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Replace the length bonus with a new bonus dependant on object difficulty #30924

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8 changes: 8 additions & 0 deletions osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs
Original file line number Diff line number Diff line change
Expand Up @@ -52,6 +52,14 @@ public class OsuDifficultyAttributes : DifficultyAttributes
[JsonProperty("speed_difficult_strain_count")]
public double SpeedDifficultStrainCount { get; set; }

// DEV ATTRIBUTE - DO NOT STORE
[JsonProperty("aim_relevant_object_count")]
public double AimRelevantObjectCount { get; set; }

// DEV ATTRIBUTE - DO NOTE STORE
[JsonProperty("speed_relevant_object_count")]
public double SpeedRelevantObjectCount { get; set; }

/// <summary>
/// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc).
/// </summary>
Expand Down
25 changes: 22 additions & 3 deletions osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs
Original file line number Diff line number Diff line change
Expand Up @@ -46,24 +46,41 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat
if (mods.Any(h => h is OsuModFlashlight))
flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;

double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;

double aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountTopWeightedStrains();
double speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountTopWeightedStrains();

if (mods.Any(m => m is OsuModTouchDevice))
{
aimRating = Math.Pow(aimRating, 0.8);
aimRatingNoSliders = Math.Pow(aimRatingNoSliders, 0.8);
flashlightRating = Math.Pow(flashlightRating, 0.8);
}

if (mods.Any(h => h is OsuModRelax))
{
aimRating *= 0.9;
aimRatingNoSliders *= 0.9;
speedRating = 0.0;
flashlightRating *= 0.7;
}


double aimRelevantObjectCount = ((OsuStrainSkill)skills[0]).CountRelevantObjects();
double aimNoSlidersRelevantObjectCount = ((OsuStrainSkill)skills[1]).CountRelevantObjects();
double speedRelevantObjectCount = ((OsuStrainSkill)skills[2]).CountRelevantObjects();

double aimLengthBonus = (aimRelevantObjectCount < 25 ? 0.8 + aimRelevantObjectCount / 150.0 : 0.9 + Math.Min(1.5, aimRelevantObjectCount / 375.0) +
(aimRelevantObjectCount > 562.5 ? Math.Log10(aimRelevantObjectCount / 562.5) : 0));
aimRating *= Math.Cbrt(aimLengthBonus);
double aimNoSlidersLengthBonus = (aimNoSlidersRelevantObjectCount < 25 ? 0.8 + aimNoSlidersRelevantObjectCount / 150.0 : 0.9 + aimNoSlidersRelevantObjectCount / 375.0);
aimRatingNoSliders *= Math.Cbrt(aimNoSlidersLengthBonus);

double speedLengthBonus = 0.9 + 0.5 * Math.Min(1.0, speedRelevantObjectCount / 500.0) +
(speedRelevantObjectCount > 500 ? Math.Log10(speedRelevantObjectCount / 500.0) * 0.3 : 0.0);
speedRating *= Math.Cbrt(speedLengthBonus);

double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;

double baseAimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating);
double baseSpeedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating);
double baseFlashlightPerformance = 0.0;
Expand All @@ -79,7 +96,7 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat
);

double starRating = basePerformance > 0.00001
? Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
? Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * 0.026 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
: 0;

double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
Expand All @@ -105,6 +122,8 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat
SliderFactor = sliderFactor,
AimDifficultStrainCount = aimDifficultyStrainCount,
SpeedDifficultStrainCount = speedDifficultyStrainCount,
AimRelevantObjectCount = aimRelevantObjectCount,
SpeedRelevantObjectCount = speedRelevantObjectCount,
ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
OverallDifficulty = (80 - hitWindowGreat) / 6,
DrainRate = drainRate,
Expand Down
14 changes: 3 additions & 11 deletions osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuPerformanceCalculator : PerformanceCalculator
{
public const double PERFORMANCE_BASE_MULTIPLIER = 1.15; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
public const double PERFORMANCE_BASE_MULTIPLIER = 1.152; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.

private bool usingClassicSliderAccuracy;

Expand Down Expand Up @@ -137,10 +137,6 @@ private double computeAimValue(ScoreInfo score, OsuDifficultyAttributes attribut
{
double aimValue = OsuStrainSkill.DifficultyToPerformance(attributes.AimDifficulty);

double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
aimValue *= lengthBonus;

if (effectiveMissCount > 0)
aimValue *= calculateMissPenalty(effectiveMissCount, attributes.AimDifficultStrainCount);

Expand All @@ -153,7 +149,7 @@ private double computeAimValue(ScoreInfo score, OsuDifficultyAttributes attribut
if (score.Mods.Any(h => h is OsuModRelax))
approachRateFactor = 0.0;

aimValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
aimValue *= 1.0 + approachRateFactor;

if (score.Mods.Any(m => m is OsuModBlinds))
aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * attributes.DrainRate * attributes.DrainRate);
Expand Down Expand Up @@ -201,18 +197,14 @@ private double computeSpeedValue(ScoreInfo score, OsuDifficultyAttributes attrib

double speedValue = OsuStrainSkill.DifficultyToPerformance(attributes.SpeedDifficulty);

double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
speedValue *= lengthBonus;

if (effectiveMissCount > 0)
speedValue *= calculateMissPenalty(effectiveMissCount, attributes.SpeedDifficultStrainCount);

double approachRateFactor = 0.0;
if (attributes.ApproachRate > 10.33)
approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);

speedValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
speedValue *= 1.0 + approachRateFactor;

if (score.Mods.Any(m => m is OsuModBlinds))
{
Expand Down
16 changes: 16 additions & 0 deletions osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs
Original file line number Diff line number Diff line change
Expand Up @@ -57,6 +57,22 @@
return difficulty;
}

/// <summary>
/// Returns the number of relevant objects weighted against the top strain.
/// </summary>
public double CountRelevantObjects()
{
double consistentTopStrain = DifficultyValue() / 10; // What would the top strain be if all strain values were identical
if (consistentTopStrain == 0)
return 0.0;

//Being consistently difficult for 1000 notes should be worth more than being consistently difficult for 100.
double totalStrains = ObjectStrains.Count;
double lengthFactor = 0.74 * Math.Pow(0.9987, totalStrains);
//// Use a weighted sum of all strains. Constants are arbitrary and give nice values
return ObjectStrains.Sum(s => (1.1 - lengthFactor)/ (1 + Math.Exp(-10 * (s / consistentTopStrain - 0.88 - lengthFactor / 4.0))));

Check failure on line 73 in osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs

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GitHub Actions / Code Quality

Fix formatting (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/style-rules/ide0055)

Check failure on line 73 in osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs

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Fix formatting (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/style-rules/ide0055)
}

public static double DifficultyToPerformance(double difficulty) => Math.Pow(5.0 * Math.Max(1.0, difficulty / 0.0675) - 4.0, 3.0) / 100000.0;
}
}
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