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Retrieve great hit window from the hit object
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@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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/// <summary>
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/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current, double greatWindow)
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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if (current.BaseObject is Spinner)
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return 0;
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@ -53,7 +53,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double lastDelta = lastObj.StrainTime;
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double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses.
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double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - greatWindow * 0.6) / (greatWindow * 0.6));
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double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - currObj.HitWindowGreat * 0.6) / (currObj.HitWindowGreat * 0.6));
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windowPenalty = Math.Min(1, windowPenalty);
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@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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/// <item><description>and how easily they can be cheesed.</description></item>
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/// </list>
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current, double greatWindow)
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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if (current.BaseObject is Spinner)
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return 0;
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@ -35,7 +35,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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var osuNextObj = (OsuDifficultyHitObject)current.Next(0);
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double strainTime = osuCurrObj.StrainTime;
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double greatWindowFull = greatWindow * 2;
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double doubletapness = 1;
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// Nerf doubletappable doubles.
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@ -45,13 +44,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double nextDeltaTime = Math.Max(1, osuNextObj.DeltaTime);
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double deltaDifference = Math.Abs(nextDeltaTime - currDeltaTime);
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double speedRatio = currDeltaTime / Math.Max(currDeltaTime, deltaDifference);
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double windowRatio = Math.Pow(Math.Min(1, currDeltaTime / greatWindowFull), 2);
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double windowRatio = Math.Pow(Math.Min(1, currDeltaTime / osuCurrObj.HitWindowGreat), 2);
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doubletapness = Math.Pow(speedRatio, 1 - windowRatio);
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}
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// Cap deltatime to the OD 300 hitwindow.
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// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.
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strainTime /= Math.Clamp((strainTime / greatWindowFull) / 0.93, 0.92, 1);
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strainTime /= Math.Clamp((strainTime / osuCurrObj.HitWindowGreat) / 0.93, 0.92, 1);
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// derive speedBonus for calculation
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double speedBonus = 1.0;
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@ -23,7 +23,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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public class OsuDifficultyCalculator : DifficultyCalculator
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{
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private const double difficulty_multiplier = 0.0675;
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private double hitWindowGreat;
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public override int Version => 20220902;
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@ -76,6 +75,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
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int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
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HitWindows hitWindows = new OsuHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
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return new OsuDifficultyAttributes
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{
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StarRating = starRating,
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@ -112,16 +116,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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HitWindows hitWindows = new OsuHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
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return new Skill[]
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{
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new Aim(mods, true),
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new Aim(mods, false),
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new Speed(mods, hitWindowGreat),
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new Speed(mods),
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new Flashlight(mods)
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};
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}
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@ -9,6 +9,7 @@ using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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@ -78,6 +79,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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/// </summary>
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public double? Angle { get; private set; }
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/// <summary>
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/// Retrieves the full hit window for a Great <see cref="HitResult"/>.
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/// </summary>
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public double HitWindowGreat { get; private set; }
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private readonly OsuHitObject lastLastObject;
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private readonly OsuHitObject lastObject;
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@ -90,6 +96,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
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StrainTime = Math.Max(DeltaTime, min_delta_time);
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if (BaseObject is Slider sliderObject)
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{
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HitWindowGreat = 2 * sliderObject.HeadCircle.HitWindows.WindowFor(HitResult.Great) / clockRate;
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}
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else
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{
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HitWindowGreat = 2 * BaseObject.HitWindows.WindowFor(HitResult.Great) / clockRate;
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}
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setDistances(clockRate);
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}
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@ -26,14 +26,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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protected override int ReducedSectionCount => 5;
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protected override double DifficultyMultiplier => 1.04;
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private readonly double greatWindow;
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private readonly List<double> objectStrains = new List<double>();
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public Speed(Mod[] mods, double hitWindowGreat)
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public Speed(Mod[] mods)
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: base(mods)
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{
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greatWindow = hitWindowGreat;
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}
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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@ -43,9 +41,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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protected override double StrainValueAt(DifficultyHitObject current)
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{
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currentStrain *= strainDecay(((OsuDifficultyHitObject)current).StrainTime);
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currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current, greatWindow) * skillMultiplier;
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currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current) * skillMultiplier;
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currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current, greatWindow);
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currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current);
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double totalStrain = currentStrain * currentRhythm;
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