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16 Commits

Author SHA1 Message Date
StanR
bd90499de3
Merge 38754c6203 into be05f2a1c2 2024-12-03 16:58:59 +09:00
Dan Balasescu
be05f2a1c2
Merge pull request #30929 from timschumi/rate-change-ready
Account for rate changing mods when disabling the "Ready" button
2024-12-03 16:30:16 +09:00
Dan Balasescu
6ff1dec7b2
Add tests 2024-12-03 15:45:58 +09:00
Dean Herbert
ce4aac4184
Merge pull request #30917 from bdach/fix-incorrect-taiko-legacy-combo
Fix strong drum rolls being counted for double the combo in legacy scoring attributes
2024-12-02 20:08:49 -08:00
Tim Schumacher
e920cfa187 Move rate-changing TODO to a common place in CalculateRateWithMods 2024-12-02 23:49:51 +01:00
Tim Schumacher
164b809c89 Document ready button enable state with some comments 2024-11-30 23:02:22 +01:00
Tim Schumacher
f4e155bfa6 Account for rate changing mods when disabling the "Ready" button 2024-11-30 16:01:32 +01:00
Bartłomiej Dach
3cfa455369
Fix strong drum rolls being counted for double the combo in legacy scoring attributes 2024-11-29 10:54:32 +01:00
StanR
38754c6203 Increase the acute angle jump bonus multiplier 2024-11-29 03:21:55 +05:00
StanR
0045c838de Scale the wiggle bonus multiplayer down 2024-11-29 03:15:02 +05:00
StanR
a358cdf469 Make sure the previous object in the wiggle bonus is also part of the wiggle 2024-11-28 16:53:20 +05:00
StanR
8b7d98b113 Move wiggle multiplier to a const, slightly decrease acute bonus multiplier 2024-11-28 03:19:41 +05:00
StanR
852265cb0c Revert "Add hitwindow-based aim velocity decrease"
This reverts commit bcebe9662c.
2024-11-28 03:07:37 +05:00
StanR
bcebe9662c Add hitwindow-based aim velocity decrease 2024-11-28 02:54:07 +05:00
StanR
d58be00a6e Add aim wiggle bonus 2024-11-28 01:42:05 +05:00
StanR
bb21dd0a72 Simplify osu! high-bpm acute angle jumps bonus 2024-11-28 00:12:09 +05:00
7 changed files with 136 additions and 18 deletions

View File

@ -12,9 +12,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
public static class AimEvaluator
{
private const double wide_angle_multiplier = 1.5;
private const double acute_angle_multiplier = 1.95;
private const double acute_angle_multiplier = 2.5;
private const double slider_multiplier = 1.35;
private const double velocity_change_multiplier = 0.75;
private const double wiggle_multiplier = 1.1;
/// <summary>
/// Evaluates the difficulty of aiming the current object, based on:
@ -64,6 +65,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
double acuteAngleBonus = 0;
double sliderBonus = 0;
double velocityChangeBonus = 0;
double wiggleBonus = 0;
double aimStrain = currVelocity; // Start strain with regular velocity.
@ -79,22 +81,26 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
double angleBonus = Math.Min(currVelocity, prevVelocity);
wideAngleBonus = calcWideAngleBonus(currAngle);
acuteAngleBonus = calcAcuteAngleBonus(currAngle);
if (DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.StrainTime, 2) < 300) // Only buff deltaTime exceeding 300 bpm 1/2.
acuteAngleBonus = 0;
else
{
acuteAngleBonus *= calcAcuteAngleBonus(lastAngle) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
* Math.Min(angleBonus, diameter * 1.25 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
* 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
* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.LazyJumpDistance, radius, diameter) - radius) / radius), 2); // Buff distance exceeding radius up to diameter.
}
// Apply acute angle bonus for BPM above 300 1/2 and distance more than one diameter
acuteAngleBonus = calcAcuteAngleBonus(currAngle) *
angleBonus *
DifficultyCalculationUtils.Smootherstep(DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.StrainTime, 2), 300, 400) *
DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, diameter, diameter * 2);
// Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3)));
// Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse.
acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3)));
acuteAngleBonus *= 1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3));
// Apply wiggle bonus for jumps that are [radius, 2*diameter] in distance and with < 110 angle
wiggleBonus = angleBonus
* DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, radius, diameter)
* DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, diameter * 2, diameter)
* DifficultyCalculationUtils.Smootherstep(currAngle, double.DegreesToRadians(110), double.DegreesToRadians(60))
* DifficultyCalculationUtils.Smootherstep(osuLastObj.LazyJumpDistance, radius, diameter)
* DifficultyCalculationUtils.Smootherstep(osuLastObj.LazyJumpDistance, diameter * 2, diameter)
* DifficultyCalculationUtils.Smootherstep(lastAngle, double.DegreesToRadians(110), double.DegreesToRadians(60));
}
}
@ -122,6 +128,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
}
aimStrain += wiggleBonus * wiggle_multiplier;
// Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger.
aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);

View File

@ -144,6 +144,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
foreach (var nested in hitObject.NestedHitObjects)
simulateHit(nested, ref attributes);
return;
case StrongNestedHitObject:
// we never need to deal with these directly.
// the only thing strong hits do in terms of scoring is double their object's score increase,
// which is already handled at the parent object level via the `strongable.IsStrong` check lower down in this method.
// not handling these here can lead to them falsely being counted as combo-increasing when handling strong drum rolls!
return;
}
if (hitObject is DrumRollTick tick)

View File

@ -5,25 +5,64 @@ using System;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Extensions;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Online.Rooms;
using osu.Game.Online.Rooms.RoomStatuses;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Scoring;
using osu.Game.Screens.OnlinePlay.Playlists;
using osu.Game.Tests.Resources;
using osu.Game.Tests.Visual.OnlinePlay;
namespace osu.Game.Tests.Visual.Playlists
{
public partial class TestScenePlaylistsRoomSubScreen : OnlinePlayTestScene
{
private const double track_length = 10000;
[Resolved]
private IAPIProvider api { get; set; } = null!;
protected new TestRoomManager RoomManager => (TestRoomManager)base.RoomManager;
private BeatmapManager beatmaps = null!;
private RulesetStore rulesets = null!;
private BeatmapSetInfo? importedSet;
[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio)
{
Dependencies.Cache(rulesets = new RealmRulesetStore(Realm));
Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, Realm, null, audio, Resources, host, Beatmap.Default));
Dependencies.Cache(new ScoreManager(rulesets, () => beatmaps, LocalStorage, Realm, API));
Dependencies.Cache(Realm);
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely();
Realm.Write(r =>
{
foreach (var set in r.All<BeatmapSetInfo>())
{
foreach (var b in set.Beatmaps)
{
// These will all have a virtual track length of 1000, see WorkingBeatmap.GetVirtualTrack().
b.Length = track_length - 1000;
}
}
});
importedSet = beatmaps.GetAllUsableBeatmapSets().First();
}
[Test]
public void TestStatusUpdateOnEnter()
{
@ -69,5 +108,42 @@ namespace osu.Game.Tests.Visual.Playlists
AddAssert("close button present", () => roomScreen.ChildrenOfType<DangerousRoundedButton>().Any());
AddUntilStep("wait for close button to disappear", () => !roomScreen.ChildrenOfType<DangerousRoundedButton>().Any());
}
[TestCase(120_000, true)] // Definitely enough time.
[TestCase(45_000, true)] // Enough time.
[TestCase(35_000, false)] // Not enough time to complete beatmap after lenience.
[TestCase(20_000, false)] // Not enough time.
[TestCase(5_000, false)] // Not enough time to complete beatmap before lenience.
[TestCase(37_500, true, 2)] // Enough time to complete beatmap after mods are applied.
public void TestReadyButtonEnablementPeriod(int offsetMs, bool enabled, double rate = 1)
{
Room room = null!;
PlaylistsRoomSubScreen roomScreen = null!;
AddStep("create room", () =>
{
RoomManager.AddRoom(room = new Room
{
Name = @"Test Room",
Host = api.LocalUser.Value,
Category = RoomCategory.Normal,
StartDate = DateTimeOffset.Now,
EndDate = DateTimeOffset.Now.AddMilliseconds(offsetMs),
Playlist =
[
new PlaylistItem(importedSet!.Beatmaps[0])
{
RequiredMods = rate == 1
? []
: [new APIMod(new OsuModDoubleTime { SpeedChange = { Value = rate } })]
}
]
});
});
AddStep("push screen", () => LoadScreen(roomScreen = new PlaylistsRoomSubScreen(room)));
AddUntilStep("wait for screen load", () => roomScreen.IsCurrentScreen());
AddUntilStep("ready button enabled", () => roomScreen.ChildrenOfType<PlaylistsReadyButton>().SingleOrDefault()?.Enabled.Value, () => Is.EqualTo(enabled));
}
}
}

View File

@ -46,5 +46,18 @@ namespace osu.Game.Rulesets.Difficulty.Utils
/// <param name="exponent">Exponent</param>
/// <returns>The output of logistic function</returns>
public static double Logistic(double exponent, double maxValue = 1) => maxValue / (1 + Math.Exp(exponent));
/// <summary>
/// Smootherstep function (https://en.wikipedia.org/wiki/Smoothstep#Variations)
/// </summary>
/// <param name="x">Value to calculate the function for</param>
/// <param name="start">Value at which function returns 0</param>
/// <param name="end">Value at which function returns 1</param>
public static double Smootherstep(double x, double start, double end)
{
x = Math.Clamp((x - start) / (end - start), 0.0, 1.0);
return x * x * x * (x * (6.0 * x - 15.0) + 10.0);
}
}
}

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using osu.Framework.Allocation;
@ -10,7 +11,9 @@ using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Online.Rooms;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.OnlinePlay.Components;
using osu.Game.Utils;
namespace osu.Game.Screens.OnlinePlay.Playlists
{
@ -19,6 +22,9 @@ namespace osu.Game.Screens.OnlinePlay.Playlists
[Resolved]
private IBindable<WorkingBeatmap> gameBeatmap { get; set; } = null!;
[Resolved]
private IBindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
private readonly Room room;
public PlaylistsReadyButton(Room room)
@ -63,14 +69,14 @@ namespace osu.Game.Screens.OnlinePlay.Playlists
{
base.Update();
Enabled.Value = hasRemainingAttempts && enoughTimeLeft;
Enabled.Value = hasRemainingAttempts && enoughTimeLeft();
}
public override LocalisableString TooltipText
{
get
{
if (!enoughTimeLeft)
if (!enoughTimeLeft())
return "No time left!";
if (!hasRemainingAttempts)
@ -80,9 +86,17 @@ namespace osu.Game.Screens.OnlinePlay.Playlists
}
}
private bool enoughTimeLeft =>
// This should probably consider the length of the currently selected item, rather than a constant 30 seconds.
room.EndDate != null && DateTimeOffset.UtcNow.AddSeconds(30).AddMilliseconds(gameBeatmap.Value.Track.Length) < room.EndDate;
private bool enoughTimeLeft()
{
double rate = ModUtils.CalculateRateWithMods(mods.Value);
// We want to avoid users not being able to submit scores if they chose to not skip,
// so track length is chosen over playable length.
double trackLength = Math.Round(gameBeatmap.Value.Track.Length / rate);
// Additional 30 second delay added to account for load and/or submit time.
return room.EndDate != null && DateTimeOffset.UtcNow.AddSeconds(30).AddMilliseconds(trackLength) < room.EndDate;
}
protected override void Dispose(bool isDisposing)
{

View File

@ -401,7 +401,6 @@ namespace osu.Game.Screens.Select
if (beatmap == null || bpmLabelContainer == null)
return;
// this doesn't consider mods which apply variable rates, yet.
double rate = ModUtils.CalculateRateWithMods(mods.Value);
int bpmMax = FormatUtils.RoundBPM(beatmap.ControlPointInfo.BPMMaximum, rate);

View File

@ -286,6 +286,7 @@ namespace osu.Game.Utils
{
double rate = 1;
// TODO: This doesn't consider mods which apply variable rates, yet.
foreach (var mod in mods.OfType<IApplicableToRate>())
rate = mod.ApplyToRate(0, rate);