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Commit Graph

700 Commits

Author SHA1 Message Date
Givikap120
5e2f3e3918 Increased stability
Now low AR difficulty won't drop with lowering AR
2024-03-17 13:28:09 +02:00
Givikap120
5e35121b14
Merge branch 'ppy:master' into cognition 2024-03-16 19:34:47 +02:00
Givikap120
d3cdb671c7 low AR streams balancing 2024-03-16 19:34:17 +02:00
Givikap120
a8b6ae978b high AR speed nerf 2024-03-08 03:02:34 +02:00
Givikap120
4b5d4635c9 Update Reading.cs 2024-03-07 18:34:07 +02:00
Givikap120
c2e5d767f9 Fixed reading cap
Now it's bound to HDFL difficulty instead of FL
This means that adding HD to a AR12 map will not increase pp from nothing
2024-03-07 18:32:54 +02:00
Givikap120
c8e9602e15 Update ReadingEvaluator.cs 2024-02-28 16:01:42 +02:00
Givikap120
5d4c78239b added density aim multiplier 2024-02-23 19:52:00 +02:00
Givikap120
9e6ae3587a Changes to highAR and angle nerf
HighAR now have passive strain bonus to buff low SR maps
Angle nerf now applied inplace (copied from HD calc)
2024-02-23 17:44:56 +02:00
Andrei Zavatski
22f5a66c02 Reduce allocations during beatmap selection 2024-02-17 15:46:38 +03:00
Givikap120
83d391e54b Merge branch 'master' into cognition 2024-02-13 19:35:49 +02:00
Givikap120
e6f1a4067d Change scaling to make high AR woth more on low SR 2024-02-12 19:55:52 +02:00
tsunyoku
c5f392c17d only compute flashlight in osu! difficulty calculations when required 2024-02-10 15:25:03 +00:00
Berkan Diler
6adf0ac01e Use new LINQ Order() instead of OrderBy() when possible 2024-02-08 18:01:00 +01:00
Givikap120
639f877d04 Minor SR adjust for high AR bonus 2024-02-04 02:30:11 +02:00
Givikap120
1a68e29a95 Big amount of changes
1) Fully remade HD calc: now it's strain-based
2) Remade high AR calc: now it's using more correct aim-speed summing
3) Added explicit nerf for fiery patterns
4) Fixed bug where HR pop-offing slideraim difficulty due to sliderend position not being mirrored (no longer Rat Race +50)
5) Splitted some files cuz it's more convenient for me to edit
2024-02-02 21:15:05 +02:00
Givikap120
51eb5c0a01 Alternating angle nerf
Fixed alternating angle (fiery jumps for example) gaining too much unfair reading pp
Reworked similar-angle nerf as a whole
Normalised global pp multiplier
2024-01-28 23:51:56 +02:00
Givikap120
7c294c864f
Merge branch 'ppy:master' into cognition 2024-01-27 18:09:42 +02:00
Givikap120
8ba3f2eaf9 Changed reading cap
now it's cognition pp cap = FL + mechanical difficulties
2024-01-27 18:08:43 +02:00
Givikap120
58159a54cd Update Reading.cs 2024-01-26 22:41:12 +02:00
Givikap120
394af044d9 Added inpredictability calculation
Used mainly in high AR
also used in HD
2024-01-26 22:32:23 +02:00
Givikap120
cede416d41 Added full-memory cap
Now reading difficulty caps at some value if mechanical difficulty and length is too low
2024-01-26 17:22:25 +02:00
Givikap120
f6df24779d Added infra and hidden
HD is now ported from Apollo, but i'm planning to change it
Also, some database-related stuff addings
2024-01-25 01:21:11 +02:00
Givikap120
77ce1aef42 Slight balancing
Added diffspike nerf to reading (accounting to memorization of one hard part)
2024-01-24 01:51:13 +02:00
Givikap120
f429f213d9 Fixed low AR
HD is still not existant
Also, small try to buff high AR on low SR (bad rn)
2024-01-24 01:07:44 +02:00
Givikap120
8c2405da68 Big bump
1) Fully reworked architecture: splitted reading in branches.
2) Added High AR reading

What is broken now:
- Low AR (because i focused mostly on High vs Low AR reading values on high end)
- HD (it's using live HD rn)
- 3 mod speed, cuz part of the speed pp is unaffected by low acc nerf in speed pp calculation
2024-01-20 22:59:35 +02:00
Givikap120
c64430f548 Improved overlap calc
and added GraphSkill to allow graph of reading difficulty
2024-01-16 02:03:11 +02:00
Bartłomiej Dach
7c9adc7ad3
Fix incorrect score conversion on selected beatmaps due to incorrect difficultyPeppyStars rounding
Fixes issue that occurs on *about* 246 beatmaps and was first described
by me on discord:

    https://discord.com/channels/188630481301012481/188630652340404224/1154367700378865715

and then rediscovered again during work on
https://github.com/ppy/osu/pull/26405:

    https://gist.github.com/bdach/414d5289f65b0399fa8f9732245a4f7c#venenog-on-ultmate-end-by-blacky-overdose-631

It so happens that in stable, due to .NET Framework internals, float
math would be performed using x87 registers and opcodes.
.NET (Core) however uses SSE instructions on 32- and 64-bit words.
x87 registers are _80 bits_ wide. Which is notably wider than _both_
float and double. Therefore, on a significant number of beatmaps,
the rounding would not produce correct values due to insufficient
precision.

See following gist for corroboration of the above:

    https://gist.github.com/bdach/dcde58d5a3607b0408faa3aa2b67bf10

Thus, to crudely - but, seemingly accurately, after checking across
all ranked maps - emulate this, use `decimal`, which is slow, but has
bigger precision than `double`. The single known exception beatmap
in whose case this results in an incorrect result is

    https://osu.ppy.sh/beatmapsets/1156087#osu/2625853

which is considered an "acceptable casualty" of sorts.

Doing this requires some fooling of the compiler / runtime (see second
inline comment in new method). To corroborate that this is required,
you can try the following code snippet:

    Console.WriteLine(string.Join(' ', BitConverter.GetBytes(1.3f).Select(x => x.ToString("X2"))));
    Console.WriteLine(string.Join(' ', BitConverter.GetBytes(1.3).Select(x => x.ToString("X2"))));
    Console.WriteLine();

    decimal d1 = (decimal)1.3f;
    decimal d2 = (decimal)1.3;
    decimal d3 = (decimal)(double)1.3f;

    Console.WriteLine(string.Join(' ', decimal.GetBits(d1).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2"))));
    Console.WriteLine(string.Join(' ', decimal.GetBits(d2).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2"))));
    Console.WriteLine(string.Join(' ', decimal.GetBits(d3).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2"))));

which will print

    66 66 A6 3F
    CD CC CC CC CC CC F4 3F

    0D 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00
    0D 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00
    8C 5D 89 FB 3B 76 00 00 00 00 00 00 00 00 0E 00

Note that despite `d1` being converted from a less-precise floating-
-point value than `d2`, it still is represented 100% accurately as
a decimal number.

After applying this change, recomputation of legacy scoring attributes
for *all* rulesets will be required.
2024-01-10 19:30:18 +01:00
Givikap120
ffeb46af9b Initial overlap calc 2024-01-08 14:53:38 +02:00
Givikap120
ef3096123e
Merge branch 'ppy:master' into cognition 2024-01-05 15:31:36 +02:00
Dan Balasescu
6b4b2a57fc
Expose only as one method 2023-12-21 14:58:23 +09:00
Dan Balasescu
4e3b994142
Relocate HitResult numeric score to ScoreProcessor 2023-12-21 14:52:31 +09:00
Bartłomiej Dach
ca37e1afc2
Merge branch 'master' into scorev3 2023-11-24 10:37:10 +09:00
Samuel Cattini-Schultz
c9ee29028f Fix implicitly used method being named incorrectly 2023-11-21 16:54:20 +11:00
Zyf
cadd9b4ace Merge remote-tracking branch 'upstream/master' into scorev3 2023-11-19 23:53:05 +01:00
Dan Balasescu
939b55020c
Merge branch 'master' into legacy-tick-test-coverage 2023-10-18 15:21:31 +09:00
Dean Herbert
a3b21281e6
Add reordering support to match existing diffcalc 100% 2023-10-13 14:25:38 +09:00
Dean Herbert
5ffc25c8e8
Fix potential failure when slider has no ticks 2023-10-12 03:19:43 +09:00
Dean Herbert
63843c79c3
Amend diffcalc to use something closer to the original calculation for now 2023-10-11 21:12:04 +09:00
Dean Herbert
8d91991214 Fix difficulty calculation not correct handling slider leniency anymore 2023-10-04 13:45:26 +09:00
Dean Herbert
c4992d3479 Fix one case of difficulty calculation no longer accounting for leniency 2023-10-03 19:37:13 +09:00
Dean Herbert
70ec4b060a Rename weird diffcalc parameter name 2023-10-03 19:20:39 +09:00
Dan Balasescu
da2a4681d9 Add method to retrieve legacy score multiplier 2023-10-02 16:52:01 +09:00
Dan Balasescu
2abef4ade5
Expand comment to justify maximising bonus score
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2023-09-15 18:35:17 +09:00
Dan Balasescu
ed295effc5 Maximise bonus score 2023-09-15 15:51:05 +09:00
Dan Balasescu
86330a7cc4 Adjust comment 2023-09-11 18:01:53 +09:00
Dan Balasescu
628517569b Fix another difficulty-specific value 2023-09-08 21:08:09 +09:00
Dan Balasescu
2334be1987 Split legacy scoring attributes into a separate object 2023-09-07 21:10:38 +09:00
js1086
07df5d9c6e Further balance values 2023-08-10 00:30:11 +01:00
js1086
c1712740f7 Balance streams and HD aim 2023-07-30 12:51:36 +01:00