mirror of
https://github.com/ppy/osu.git
synced 2024-12-05 10:23:20 +08:00
Compare commits
10 Commits
7abbfb4a0a
...
f75141b753
Author | SHA1 | Date | |
---|---|---|---|
|
f75141b753 | ||
|
be05f2a1c2 | ||
|
6ff1dec7b2 | ||
|
ce4aac4184 | ||
|
e920cfa187 | ||
|
164b809c89 | ||
|
f4e155bfa6 | ||
|
6414268659 | ||
|
3cfa455369 | ||
|
948c9901e6 |
@ -122,6 +122,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
|
||||
}
|
||||
|
||||
// The spacing bonus in speed evaluation
|
||||
double currFlowBonus = Math.Pow((osuLastObj?.MinimumJumpDistance?? 0) / 125, 3.6);
|
||||
double prevFlowBonus = Math.Pow((osuLastLastObj?.MinimumJumpDistance?? 0) / 125, 3.6);
|
||||
double flowBonus = Math.Max(prevFlowBonus, currFlowBonus);
|
||||
// Part of the aiming difficulty for this object is accounted for in the speed evaluator, so reduce aim difficulty here
|
||||
if (flowBonus < 1)
|
||||
{
|
||||
aimStrain *= 0.5 + 0.5 * Math.Sqrt(flowBonus);
|
||||
}
|
||||
// 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);
|
||||
|
||||
|
@ -54,7 +54,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
|
||||
distance = Math.Min(distance, single_spacing_threshold);
|
||||
|
||||
// Max distance bonus is 1 * `distance_multiplier` at single_spacing_threshold
|
||||
double distanceBonus = Math.Pow(distance / single_spacing_threshold, 3.95) * distance_multiplier;
|
||||
double distanceBonus = Math.Pow(distance / single_spacing_threshold, 3.6) * distance_multiplier;
|
||||
|
||||
// Base difficulty with all bonuses
|
||||
double difficulty = (1 + speedBonus + distanceBonus) * 1000 / strainTime;
|
||||
|
@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
||||
/// </summary>
|
||||
public class Speed : OsuStrainSkill
|
||||
{
|
||||
private double skillMultiplier => 1.430;
|
||||
private double skillMultiplier => 1.58;
|
||||
private double strainDecayBase => 0.3;
|
||||
|
||||
private double currentStrain;
|
||||
|
@ -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)
|
||||
|
@ -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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -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)
|
||||
{
|
||||
|
@ -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);
|
||||
|
@ -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);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user