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Various speed distance difficulty calculation changes #29980

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Oct 7, 2024
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13 changes: 7 additions & 6 deletions osu.Game.Rulesets.Osu/Difficulty/Evaluators/SpeedEvaluator.cs
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,7 @@ public static class SpeedEvaluator
private const double single_spacing_threshold = 125; // 1.25 circles distance between centers
private const double min_speed_bonus = 75; // ~200BPM
private const double speed_balancing_factor = 40;
private const double distance_multiplier = 0.94;

/// <summary>
/// Evaluates the difficulty of tapping the current object, based on:
Expand Down Expand Up @@ -50,24 +51,24 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current)
// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.
strainTime /= Math.Clamp((strainTime / osuCurrObj.HitWindowGreat) / 0.93, 0.92, 1);

// speedBonus will be 1.0 for BPM < 200
double speedBonus = 1.0;
// speedBonus will be 0.0 for BPM < 200
double speedBonus = 0.0;

// Add additional scaling bonus for streams/bursts higher than 200bpm
if (strainTime < min_speed_bonus)
speedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2);
speedBonus = 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2);

double travelDistance = osuPrevObj?.TravelDistance ?? 0;
double distance = travelDistance + osuCurrObj.MinimumJumpDistance;

// Cap distance at single_spacing_threshold
distance = Math.Min(distance, single_spacing_threshold);

// Max distance bonus is 2 at single_spacing_threshold
double distanceBonus = 1 + Math.Pow(distance / single_spacing_threshold, 3.5);
// Max distance bonus is 1 * `distance_multiplier` at single_spacing_threshold
double distanceBonus = Math.Pow(distance / single_spacing_threshold, 3.95) * distance_multiplier;

// Base difficulty with all bonuses
double difficulty = speedBonus * distanceBonus * 1000 / strainTime;
double difficulty = (1 + speedBonus + distanceBonus) * 1000 / strainTime;

// Apply penalty if there's doubletappable doubles
return difficulty * doubletapness;
Expand Down
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 = 1.14; // 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 = 1.15; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.

private double accuracy;
private int scoreMaxCombo;
Expand Down
2 changes: 1 addition & 1 deletion osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ public Aim(Mod[] mods, bool withSliders)

private double currentStrain;

private double skillMultiplier => 24.963;
private double skillMultiplier => 24.983;
private double strainDecayBase => 0.15;

private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
Expand Down
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