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Merge pull request #14847 from emu1337/aim-refactor-velocity
osu! Difficulty Aim Overhaul: velocity change
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commit
fd9e86d399
@ -15,13 +15,13 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Osu";
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protected override string ResourceAssembly => "osu.Game.Rulesets.Osu";
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[TestCase(6.531832890435525d, "diffcalc-test")]
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[TestCase(6.6975550434910005d, "diffcalc-test")]
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[TestCase(1.4644923495008817d, "zero-length-sliders")]
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[TestCase(1.4673500058356748d, "zero-length-sliders")]
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public void Test(double expected, string name)
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public void Test(double expected, string name)
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=> base.Test(expected, name);
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=> base.Test(expected, name);
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[TestCase(8.8067616302940852d, "diffcalc-test")]
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[TestCase(8.938989502378238d, "diffcalc-test")]
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[TestCase(1.7763214959309293d, "zero-length-sliders")]
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[TestCase(1.779323508403831d, "zero-length-sliders")]
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public void TestClockRateAdjusted(double expected, string name)
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public void TestClockRateAdjusted(double expected, string name)
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=> Test(expected, name, new OsuModDoubleTime());
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=> Test(expected, name, new OsuModDoubleTime());
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@ -24,6 +24,7 @@ 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 wide_angle_multiplier = 1.5;
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private const double acute_angle_multiplier = 2.0;
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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 const double slider_multiplier = 1.5;
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private const double velocity_change_multiplier = 0.75;
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private double currentStrain = 1;
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private double currentStrain = 1;
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@ -62,8 +63,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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prevVelocity = Math.Max(prevVelocity, movementVelocity + travelVelocity);
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prevVelocity = Math.Max(prevVelocity, movementVelocity + travelVelocity);
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}
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}
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double angleBonus = 0;
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double wideAngleBonus = 0;
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double acuteAngleBonus = 0;
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double sliderBonus = 0;
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double sliderBonus = 0;
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double velocityChangeBonus = 0;
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double aimStrain = currVelocity; // Start strain with regular velocity.
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double aimStrain = currVelocity; // Start strain with regular velocity.
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@ -76,10 +79,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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double lastLastAngle = osuLastLastObj.Angle.Value;
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double lastLastAngle = osuLastLastObj.Angle.Value;
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// Rewarding angles, take the smaller velocity as base.
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// Rewarding angles, take the smaller velocity as base.
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angleBonus = Math.Min(currVelocity, prevVelocity);
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double angleBonus = Math.Min(currVelocity, prevVelocity);
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double wideAngleBonus = calcWideAngleBonus(currAngle);
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wideAngleBonus = calcWideAngleBonus(currAngle);
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double acuteAngleBonus = calcAcuteAngleBonus(currAngle);
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acuteAngleBonus = calcAcuteAngleBonus(currAngle);
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if (osuCurrObj.StrainTime > 100) // Only buff deltaTime exceeding 300 bpm 1/2.
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if (osuCurrObj.StrainTime > 100) // Only buff deltaTime exceeding 300 bpm 1/2.
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acuteAngleBonus = 0;
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acuteAngleBonus = 0;
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@ -91,20 +94,48 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.JumpDistance, 50, 100) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter).
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* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.JumpDistance, 50, 100) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter).
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}
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}
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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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// 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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wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3)));
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// Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse.
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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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acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3)));
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}
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}
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}
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}
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if (Math.Max(prevVelocity, currVelocity) != 0)
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{
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// We want to use the average velocity over the whole object when awarding differences, not the individual jump and slider path velocities.
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prevVelocity = (osuLastObj.JumpDistance + osuLastObj.TravelDistance) / osuLastObj.StrainTime;
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currVelocity = (osuCurrObj.JumpDistance + osuCurrObj.TravelDistance) / osuCurrObj.StrainTime;
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// Scale with ratio of difference compared to 0.5 * max dist.
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double distRatio = Math.Pow(Math.Sin(Math.PI / 2 * Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity)), 2);
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// Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing.
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double overlapVelocityBuff = Math.Min(125 / Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime), Math.Abs(prevVelocity - currVelocity));
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// Reward for % distance slowed down compared to previous, paying attention to not award overlap
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double nonOverlapVelocityBuff = Math.Abs(prevVelocity - currVelocity)
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// do not award overlap
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* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, Math.Min(osuCurrObj.JumpDistance, osuLastObj.JumpDistance) / 100)), 2);
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// Choose the largest bonus, multiplied by ratio.
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velocityChangeBonus = Math.Max(overlapVelocityBuff, nonOverlapVelocityBuff) * distRatio;
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// Penalize for rhythm changes.
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velocityChangeBonus *= Math.Pow(Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime) / Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime), 2);
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}
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if (osuCurrObj.TravelTime != 0)
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if (osuCurrObj.TravelTime != 0)
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{
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{
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sliderBonus = osuCurrObj.TravelDistance / osuCurrObj.TravelTime; // add some slider rewards
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// Reward sliders based on velocity.
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sliderBonus = osuCurrObj.TravelDistance / osuCurrObj.TravelTime;
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}
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}
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aimStrain += angleBonus; // Add in angle bonus.
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// Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger.
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aimStrain += sliderBonus * slider_multiplier; // Add in additional slider velocity.
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aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);
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// Add in additional slider velocity bonus.
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aimStrain += sliderBonus * slider_multiplier;
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return aimStrain;
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return aimStrain;
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}
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}
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