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https://github.com/ppy/osu
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Don't cap max island size, make repetition nerf more lenient on high bpm, adjust balancing
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@ -60,8 +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 = 1.1;
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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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/// <summary>
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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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/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
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@ -103,7 +102,7 @@ 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 + 8.4 * 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 + 8.8 * 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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@ -117,11 +116,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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{
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if (!(Math.Abs(prevDelta - currDelta) > deltaDifferenceEpsilon))
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if (!(Math.Abs(prevDelta - currDelta) > deltaDifferenceEpsilon))
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{
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{
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if (island.Deltas.Count < max_island_size)
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// island is still progressing
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{
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island.AddDelta((int)currDelta, deltaDifferenceEpsilon);
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// island is still progressing
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island.AddDelta((int)currDelta, deltaDifferenceEpsilon);
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}
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}
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}
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else
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else
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{
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{
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@ -143,7 +139,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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// repeated island (ex: triplet -> triplet)
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// repeated island (ex: triplet -> triplet)
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double power = logistic(island.AverageDelta(), 4, 0.165, 10);
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double power = logistic(island.AverageDelta(), 4, 0.165, 10);
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effectiveRatio *= Math.Min(1.0 / islandCounts[island], Math.Pow(1.0 / islandCounts[island], power));
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effectiveRatio *= Math.Min(2.0 / islandCounts[island], Math.Pow(1.0 / islandCounts[island], power));
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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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