1
0
mirror of https://github.com/ppy/osu.git synced 2025-01-31 14:25:10 +08:00
osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Evaluators/SpeedEvaluator.cs
StanR 76ac11ff59
Fix angle bonuses calculating repetition incorrectly, apply distance scaling to wide bonus (#31320)
* Fix angle bonuses calculating repetition incorrectly, apply distance scaling to wide bonus

* Buff speed to compensate for streams losing pp

* Adjust speed multiplier

* Adjust wide scaling

* Fix tests
2025-01-06 15:08:14 +00:00

74 lines
3.4 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
public static class SpeedEvaluator
{
private const double single_spacing_threshold = OsuDifficultyHitObject.NORMALISED_DIAMETER * 1.25; // 1.25 circles distance between centers
private const double min_speed_bonus = 200; // 200 BPM 1/4th
private const double speed_balancing_factor = 40;
private const double distance_multiplier = 0.9;
/// <summary>
/// Evaluates the difficulty of tapping the current object, based on:
/// <list type="bullet">
/// <item><description>time between pressing the previous and current object,</description></item>
/// <item><description>distance between those objects,</description></item>
/// <item><description>and how easily they can be cheesed.</description></item>
/// </list>
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current, IReadOnlyList<Mod> mods)
{
if (current.BaseObject is Spinner)
return 0;
// derive strainTime for calculation
var osuCurrObj = (OsuDifficultyHitObject)current;
var osuPrevObj = current.Index > 0 ? (OsuDifficultyHitObject)current.Previous(0) : null;
double strainTime = osuCurrObj.StrainTime;
double doubletapness = 1.0 - osuCurrObj.GetDoubletapness((OsuDifficultyHitObject?)osuCurrObj.Next(0));
// Cap deltatime to the OD 300 hitwindow.
// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.
strainTime /= Math.Clamp((strainTime / osuCurrObj.HitWindowGreat) / 0.93, 0.92, 1);
// speedBonus will be 0.0 for BPM < 200
double speedBonus = 0.0;
// Add additional scaling bonus for streams/bursts higher than 200bpm
if (DifficultyCalculationUtils.MillisecondsToBPM(strainTime) > min_speed_bonus)
speedBonus = 0.75 * Math.Pow((DifficultyCalculationUtils.BPMToMilliseconds(min_speed_bonus) - strainTime) / speed_balancing_factor, 2);
double travelDistance = osuPrevObj?.TravelDistance ?? 0;
double distance = travelDistance + osuCurrObj.MinimumJumpDistance;
// Cap distance at single_spacing_threshold
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;
if (mods.OfType<OsuModAutopilot>().Any())
distanceBonus = 0;
// Base difficulty with all bonuses
double difficulty = (1 + speedBonus + distanceBonus) * 1000 / strainTime;
// Apply penalty if there's doubletappable doubles
return difficulty * doubletapness;
}
}
}