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Simplify osu! high-bpm acute angle jumps bonus #30902

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Dec 20, 2024
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6 changes: 3 additions & 3 deletions osu.Game.Rulesets.Osu.Tests/OsuDifficultyCalculatorTest.cs
Original file line number Diff line number Diff line change
Expand Up @@ -15,20 +15,20 @@ public class OsuDifficultyCalculatorTest : DifficultyCalculatorTest
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Osu.Tests";

[TestCase(6.7171144000821119d, 239, "diffcalc-test")]
[TestCase(6.718709884850683d, 239, "diffcalc-test")]
[TestCase(1.4485749025771304d, 54, "zero-length-sliders")]
[TestCase(0.42630400627180914d, 4, "very-fast-slider")]
[TestCase(0.14143808967817237d, 2, "nan-slider")]
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
=> base.Test(expectedStarRating, expectedMaxCombo, name);

[TestCase(8.9825709931204205d, 239, "diffcalc-test")]
[TestCase(9.4310274277499619d, 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)
=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModDoubleTime());

[TestCase(6.7171144000821119d, 239, "diffcalc-test")]
[TestCase(6.718709884850683d, 239, "diffcalc-test")]
[TestCase(1.4485749025771304d, 54, "zero-length-sliders")]
[TestCase(0.42630400627180914d, 4, "very-fast-slider")]
public void TestClassicMod(double expectedStarRating, int expectedMaxCombo, string name)
Expand Down
35 changes: 22 additions & 13 deletions osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs
Original file line number Diff line number Diff line change
Expand Up @@ -12,9 +12,10 @@ 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 = 1.95;
private const double acute_angle_multiplier = 2.35;
private const double slider_multiplier = 1.35;
private const double velocity_change_multiplier = 0.75;
private const double wiggle_multiplier = 1.02;

/// <summary>
/// Evaluates the difficulty of aiming the current object, based on:
Expand Down Expand Up @@ -64,6 +65,7 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with
double acuteAngleBonus = 0;
double sliderBonus = 0;
double velocityChangeBonus = 0;
double wiggleBonus = 0;

double aimStrain = currVelocity; // Start strain with regular velocity.

Expand All @@ -79,22 +81,27 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with
double angleBonus = Math.Min(currVelocity, prevVelocity);

wideAngleBonus = calcWideAngleBonus(currAngle);
acuteAngleBonus = calcAcuteAngleBonus(currAngle);

if (DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.StrainTime, 2) < 300) // Only buff deltaTime exceeding 300 bpm 1/2.
acuteAngleBonus = 0;
else
{
acuteAngleBonus *= calcAcuteAngleBonus(lastAngle) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
* Math.Min(angleBonus, diameter * 1.25 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, (100 - osuCurrObj.StrainTime) / 25)), 2) // scale buff from 150 bpm 1/4 to 200 bpm 1/4
* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.LazyJumpDistance, radius, diameter) - radius) / radius), 2); // Buff distance exceeding radius up to diameter.
}

// Apply acute angle bonus for BPM above 300 1/2 and distance more than one diameter
acuteAngleBonus = calcAcuteAngleBonus(currAngle) *
angleBonus *
DifficultyCalculationUtils.Smootherstep(DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.StrainTime, 2), 300, 400) *
DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, diameter, diameter * 2);

// 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 *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3)));
acuteAngleBonus *= 0.03 + 0.97 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 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
wiggleBonus = angleBonus
* DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, radius, diameter)
* Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuCurrObj.LazyJumpDistance, diameter * 3, diameter), 1.8)
* DifficultyCalculationUtils.Smootherstep(currAngle, double.DegreesToRadians(110), double.DegreesToRadians(60))
* DifficultyCalculationUtils.Smootherstep(osuLastObj.LazyJumpDistance, radius, diameter)
* Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuLastObj.LazyJumpDistance, diameter * 3, diameter), 1.8)
* DifficultyCalculationUtils.Smootherstep(lastAngle, double.DegreesToRadians(110), double.DegreesToRadians(60));
}
}

Expand Down Expand Up @@ -122,6 +129,8 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with
sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
}

aimStrain += wiggleBonus * wiggle_multiplier;

// Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger.
aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);

Expand Down
24 changes: 24 additions & 0 deletions osu.Game/Rulesets/Difficulty/Utils/DifficultyCalculationUtils.cs
Original file line number Diff line number Diff line change
Expand Up @@ -55,5 +55,29 @@ public static double MillisecondsToBPM(double ms, int delimiter = 4)
/// <param name="values">The coefficients of the vector.</param>
/// <returns>The <i>p</i>-norm of the vector.</returns>
public static double Norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);

/// <summary>
/// Smootherstep function (https://en.wikipedia.org/wiki/Smoothstep#Variations)
/// </summary>
/// <param name="x">Value to calculate the function for</param>
/// <param name="start">Value at which function returns 0</param>
/// <param name="end">Value at which function returns 1</param>
public static double Smootherstep(double x, double start, double end)
{
x = Math.Clamp((x - start) / (end - start), 0.0, 1.0);

return x * x * x * (x * (6.0 * x - 15.0) + 10.0);
}

/// <summary>
/// Reverse linear interpolation function (https://en.wikipedia.org/wiki/Linear_interpolation)
/// </summary>
/// <param name="x">Value to calculate the function for</param>
/// <param name="start">Value at which function returns 0</param>
/// <param name="end">Value at which function returns 1</param>
public static double ReverseLerp(double x, double start, double end)
{
return Math.Clamp((x - start) / (end - start), 0.0, 1.0);
}
}
}
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