diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs index a08fe3b7c5..e0a216c8e0 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs @@ -10,6 +10,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty public double AimStrain { get; set; } public double SpeedStrain { get; set; } public double FlashlightRating { get; set; } + public double SliderFactor { get; set; } public double ApproachRate { get; set; } public double OverallDifficulty { get; set; } public double DrainRate { get; set; } diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index b0a764dc4d..7ee5f8622c 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -34,8 +34,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty return new OsuDifficultyAttributes { Mods = mods, Skills = skills }; double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier; - double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier; - double flashlightRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier; + double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier; + double speedRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier; + double flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier; + + double sliderFactor = aimRating / aimRatingNoSliders; if (mods.Any(h => h is OsuModRelax)) speedRating = 0.0; @@ -74,6 +77,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty AimStrain = aimRating, SpeedStrain = speedRating, FlashlightRating = flashlightRating, + SliderFactor = sliderFactor, ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5, OverallDifficulty = (80 - hitWindowGreat) / 6, DrainRate = drainRate, @@ -108,7 +112,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty return new Skill[] { - new Aim(mods), + new Aim(mods, true), + new Aim(mods, false), new Speed(mods, hitWindowGreat), new Flashlight(mods) }; diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index a9d9ff6985..36ce6730ac 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -125,6 +125,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate); } + // Estimate the number of sliderends dropped + double estimateSliderEndsDropped = Math.Min(Attributes.SliderCount, Math.Min(countOk + countMeh + countMiss, Attributes.MaxCombo - scoreMaxCombo)); + aimValue *= 1 - (((1 - Attributes.SliderFactor) * estimateSliderEndsDropped) / Attributes.SliderCount); + aimValue *= accuracy; // It is important to also consider accuracy difficulty when doing that. aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500; diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs index 4c40a49396..bb85b1669c 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs @@ -14,9 +14,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills /// public class Aim : OsuStrainSkill { - public Aim(Mod[] mods) + public Aim(Mod[] mods, bool withSliders) : base(mods) { + this.withSliders = withSliders; } protected override int HistoryLength => 2; @@ -31,6 +32,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills private double skillMultiplier => 23.25; private double strainDecayBase => 0.15; + private bool withSliders = true; + private double strainValueOf(DifficultyHitObject current) { if (current.BaseObject is Spinner || Previous.Count <= 1 || Previous[0].BaseObject is Spinner) @@ -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); // Add in additional slider velocity bonus. - aimStrain += sliderBonus * slider_multiplier; + if (withSliders) + aimStrain += sliderBonus * slider_multiplier; return aimStrain; }