Update angle multiplier to nerf repeated angles

This commit is contained in:
MBmasher 2022-08-26 12:34:33 +10:00
parent 21c5fed45f
commit b0e7f63361
2 changed files with 19 additions and 11 deletions

View File

@ -7,6 +7,7 @@
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
using osu.Framework.Utils;
namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
@ -18,7 +19,7 @@ public static class FlashlightEvaluator
private const double min_velocity = 0.5;
private const double slider_multiplier = 1.3;
private const double min_grid_multiplier = 0.35;
private const double min_angle_multiplier = 0.2;
/// <summary>
/// Evaluates the difficulty of memorising and hitting an object, based on:
@ -46,6 +47,13 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidd
OsuDifficultyHitObject lastObj = osuCurrent;
int angleRepeatCount = 0;
// We want to round angles to make abusing the nerf a bit harder.
double initialRoundedAngle = 0.0;
if (osuCurrent.Angle != null)
initialRoundedAngle = Math.Round(MathUtils.RadiansToDegrees(osuCurrent.Angle.Value) / 2.0) * 2.0;
// This is iterating backwards in time from the current object.
for (int i = 0; i < Math.Min(current.Index, 10); i++)
{
@ -69,6 +77,13 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidd
double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, hidden));
result += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
if (currentObj.Angle != null && osuCurrent.Angle != null) {
double roundedAngle = Math.Round(MathUtils.RadiansToDegrees(currentObj.Angle.Value) / 2.0) * 2.0;
if (roundedAngle == initialRoundedAngle)
angleRepeatCount++;
}
}
lastObj = currentObj;
@ -80,15 +95,8 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidd
if (hidden)
result *= 1.0 + hidden_bonus;
// Nerf patterns with angles that are commonly used in grid maps.
// 0 deg, 60 deg, 120 deg and 180 deg are commonly used in hexgrid maps.
// 0 deg, 45 deg, 90 deg, 135 deg and 180 deg are commonly used in squaregrid maps.
if (osuCurrent.Angle != null)
{
double hexgridMultiplier = 1.0 - Math.Pow(Math.Cos((180 / 60.0) * (double)(osuCurrent.Angle)), 20.0);
double squaregridMultiplier = 1.0 - Math.Pow(Math.Cos((180 / 45.0) * (double)(osuCurrent.Angle)), 20.0);
result *= (1.0 - min_grid_multiplier) * hexgridMultiplier * squaregridMultiplier + min_grid_multiplier;
}
// Nerf patterns with repeated angles.
result *= min_angle_multiplier + (1.0 - min_angle_multiplier) / (angleRepeatCount + 1.0);
double sliderBonus = 0.0;

View File

@ -26,7 +26,7 @@ public Flashlight(Mod[] mods)
hasHiddenMod = mods.Any(m => m is OsuModHidden);
}
private double skillMultiplier => 0.06;
private double skillMultiplier => 0.05;
private double strainDecayBase => 0.15;
private double currentStrain;