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https://github.com/ppy/osu
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Merge pull request #14846 from emu1337/aim-refactor-slider
osu! Difficulty Aim Overhaul: slider change
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commit
c62b6ab492
@ -15,13 +15,13 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Osu";
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[TestCase(6.5295339534769958d, "diffcalc-test")]
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[TestCase(1.1514260533755143d, "zero-length-sliders")]
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[TestCase(6.531832890435525d, "diffcalc-test")]
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[TestCase(1.4644923495008817d, "zero-length-sliders")]
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public void Test(double expected, string name)
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=> base.Test(expected, name);
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[TestCase(9.047752485219954d, "diffcalc-test")]
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[TestCase(1.3985711787077566d, "zero-length-sliders")]
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[TestCase(8.8067616302940852d, "diffcalc-test")]
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[TestCase(1.7763214959309293d, "zero-length-sliders")]
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public void TestClockRateAdjusted(double expected, string name)
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=> Test(expected, name, new OsuModDoubleTime());
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@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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@ -14,6 +13,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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{
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private const int normalized_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
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private const int min_delta_time = 25;
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private const float maximum_slider_radius = normalized_radius * 2.4f;
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private const float assumed_slider_radius = normalized_radius * 1.65f;
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protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;
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@ -89,7 +90,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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if (lastObject is Slider lastSlider)
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{
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computeSliderCursorPosition(lastSlider);
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TravelDistance = lastSlider.LazyTravelDistance * scalingFactor;
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TravelDistance = lastSlider.LazyTravelDistance;
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TravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
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MovementTime = Math.Max(StrainTime - TravelTime, min_delta_time);
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@ -99,7 +100,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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// For hitobjects which continue in the direction of the slider, the player will normally follow through the slider,
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// such that they're not jumping from the lazy position but rather from very close to (or the end of) the slider.
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// In such cases, a leniency is applied by also considering the jump distance from the tail of the slider, and taking the minimum jump distance.
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MovementDistance = Math.Min(JumpDistance, tailJumpDistance);
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// Additional distance is removed based on position of jump relative to slider follow circle radius.
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// JumpDistance is the leniency distance beyond the assumed_slider_radius. tailJumpDistance is maximum_slider_radius since the full distance of radial leniency is still possible.
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MovementDistance = Math.Max(0, Math.Min(JumpDistance - (maximum_slider_radius - assumed_slider_radius), tailJumpDistance - maximum_slider_radius));
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}
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else
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{
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@ -126,37 +129,60 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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if (slider.LazyEndPosition != null)
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return;
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slider.LazyEndPosition = slider.StackedPosition;
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slider.LazyTravelTime = slider.NestedHitObjects[^1].StartTime - slider.StartTime;
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float followCircleRadius = (float)(slider.Radius * 2.4);
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var computeVertex = new Action<double>(t =>
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double endTimeMin = slider.LazyTravelTime / slider.SpanDuration;
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if (endTimeMin % 2 >= 1)
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endTimeMin = 1 - endTimeMin % 1;
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else
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endTimeMin %= 1;
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slider.LazyEndPosition = slider.StackedPosition + slider.Path.PositionAt(endTimeMin); // temporary lazy end position until a real result can be derived.
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var currCursorPosition = slider.StackedPosition;
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double scalingFactor = normalized_radius / slider.Radius; // lazySliderDistance is coded to be sensitive to scaling, this makes the maths easier with the thresholds being used.
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for (int i = 1; i < slider.NestedHitObjects.Count; i++)
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{
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double progress = (t - slider.StartTime) / slider.SpanDuration;
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if (progress % 2 >= 1)
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progress = 1 - progress % 1;
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else
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progress %= 1;
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var currMovementObj = (OsuHitObject)slider.NestedHitObjects[i];
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// ReSharper disable once PossibleInvalidOperationException (bugged in current r# version)
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var diff = slider.StackedPosition + slider.Path.PositionAt(progress) - slider.LazyEndPosition.Value;
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float dist = diff.Length;
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Vector2 currMovement = Vector2.Subtract(currMovementObj.StackedPosition, currCursorPosition);
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double currMovementLength = scalingFactor * currMovement.Length;
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slider.LazyTravelTime = t - slider.StartTime;
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// Amount of movement required so that the cursor position needs to be updated.
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double requiredMovement = assumed_slider_radius;
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if (dist > followCircleRadius)
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if (i == slider.NestedHitObjects.Count - 1)
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{
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// The cursor would be outside the follow circle, we need to move it
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diff.Normalize(); // Obtain direction of diff
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dist -= followCircleRadius;
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slider.LazyEndPosition += diff * dist;
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slider.LazyTravelDistance += dist;
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}
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});
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// The end of a slider has special aim rules due to the relaxed time constraint on position.
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// There is both a lazy end position as well as the actual end slider position. We assume the player takes the simpler movement.
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// For sliders that are circular, the lazy end position may actually be farther away than the sliders true end.
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// This code is designed to prevent buffing situations where lazy end is actually a less efficient movement.
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Vector2 lazyMovement = Vector2.Subtract((Vector2)slider.LazyEndPosition, currCursorPosition);
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// Skip the head circle
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var scoringTimes = slider.NestedHitObjects.Skip(1).Select(t => t.StartTime);
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foreach (double time in scoringTimes)
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computeVertex(time);
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if (lazyMovement.Length < currMovement.Length)
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currMovement = lazyMovement;
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currMovementLength = scalingFactor * currMovement.Length;
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}
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else if (currMovementObj is SliderRepeat)
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{
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// For a slider repeat, assume a tighter movement threshold to better assess repeat sliders.
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requiredMovement = normalized_radius;
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}
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if (currMovementLength > requiredMovement)
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{
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// this finds the positional delta from the required radius and the current position, and updates the currCursorPosition accordingly, as well as rewarding distance.
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currCursorPosition = Vector2.Add(currCursorPosition, Vector2.Multiply(currMovement, (float)((currMovementLength - requiredMovement) / currMovementLength)));
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currMovementLength *= (currMovementLength - requiredMovement) / currMovementLength;
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slider.LazyTravelDistance += (float)currMovementLength;
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}
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if (i == slider.NestedHitObjects.Count - 1)
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slider.LazyEndPosition = currCursorPosition;
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}
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slider.LazyTravelDistance *= (float)Math.Pow(1 + slider.RepeatCount / 2.5, 1.0 / 2.5); // Bonus for repeat sliders until a better per nested object strain system can be achieved.
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}
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private Vector2 getEndCursorPosition(OsuHitObject hitObject)
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@ -23,6 +23,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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private const double wide_angle_multiplier = 1.5;
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private const double acute_angle_multiplier = 2.0;
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private const double slider_multiplier = 1.5;
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private double currentStrain = 1;
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@ -62,6 +63,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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}
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double angleBonus = 0;
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double sliderBonus = 0;
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double aimStrain = currVelocity; // Start strain with regular velocity.
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if (Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime) < 1.25 * Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime)) // If rhythms are the same.
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@ -91,11 +94,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3))); // Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
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acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3))); // Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse.
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angleBonus = acuteAngleBonus * acute_angle_multiplier + wideAngleBonus * wide_angle_multiplier; // add the angle buffs together.
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angleBonus = Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier); // Take the max of the multipliers.
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}
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}
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if (osuCurrObj.TravelTime != 0)
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{
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sliderBonus = osuCurrObj.TravelDistance / osuCurrObj.TravelTime; // add some slider rewards
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}
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aimStrain += angleBonus; // Add in angle bonus.
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aimStrain += sliderBonus * slider_multiplier; // Add in additional slider velocity.
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return aimStrain;
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}
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