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Use lastAngle when nerfing repeated angles on acute bonus #31245

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Dec 24, 2024
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2 changes: 1 addition & 1 deletion osu.Game.Rulesets.Osu.Tests/OsuDifficultyCalculatorTest.cs
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@ public class OsuDifficultyCalculatorTest : DifficultyCalculatorTest
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
=> base.Test(expectedStarRating, expectedMaxCombo, name);

[TestCase(9.4310274277499619d, 239, "diffcalc-test")]
[TestCase(9.6343245007055653d, 239, "diffcalc-test")]
[TestCase(1.7550169162648608d, 54, "zero-length-sliders")]
[TestCase(0.55231632896800109d, 4, "very-fast-slider")]
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
Expand Down
11 changes: 5 additions & 6 deletions osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
public static class AimEvaluator
{
private const double wide_angle_multiplier = 1.5;
private const double acute_angle_multiplier = 2.35;
private const double acute_angle_multiplier = 2.7;
private const double slider_multiplier = 1.35;
private const double velocity_change_multiplier = 0.75;
private const double wiggle_multiplier = 1.02;
Expand Down Expand Up @@ -75,7 +75,6 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with
{
double currAngle = osuCurrObj.Angle.Value;
double lastAngle = osuLastObj.Angle.Value;
double lastLastAngle = osuLastLastObj.Angle.Value;

// Rewarding angles, take the smaller velocity as base.
double angleBonus = Math.Min(currVelocity, prevVelocity);
Expand All @@ -90,11 +89,11 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with

// Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3)));
// Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse.
acuteAngleBonus *= 0.03 + 0.97 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3)));
// Penalize acute angles if they're repeated, reducing the penalty as the lastAngle gets more obtuse.
acuteAngleBonus *= 0.03 + 0.97 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastAngle), 3)));

// Apply wiggle bonus for jumps that are [radius, 2*diameter] in distance, with < 110 angle and bpm > 150
// https://www.desmos.com/calculator/iis7lgbppe
// Apply wiggle bonus for jumps that are [radius, 3*diameter] in distance, with < 110 angle
// https://www.desmos.com/calculator/dp0v0nvowc
wiggleBonus = angleBonus
* DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, radius, diameter)
* Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuCurrObj.LazyJumpDistance, diameter * 3, diameter), 1.8)
Expand Down
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