Merge pull request #15564 from apollo-dw/sliderend-sr

Nerf dropped sliders in osu! difficulty calculation
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Dan Balasescu 2021-11-12 18:16:28 +09:00 committed by GitHub
commit a76247603f
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6 changed files with 32 additions and 12 deletions

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@ -15,13 +15,13 @@ namespace osu.Game.Rulesets.Osu.Tests
{ {
protected override string ResourceAssembly => "osu.Game.Rulesets.Osu"; protected override string ResourceAssembly => "osu.Game.Rulesets.Osu";
[TestCase(6.6975550434910005d, "diffcalc-test")] [TestCase(6.6972307565739273d, "diffcalc-test")]
[TestCase(1.4670676815251105d, "zero-length-sliders")] [TestCase(1.4484754139145539d, "zero-length-sliders")]
public void Test(double expected, string name) public void Test(double expected, string name)
=> base.Test(expected, name); => base.Test(expected, name);
[TestCase(8.9389769779826267d, "diffcalc-test")] [TestCase(8.9382559208689809d, "diffcalc-test")]
[TestCase(1.7786917985891204d, "zero-length-sliders")] [TestCase(1.7548875851757628d, "zero-length-sliders")]
public void TestClockRateAdjusted(double expected, string name) public void TestClockRateAdjusted(double expected, string name)
=> Test(expected, name, new OsuModDoubleTime()); => Test(expected, name, new OsuModDoubleTime());

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@ -10,6 +10,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
public double AimStrain { get; set; } public double AimStrain { get; set; }
public double SpeedStrain { get; set; } public double SpeedStrain { get; set; }
public double FlashlightRating { get; set; } public double FlashlightRating { get; set; }
public double SliderFactor { get; set; }
public double ApproachRate { get; set; } public double ApproachRate { get; set; }
public double OverallDifficulty { get; set; } public double OverallDifficulty { get; set; }
public double DrainRate { get; set; } public double DrainRate { get; set; }

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@ -34,8 +34,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return new OsuDifficultyAttributes { Mods = mods, Skills = skills }; return new OsuDifficultyAttributes { Mods = mods, Skills = skills };
double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier; double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier; double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
double flashlightRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier; double speedRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
double flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;
double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
if (mods.Any(h => h is OsuModRelax)) if (mods.Any(h => h is OsuModRelax))
speedRating = 0.0; speedRating = 0.0;
@ -74,6 +77,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
AimStrain = aimRating, AimStrain = aimRating,
SpeedStrain = speedRating, SpeedStrain = speedRating,
FlashlightRating = flashlightRating, FlashlightRating = flashlightRating,
SliderFactor = sliderFactor,
ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5, ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
OverallDifficulty = (80 - hitWindowGreat) / 6, OverallDifficulty = (80 - hitWindowGreat) / 6,
DrainRate = drainRate, DrainRate = drainRate,
@ -108,7 +112,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return new Skill[] return new Skill[]
{ {
new Aim(mods), new Aim(mods, true),
new Aim(mods, false),
new Speed(mods, hitWindowGreat), new Speed(mods, hitWindowGreat),
new Flashlight(mods) new Flashlight(mods)
}; };

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@ -125,6 +125,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty
aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate); aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
} }
// We assume 15% of sliders in a map are difficult since there's no way to tell from the performance calculator.
double estimateDifficultSliders = Attributes.SliderCount * 0.15;
if (Attributes.SliderCount > 0)
{
double estimateSliderEndsDropped = Math.Clamp(Math.Min(countOk + countMeh + countMiss, Attributes.MaxCombo - scoreMaxCombo), 0, estimateDifficultSliders);
double sliderNerfFactor = (1 - Attributes.SliderFactor) * Math.Pow(1 - estimateSliderEndsDropped / estimateDifficultSliders, 3) + Attributes.SliderFactor;
aimValue *= sliderNerfFactor;
}
aimValue *= accuracy; aimValue *= accuracy;
// It is important to also consider accuracy difficulty when doing that. // It is important to also consider accuracy difficulty when doing that.
aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500; aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;

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@ -14,7 +14,7 @@ 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 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 int min_delta_time = 25;
private const float maximum_slider_radius = normalized_radius * 2.4f; private const float maximum_slider_radius = normalized_radius * 2.4f;
private const float assumed_slider_radius = normalized_radius * 1.65f; private const float assumed_slider_radius = normalized_radius * 1.8f;
protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject; protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;

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@ -14,11 +14,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
/// </summary> /// </summary>
public class Aim : OsuStrainSkill public class Aim : OsuStrainSkill
{ {
public Aim(Mod[] mods) public Aim(Mod[] mods, bool withSliders)
: base(mods) : base(mods)
{ {
this.withSliders = withSliders;
} }
private readonly bool withSliders;
protected override int HistoryLength => 2; protected override int HistoryLength => 2;
private const double wide_angle_multiplier = 1.5; private const double wide_angle_multiplier = 1.5;
@ -44,7 +47,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
double currVelocity = osuCurrObj.JumpDistance / osuCurrObj.StrainTime; double currVelocity = osuCurrObj.JumpDistance / osuCurrObj.StrainTime;
// But if the last object is a slider, then we extend the travel velocity through the slider into the current object. // But if the last object is a slider, then we extend the travel velocity through the slider into the current object.
if (osuLastObj.BaseObject is Slider) if (osuLastObj.BaseObject is Slider && withSliders)
{ {
double movementVelocity = osuCurrObj.MovementDistance / osuCurrObj.MovementTime; // calculate the movement velocity from slider end to current object double movementVelocity = osuCurrObj.MovementDistance / osuCurrObj.MovementTime; // calculate the movement velocity from slider end to current object
double travelVelocity = osuCurrObj.TravelDistance / osuCurrObj.TravelTime; // calculate the slider velocity from slider head to slider end. double travelVelocity = osuCurrObj.TravelDistance / osuCurrObj.TravelTime; // calculate the slider velocity from slider head to slider end.
@ -55,7 +58,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
// As above, do the same for the previous hitobject. // As above, do the same for the previous hitobject.
double prevVelocity = osuLastObj.JumpDistance / osuLastObj.StrainTime; double prevVelocity = osuLastObj.JumpDistance / osuLastObj.StrainTime;
if (osuLastLastObj.BaseObject is Slider) if (osuLastLastObj.BaseObject is Slider && withSliders)
{ {
double movementVelocity = osuLastObj.MovementDistance / osuLastObj.MovementTime; double movementVelocity = osuLastObj.MovementDistance / osuLastObj.MovementTime;
double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime; double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime;
@ -135,7 +138,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier); aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);
// Add in additional slider velocity bonus. // Add in additional slider velocity bonus.
aimStrain += sliderBonus * slider_multiplier; if (withSliders)
aimStrain += sliderBonus * slider_multiplier;
return aimStrain; return aimStrain;
} }