Merge pull request #14846 from emu1337/aim-refactor-slider

osu! Difficulty Aim Overhaul: slider change
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Dan Balasescu 2021-11-08 00:31:37 +09:00 committed by GitHub
commit c62b6ab492
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3 changed files with 67 additions and 32 deletions

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@ -15,13 +15,13 @@ namespace osu.Game.Rulesets.Osu.Tests
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Osu";
[TestCase(6.5295339534769958d, "diffcalc-test")]
[TestCase(1.1514260533755143d, "zero-length-sliders")]
[TestCase(6.531832890435525d, "diffcalc-test")]
[TestCase(1.4644923495008817d, "zero-length-sliders")]
public void Test(double expected, string name)
=> base.Test(expected, name);
[TestCase(9.047752485219954d, "diffcalc-test")]
[TestCase(1.3985711787077566d, "zero-length-sliders")]
[TestCase(8.8067616302940852d, "diffcalc-test")]
[TestCase(1.7763214959309293d, "zero-length-sliders")]
public void TestClockRateAdjusted(double expected, string name)
=> Test(expected, name, new OsuModDoubleTime());

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@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects;
@ -14,6 +13,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
{
private const int normalized_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
private const int min_delta_time = 25;
private const float maximum_slider_radius = normalized_radius * 2.4f;
private const float assumed_slider_radius = normalized_radius * 1.65f;
protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;
@ -89,7 +90,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
if (lastObject is Slider lastSlider)
{
computeSliderCursorPosition(lastSlider);
TravelDistance = lastSlider.LazyTravelDistance * scalingFactor;
TravelDistance = lastSlider.LazyTravelDistance;
TravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
MovementTime = Math.Max(StrainTime - TravelTime, min_delta_time);
@ -99,7 +100,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
// For hitobjects which continue in the direction of the slider, the player will normally follow through the slider,
// such that they're not jumping from the lazy position but rather from very close to (or the end of) the slider.
// 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.
MovementDistance = Math.Min(JumpDistance, tailJumpDistance);
// Additional distance is removed based on position of jump relative to slider follow circle radius.
// 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.
MovementDistance = Math.Max(0, Math.Min(JumpDistance - (maximum_slider_radius - assumed_slider_radius), tailJumpDistance - maximum_slider_radius));
}
else
{
@ -126,37 +129,60 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
if (slider.LazyEndPosition != null)
return;
slider.LazyEndPosition = slider.StackedPosition;
slider.LazyTravelTime = slider.NestedHitObjects[^1].StartTime - slider.StartTime;
float followCircleRadius = (float)(slider.Radius * 2.4);
var computeVertex = new Action<double>(t =>
double endTimeMin = slider.LazyTravelTime / slider.SpanDuration;
if (endTimeMin % 2 >= 1)
endTimeMin = 1 - endTimeMin % 1;
else
endTimeMin %= 1;
slider.LazyEndPosition = slider.StackedPosition + slider.Path.PositionAt(endTimeMin); // temporary lazy end position until a real result can be derived.
var currCursorPosition = slider.StackedPosition;
double scalingFactor = normalized_radius / slider.Radius; // lazySliderDistance is coded to be sensitive to scaling, this makes the maths easier with the thresholds being used.
for (int i = 1; i < slider.NestedHitObjects.Count; i++)
{
double progress = (t - slider.StartTime) / slider.SpanDuration;
if (progress % 2 >= 1)
progress = 1 - progress % 1;
else
progress %= 1;
var currMovementObj = (OsuHitObject)slider.NestedHitObjects[i];
// ReSharper disable once PossibleInvalidOperationException (bugged in current r# version)
var diff = slider.StackedPosition + slider.Path.PositionAt(progress) - slider.LazyEndPosition.Value;
float dist = diff.Length;
Vector2 currMovement = Vector2.Subtract(currMovementObj.StackedPosition, currCursorPosition);
double currMovementLength = scalingFactor * currMovement.Length;
slider.LazyTravelTime = t - slider.StartTime;
// Amount of movement required so that the cursor position needs to be updated.
double requiredMovement = assumed_slider_radius;
if (dist > followCircleRadius)
if (i == slider.NestedHitObjects.Count - 1)
{
// The cursor would be outside the follow circle, we need to move it
diff.Normalize(); // Obtain direction of diff
dist -= followCircleRadius;
slider.LazyEndPosition += diff * dist;
slider.LazyTravelDistance += dist;
}
});
// The end of a slider has special aim rules due to the relaxed time constraint on position.
// There is both a lazy end position as well as the actual end slider position. We assume the player takes the simpler movement.
// For sliders that are circular, the lazy end position may actually be farther away than the sliders true end.
// This code is designed to prevent buffing situations where lazy end is actually a less efficient movement.
Vector2 lazyMovement = Vector2.Subtract((Vector2)slider.LazyEndPosition, currCursorPosition);
// Skip the head circle
var scoringTimes = slider.NestedHitObjects.Skip(1).Select(t => t.StartTime);
foreach (double time in scoringTimes)
computeVertex(time);
if (lazyMovement.Length < currMovement.Length)
currMovement = lazyMovement;
currMovementLength = scalingFactor * currMovement.Length;
}
else if (currMovementObj is SliderRepeat)
{
// For a slider repeat, assume a tighter movement threshold to better assess repeat sliders.
requiredMovement = normalized_radius;
}
if (currMovementLength > requiredMovement)
{
// this finds the positional delta from the required radius and the current position, and updates the currCursorPosition accordingly, as well as rewarding distance.
currCursorPosition = Vector2.Add(currCursorPosition, Vector2.Multiply(currMovement, (float)((currMovementLength - requiredMovement) / currMovementLength)));
currMovementLength *= (currMovementLength - requiredMovement) / currMovementLength;
slider.LazyTravelDistance += (float)currMovementLength;
}
if (i == slider.NestedHitObjects.Count - 1)
slider.LazyEndPosition = currCursorPosition;
}
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.
}
private Vector2 getEndCursorPosition(OsuHitObject hitObject)

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@ -23,6 +23,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private const double wide_angle_multiplier = 1.5;
private const double acute_angle_multiplier = 2.0;
private const double slider_multiplier = 1.5;
private double currentStrain = 1;
@ -62,6 +63,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
}
double angleBonus = 0;
double sliderBonus = 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.
@ -91,11 +94,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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.
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.
angleBonus = acuteAngleBonus * acute_angle_multiplier + wideAngleBonus * wide_angle_multiplier; // add the angle buffs together.
angleBonus = Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier); // Take the max of the multipliers.
}
}
if (osuCurrObj.TravelTime != 0)
{
sliderBonus = osuCurrObj.TravelDistance / osuCurrObj.TravelTime; // add some slider rewards
}
aimStrain += angleBonus; // Add in angle bonus.
aimStrain += sliderBonus * slider_multiplier; // Add in additional slider velocity.
return aimStrain;
}