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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs
StanR f722f94f26
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.

* 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
2024-12-20 23:32:51 +00:00

149 lines
8.6 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 osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
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 = 2.35;
private const double slider_multiplier = 1.35;
private const double velocity_change_multiplier = 0.75;
private const double wiggle_multiplier = 1.02;
/// <summary>
/// Evaluates the difficulty of aiming the current object, based on:
/// <list type="bullet">
/// <item><description>cursor velocity to the current object,</description></item>
/// <item><description>angle difficulty,</description></item>
/// <item><description>sharp velocity increases,</description></item>
/// <item><description>and slider difficulty.</description></item>
/// </list>
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliderTravelDistance)
{
if (current.BaseObject is Spinner || current.Index <= 1 || current.Previous(0).BaseObject is Spinner)
return 0;
var osuCurrObj = (OsuDifficultyHitObject)current;
var osuLastObj = (OsuDifficultyHitObject)current.Previous(0);
var osuLastLastObj = (OsuDifficultyHitObject)current.Previous(1);
const int radius = OsuDifficultyHitObject.NORMALISED_RADIUS;
const int diameter = OsuDifficultyHitObject.NORMALISED_DIAMETER;
// Calculate the velocity to the current hitobject, which starts with a base distance / time assuming the last object is a hitcircle.
double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.StrainTime;
// But if the last object is a slider, then we extend the travel velocity through the slider into the current object.
if (osuLastObj.BaseObject is Slider && withSliderTravelDistance)
{
double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime; // calculate the slider velocity from slider head to slider end.
double movementVelocity = osuCurrObj.MinimumJumpDistance / osuCurrObj.MinimumJumpTime; // calculate the movement velocity from slider end to current object
currVelocity = Math.Max(currVelocity, movementVelocity + travelVelocity); // take the larger total combined velocity.
}
// As above, do the same for the previous hitobject.
double prevVelocity = osuLastObj.LazyJumpDistance / osuLastObj.StrainTime;
if (osuLastLastObj.BaseObject is Slider && withSliderTravelDistance)
{
double travelVelocity = osuLastLastObj.TravelDistance / osuLastLastObj.TravelTime;
double movementVelocity = osuLastObj.MinimumJumpDistance / osuLastObj.MinimumJumpTime;
prevVelocity = Math.Max(prevVelocity, movementVelocity + travelVelocity);
}
double wideAngleBonus = 0;
double acuteAngleBonus = 0;
double sliderBonus = 0;
double velocityChangeBonus = 0;
double wiggleBonus = 0;
double aimStrain = currVelocity; // Start strain with regular velocity.
if (Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime) < 1.25 * Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime)) // If rhythms are the same.
{
if (osuCurrObj.Angle != null && osuLastObj.Angle != null && osuLastLastObj.Angle != null)
{
double currAngle = osuCurrObj.Angle.Value;
double lastAngle = osuLastObj.Angle.Value;
double lastLastAngle = osuLastLastObj.Angle.Value;
// Rewarding angles, take the smaller velocity as base.
double angleBonus = Math.Min(currVelocity, prevVelocity);
wideAngleBonus = calcWideAngleBonus(currAngle);
// 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 *= 0.03 + 0.97 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3)));
// Apply wiggle bonus for jumps that are [radius, 2*diameter] in distance, with < 110 angle and bpm > 150
// https://www.desmos.com/calculator/iis7lgbppe
wiggleBonus = angleBonus
* DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, radius, diameter)
* Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuCurrObj.LazyJumpDistance, diameter * 3, diameter), 1.8)
* DifficultyCalculationUtils.Smootherstep(currAngle, double.DegreesToRadians(110), double.DegreesToRadians(60))
* DifficultyCalculationUtils.Smootherstep(osuLastObj.LazyJumpDistance, radius, diameter)
* Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuLastObj.LazyJumpDistance, diameter * 3, diameter), 1.8)
* DifficultyCalculationUtils.Smootherstep(lastAngle, double.DegreesToRadians(110), double.DegreesToRadians(60));
}
}
if (Math.Max(prevVelocity, currVelocity) != 0)
{
// We want to use the average velocity over the whole object when awarding differences, not the individual jump and slider path velocities.
prevVelocity = (osuLastObj.LazyJumpDistance + osuLastLastObj.TravelDistance) / osuLastObj.StrainTime;
currVelocity = (osuCurrObj.LazyJumpDistance + osuLastObj.TravelDistance) / osuCurrObj.StrainTime;
// Scale with ratio of difference compared to 0.5 * max dist.
double distRatio = Math.Pow(Math.Sin(Math.PI / 2 * Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity)), 2);
// Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing.
double overlapVelocityBuff = Math.Min(diameter * 1.25 / Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime), Math.Abs(prevVelocity - currVelocity));
velocityChangeBonus = overlapVelocityBuff * distRatio;
// Penalize for rhythm changes.
velocityChangeBonus *= Math.Pow(Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime) / Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime), 2);
}
if (osuLastObj.BaseObject is Slider)
{
// Reward sliders based on velocity.
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);
// Add in additional slider velocity bonus.
if (withSliderTravelDistance)
aimStrain += sliderBonus * slider_multiplier;
return aimStrain;
}
private static double calcWideAngleBonus(double angle) => Math.Pow(Math.Sin(3.0 / 4 * (Math.Min(5.0 / 6 * Math.PI, Math.Max(Math.PI / 6, angle)) - Math.PI / 6)), 2);
private static double calcAcuteAngleBonus(double angle) => 1 - calcWideAngleBonus(angle);
}
}