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https://github.com/ppy/osu
synced 2025-02-06 21:32:00 +00:00
Make repetition nerf harsher, buff initial rhythm ratio, small refactoring
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@ -32,7 +32,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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Deltas.Add(existingDelta == default ? delta : existingDelta);
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Deltas.Add(existingDelta == default ? delta : existingDelta);
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}
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}
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public double AverageDelta() => Math.Max(Deltas.Average(), OsuDifficultyHitObject.MIN_DELTA_TIME);
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public double AverageDelta() => Deltas.Count > 0 ? Math.Max(Deltas.Average(), OsuDifficultyHitObject.MIN_DELTA_TIME) : 0;
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public bool IsSimilarPolarity(Island other, double epsilon)
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{
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// consider islands to be of similar polarity only if they're having the same average delta (we don't want to consider 3 singletaps similar to a triple)
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return Math.Abs(AverageDelta() - other.AverageDelta()) < epsilon &&
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Deltas.Count % 2 == other.Deltas.Count % 2;
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}
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public override int GetHashCode()
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public override int GetHashCode()
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{
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{
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@ -53,7 +60,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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}
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}
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private const int history_time_max = 5 * 1000; // 5 seconds of calculatingRhythmBonus max.
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private const int history_time_max = 5 * 1000; // 5 seconds of calculatingRhythmBonus max.
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private const double rhythm_multiplier = 1.14;
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private const double rhythm_multiplier = 1.05;
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private const int max_island_size = 7;
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private const int max_island_size = 7;
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/// <summary>
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/// <summary>
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@ -61,8 +68,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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/// </summary>
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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{
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Dictionary<Island, int> islandCounts = new Dictionary<Island, int>();
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if (current.BaseObject is Spinner)
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if (current.BaseObject is Spinner)
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return 0;
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return 0;
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@ -70,6 +75,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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var island = new Island();
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var island = new Island();
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var previousIsland = new Island();
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var previousIsland = new Island();
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Dictionary<Island, int> islandCounts = new Dictionary<Island, int>();
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double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms
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double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms
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@ -97,7 +103,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double prevDelta = prevObj.StrainTime;
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double prevDelta = prevObj.StrainTime;
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double lastDelta = lastObj.StrainTime;
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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 currRatio = 1.0 + 10.0 * 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) - currObj.HitWindowGreat * 0.3) / (currObj.HitWindowGreat * 0.3));
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double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - currObj.HitWindowGreat * 0.3) / (currObj.HitWindowGreat * 0.3));
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@ -125,23 +131,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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if (prevObj.BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle
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if (prevObj.BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle
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effectiveRatio *= 0.25;
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effectiveRatio *= 0.25;
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if (previousIsland.Deltas.Count % 2 == island.Deltas.Count % 2) // repeated island polartiy (2 -> 4, 3 -> 5)
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if (island.IsSimilarPolarity(previousIsland, deltaDifferenceEpsilon)) // repeated island polartiy (2 -> 4, 3 -> 5)
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effectiveRatio *= 0.50;
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effectiveRatio *= 0.50;
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if (lastDelta > prevDelta + deltaDifferenceEpsilon && prevDelta > currDelta + deltaDifferenceEpsilon) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
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if (lastDelta > prevDelta + deltaDifferenceEpsilon && prevDelta > currDelta + deltaDifferenceEpsilon) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
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effectiveRatio *= 0.125;
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effectiveRatio *= 0.125;
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if (islandCounts.ContainsKey(island))
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if (!islandCounts.TryAdd(island, 1))
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{
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{
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islandCounts[island]++;
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islandCounts[island]++;
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// repeated island (ex: triplet -> triplet)
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// repeated island (ex: triplet -> triplet)
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double power = Math.Max(0.75, logistic(island.AverageDelta(), 3, 0.15, 9));
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double power = logistic(island.AverageDelta(), 4, 0.165, 10);
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effectiveRatio *= Math.Pow(1.0 / islandCounts[island], power);
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effectiveRatio *= Math.Min(1.0 / islandCounts[island], Math.Pow(1.0 / islandCounts[island], power));
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}
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else
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{
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islandCounts.Add(island, 1);
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}
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}
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rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay;
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rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay;
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