);
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acuteAngleBonus = calcAcuteAngleBonus(currAngle);
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if (DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.StrainTime, 2) < 300) // Only buff deltaTime exceeding 300 bpm 1/2.
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acuteAngleBonus = 0;
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else
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{
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acuteAngleBonus *= calcAcuteAngleBonus(lastAngle) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
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* Math.Min(angleBonus, diameter * 1.25 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
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* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, (100 - osuCurrObj.StrainTime) / 25)), 2) // scale buff from 150 bpm 1/4 to 200 bpm 1/4
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* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.LazyJumpDistance, radius, diameter) - radius) / radius), 2); // Buff distance exceeding radius up to diameter.
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}
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// Apply acute angle bonus for BPM above 300 1/2 and distance more than one diameter
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acuteAngleBonus = calcAcuteAngleBonus(currAngle) *
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angleBonus *
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DifficultyCalculationUtils.Smootherstep(DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.StrainTime, 2), 300, 400) *
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DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, diameter, diameter * 2);
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// Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
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wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3)));
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// Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse.
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acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3)));
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acuteAngleBonus *= 0.03 + 0.97 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3)));
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// Apply wiggle bonus for jumps that are [radius, 2*diameter] in distance, with < 110 angle and bpm > 150
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// https://www.desmos.com/calculator/iis7lgbppe
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wiggleBonus = angleBonus
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* DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, radius, diameter)
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* Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuCurrObj.LazyJumpDistance, diameter * 3, diameter), 1.8)
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* DifficultyCalculationUtils.Smootherstep(currAngle, double.DegreesToRadians(110), double.DegreesToRadians(60))
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* DifficultyCalculationUtils.Smootherstep(osuLastObj.LazyJumpDistance, radius, diameter)
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* Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuLastObj.LazyJumpDistance, diameter * 3, diameter), 1.8)
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* DifficultyCalculationUtils.Smootherstep(lastAngle, double.DegreesToRadians(110), double.DegreesToRadians(60));
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}
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}
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@ -122,6 +129,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
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}
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aimStrain += wiggleBonus * wiggle_multiplier;
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// Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger.
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aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);
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@ -55,5 +55,29 @@ namespace osu.Game.Rulesets.Difficulty.Utils
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/// <param name="values">The coefficients of the vector.</param>
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/// <returns>The <i>p</i>-norm of the vector.</returns>
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public static double Norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
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/// <summary>
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/// Smootherstep function (https://en.wikipedia.org/wiki/Smoothstep#Variations)
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/// </summary>
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/// <param name="x">Value to calculate the function for</param>
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/// <param name="start">Value at which function returns 0</param>
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/// <param name="end">Value at which function returns 1</param>
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public static double Smootherstep(double x, double start, double end)
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{
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x = Math.Clamp((x - start) / (end - start), 0.0, 1.0);
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return x * x * x * (x * (6.0 * x - 15.0) + 10.0);
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}
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/// <summary>
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/// Reverse linear interpolation function (https://en.wikipedia.org/wiki/Linear_interpolation)
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/// </summary>
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/// <param name="x">Value to calculate the function for</param>
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/// <param name="start">Value at which function returns 0</param>
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/// <param name="end">Value at which function returns 1</param>
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public static double ReverseLerp(double x, double start, double end)
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{
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return Math.Clamp((x - start) / (end - start), 0.0, 1.0);
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}
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}
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}
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