From cff9dab650b8bc0e453be6b312a96b778fdcbc93 Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Tue, 14 Dec 2021 03:11:04 +0000 Subject: [PATCH 01/31] Remove combo scaling and change miss penalty --- .../Difficulty/OsuPerformanceCalculator.cs | 17 +++-------------- 1 file changed, 3 insertions(+), 14 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 8d45c7a8cc97..6de6572b9372 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -101,13 +101,8 @@ private double computeAimValue() aimValue *= lengthBonus; - // Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses. if (effectiveMissCount > 0) - aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), effectiveMissCount); - - // Combo scaling. - if (Attributes.MaxCombo > 0) - aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); + aimValue *= Math.Pow(0.97, effectiveMissCount); double approachRateFactor = 0.0; if (Attributes.ApproachRate > 10.33) @@ -151,13 +146,8 @@ private double computeSpeedValue() (totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0); speedValue *= lengthBonus; - // Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses. if (effectiveMissCount > 0) - speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875)); - - // Combo scaling. - if (Attributes.MaxCombo > 0) - speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); + speedValue *= Math.Pow(0.97, effectiveMissCount); double approachRateFactor = 0.0; if (Attributes.ApproachRate > 10.33) @@ -238,9 +228,8 @@ private double computeFlashlightValue() if (mods.Any(h => h is OsuModHidden)) flashlightValue *= 1.3; - // Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses. if (effectiveMissCount > 0) - flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875)); + flashlightValue *= Math.Pow(0.97, effectiveMissCount); // Combo scaling. if (Attributes.MaxCombo > 0) From 86ad42a7440ec0a1478e2030209c2675985e3220 Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Tue, 14 Dec 2021 17:47:41 +0000 Subject: [PATCH 02/31] Nerf length bonus --- osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 6de6572b9372..6ade8c1732c3 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -96,7 +96,7 @@ private double computeAimValue() double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0; // Longer maps are worth more. - double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) + + double lengthBonus = 0.95 + 0.25 * Math.Min(1.0, totalHits / 2000.0) + (totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0); aimValue *= lengthBonus; @@ -142,7 +142,7 @@ private double computeSpeedValue() double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0; // Longer maps are worth more. - double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) + + double lengthBonus = 0.95 + 0.25 * Math.Min(1.0, totalHits / 2000.0) + (totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0); speedValue *= lengthBonus; From 489aa43b1bab6efeb0ed05e97ec66181dfe3b4f4 Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Tue, 14 Dec 2021 19:57:36 +0000 Subject: [PATCH 03/31] Make miss penalty harsher --- .../Difficulty/OsuPerformanceCalculator.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 6ade8c1732c3..0459c64c0e71 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -96,13 +96,13 @@ private double computeAimValue() double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0; // Longer maps are worth more. - double lengthBonus = 0.95 + 0.25 * Math.Min(1.0, totalHits / 2000.0) + + double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) + (totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0); aimValue *= lengthBonus; if (effectiveMissCount > 0) - aimValue *= Math.Pow(0.97, effectiveMissCount); + aimValue *= Math.Pow(0.96, effectiveMissCount); double approachRateFactor = 0.0; if (Attributes.ApproachRate > 10.33) @@ -142,12 +142,12 @@ private double computeSpeedValue() double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0; // Longer maps are worth more. - double lengthBonus = 0.95 + 0.25 * Math.Min(1.0, totalHits / 2000.0) + + double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) + (totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0); speedValue *= lengthBonus; if (effectiveMissCount > 0) - speedValue *= Math.Pow(0.97, effectiveMissCount); + speedValue *= Math.Pow(0.96, effectiveMissCount); double approachRateFactor = 0.0; if (Attributes.ApproachRate > 10.33) @@ -229,7 +229,7 @@ private double computeFlashlightValue() flashlightValue *= 1.3; if (effectiveMissCount > 0) - flashlightValue *= Math.Pow(0.97, effectiveMissCount); + flashlightValue *= Math.Pow(0.96, effectiveMissCount); // Combo scaling. if (Attributes.MaxCombo > 0) From bac4cfed50be4e3d1e0264ce0cd9099c3132d4b5 Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Thu, 16 Dec 2021 18:37:57 +0000 Subject: [PATCH 04/31] Use frost's miss count penalty --- .../Difficulty/OsuPerformanceCalculator.cs | 21 ++++++++++++++++--- 1 file changed, 18 insertions(+), 3 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 0459c64c0e71..bba53c92fc23 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -102,7 +102,7 @@ private double computeAimValue() aimValue *= lengthBonus; if (effectiveMissCount > 0) - aimValue *= Math.Pow(0.96, effectiveMissCount); + aimValue *= calculateMissPenalty(effectiveMissCount); double approachRateFactor = 0.0; if (Attributes.ApproachRate > 10.33) @@ -147,7 +147,7 @@ private double computeSpeedValue() speedValue *= lengthBonus; if (effectiveMissCount > 0) - speedValue *= Math.Pow(0.96, effectiveMissCount); + speedValue *= calculateMissPenalty(effectiveMissCount); double approachRateFactor = 0.0; if (Attributes.ApproachRate > 10.33) @@ -229,7 +229,7 @@ private double computeFlashlightValue() flashlightValue *= 1.3; if (effectiveMissCount > 0) - flashlightValue *= Math.Pow(0.96, effectiveMissCount); + flashlightValue *= calculateMissPenalty(effectiveMissCount); // Combo scaling. if (Attributes.MaxCombo > 0) @@ -265,6 +265,21 @@ private int calculateEffectiveMissCount() return Math.Max(countMiss, (int)Math.Floor(comboBasedMissCount)); } + private double calculateMissPenalty(double missCount) + { + double leniency = 2.0; + + if (missCount > totalHits - leniency) + return 0; + + double missApprox = erfInvApprox((totalHits - leniency - missCount) / totalHits); + double fcApprox = erfInvApprox((totalHits - leniency) / totalHits); + + return Math.Pow(missApprox / fcApprox, 1.5); + } + + private double logit(double x) => Math.Log(x / (1 - x)); + private double erfInvApprox(double x) => (Math.Sqrt(Math.PI) / 4) * logit((x + 1) / 2); private int totalHits => countGreat + countOk + countMeh + countMiss; private int totalSuccessfulHits => countGreat + countOk + countMeh; } From 60e2a8ed4b2f0f38dafe0cc9bc6ab8c55128b189 Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Tue, 21 Dec 2021 17:54:26 +0000 Subject: [PATCH 05/31] Use MathNet for miss penalty calculation, and use old penalty formula for Flashlight --- .../Difficulty/OsuPerformanceCalculator.cs | 14 +++++++------- osu.Game.Rulesets.Osu/osu.Game.Rulesets.Osu.csproj | 4 ++++ 2 files changed, 11 insertions(+), 7 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index bba53c92fc23..90caa64512a7 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -9,6 +9,7 @@ using osu.Game.Rulesets.Osu.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; +using MathNet.Numerics; namespace osu.Game.Rulesets.Osu.Difficulty { @@ -228,8 +229,9 @@ private double computeFlashlightValue() if (mods.Any(h => h is OsuModHidden)) flashlightValue *= 1.3; + // Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses. if (effectiveMissCount > 0) - flashlightValue *= calculateMissPenalty(effectiveMissCount); + flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875)); // Combo scaling. if (Attributes.MaxCombo > 0) @@ -267,19 +269,17 @@ private int calculateEffectiveMissCount() private double calculateMissPenalty(double missCount) { - double leniency = 2.0; + double leniency = 4.3; if (missCount > totalHits - leniency) return 0; - double missApprox = erfInvApprox((totalHits - leniency - missCount) / totalHits); - double fcApprox = erfInvApprox((totalHits - leniency) / totalHits); + double missApprox = SpecialFunctions.ErfInv((totalHits - leniency - missCount) / totalHits); + double fcApprox = SpecialFunctions.ErfInv((totalHits - leniency) / totalHits); - return Math.Pow(missApprox / fcApprox, 1.5); + return Math.Pow(missApprox / fcApprox, 3.5); } - private double logit(double x) => Math.Log(x / (1 - x)); - private double erfInvApprox(double x) => (Math.Sqrt(Math.PI) / 4) * logit((x + 1) / 2); private int totalHits => countGreat + countOk + countMeh + countMiss; private int totalSuccessfulHits => countGreat + countOk + countMeh; } diff --git a/osu.Game.Rulesets.Osu/osu.Game.Rulesets.Osu.csproj b/osu.Game.Rulesets.Osu/osu.Game.Rulesets.Osu.csproj index 98f1e69bd12f..018bdb93df42 100644 --- a/osu.Game.Rulesets.Osu/osu.Game.Rulesets.Osu.csproj +++ b/osu.Game.Rulesets.Osu/osu.Game.Rulesets.Osu.csproj @@ -15,4 +15,8 @@ + + + + \ No newline at end of file From 5640918c8c7c8af2e29feec4c7ad6d501619dafc Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Sun, 26 Dec 2021 23:51:49 +0000 Subject: [PATCH 06/31] New miss penalty formula, using relevant difficult notes in each skill (targets diffspikes) --- .../Difficulty/OsuDifficultyAttributes.cs | 6 ++++++ .../Difficulty/OsuDifficultyCalculator.cs | 9 +++++++++ .../Difficulty/OsuPerformanceCalculator.cs | 16 ++++------------ .../Difficulty/Skills/OsuStrainSkill.cs | 7 +++++++ 4 files changed, 26 insertions(+), 12 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs index 4b2e54da178f..6102f4a8b2e5 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs @@ -24,6 +24,12 @@ public class OsuDifficultyAttributes : DifficultyAttributes [JsonProperty("slider_factor")] public double SliderFactor { get; set; } + [JsonProperty("aim_difficult_strain_count")] + public int AimDifficultStrainCount { get; set; } + + [JsonProperty("speed_difficult_strain_count")] + public int SpeedDifficultStrainCount { get; set; } + [JsonProperty("approach_rate")] public double ApproachRate { get; set; } diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index ed42f333c0a9..ac228b0a3210 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -40,6 +40,13 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1; + int aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).RelevantDifficultStrains(); + int speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).RelevantDifficultStrains(); + + // Total number of strains in a map can vary by clockrate, and this needs to be corrected for. + aimDifficultyStrainCount = (int)(aimDifficultyStrainCount * clockRate); + speedDifficultyStrainCount = (int)(aimDifficultyStrainCount * clockRate); + if (mods.Any(h => h is OsuModRelax)) speedRating = 0.0; @@ -78,6 +85,8 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat SpeedStrain = speedRating, FlashlightRating = flashlightRating, SliderFactor = sliderFactor, + AimDifficultStrainCount = aimDifficultyStrainCount, + SpeedDifficultStrainCount = speedDifficultyStrainCount, ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5, OverallDifficulty = (80 - hitWindowGreat) / 6, DrainRate = drainRate, diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 90caa64512a7..3efb8951b37a 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -103,7 +103,7 @@ private double computeAimValue() aimValue *= lengthBonus; if (effectiveMissCount > 0) - aimValue *= calculateMissPenalty(effectiveMissCount); + aimValue *= calculateMissPenalty(effectiveMissCount, Attributes.AimDifficultStrainCount); double approachRateFactor = 0.0; if (Attributes.ApproachRate > 10.33) @@ -148,7 +148,7 @@ private double computeSpeedValue() speedValue *= lengthBonus; if (effectiveMissCount > 0) - speedValue *= calculateMissPenalty(effectiveMissCount); + speedValue *= calculateMissPenalty(effectiveMissCount, Attributes.SpeedDifficultStrainCount); double approachRateFactor = 0.0; if (Attributes.ApproachRate > 10.33) @@ -267,17 +267,9 @@ private int calculateEffectiveMissCount() return Math.Max(countMiss, (int)Math.Floor(comboBasedMissCount)); } - private double calculateMissPenalty(double missCount) + private double calculateMissPenalty(double missCount, double strainCount) { - double leniency = 4.3; - - if (missCount > totalHits - leniency) - return 0; - - double missApprox = SpecialFunctions.ErfInv((totalHits - leniency - missCount) / totalHits); - double fcApprox = SpecialFunctions.ErfInv((totalHits - leniency) / totalHits); - - return Math.Pow(missApprox / fcApprox, 3.5); + return 0.95 / ((missCount / (3 * Math.Sqrt(strainCount))) + 1); } private int totalHits => countGreat + countOk + countMeh + countMiss; diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs index e47edc37cca9..43e39482a7cf 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs @@ -57,5 +57,12 @@ public override double DifficultyValue() return difficulty * DifficultyMultiplier; } + + public int RelevantDifficultStrains() + { + List strains = GetCurrentStrainPeaks().OrderByDescending(d => d).ToList(); + + return strains.Count(s => s > strains[0] * 0.66); + } } } From e9589e57a662bc47297fec2429d7bfce1256db68 Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Mon, 27 Dec 2021 02:23:03 +0000 Subject: [PATCH 07/31] Fix logical error --- osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index ac228b0a3210..87ab12248fab 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -45,7 +45,7 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat // Total number of strains in a map can vary by clockrate, and this needs to be corrected for. aimDifficultyStrainCount = (int)(aimDifficultyStrainCount * clockRate); - speedDifficultyStrainCount = (int)(aimDifficultyStrainCount * clockRate); + speedDifficultyStrainCount = (int)(speedDifficultyStrainCount * clockRate); if (mods.Any(h => h is OsuModRelax)) speedRating = 0.0; From 8ce6e3c573104d55956c9a3c4cd3c8beffd41b09 Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Wed, 29 Dec 2021 18:49:13 +0000 Subject: [PATCH 08/31] Remove mathnet --- osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs | 4 ---- osu.Game.Rulesets.Osu/osu.Game.Rulesets.Osu.csproj | 4 ---- 2 files changed, 8 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index d7d294df4707..f6e5481feb41 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -99,8 +99,6 @@ private double computeAimValue() if (effectiveMissCount > 0) aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), effectiveMissCount); - aimValue *= getComboScalingFactor(); - double approachRateFactor = 0.0; if (Attributes.ApproachRate > 10.33) approachRateFactor = 0.3 * (Attributes.ApproachRate - 10.33); @@ -146,8 +144,6 @@ private double computeSpeedValue() if (effectiveMissCount > 0) speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875)); - speedValue *= getComboScalingFactor(); - double approachRateFactor = 0.0; if (Attributes.ApproachRate > 10.33) approachRateFactor = 0.3 * (Attributes.ApproachRate - 10.33); diff --git a/osu.Game.Rulesets.Osu/osu.Game.Rulesets.Osu.csproj b/osu.Game.Rulesets.Osu/osu.Game.Rulesets.Osu.csproj index 018bdb93df42..98f1e69bd12f 100644 --- a/osu.Game.Rulesets.Osu/osu.Game.Rulesets.Osu.csproj +++ b/osu.Game.Rulesets.Osu/osu.Game.Rulesets.Osu.csproj @@ -15,8 +15,4 @@ - - - - \ No newline at end of file From 4f257d6987b1144912f561d5a3360593598be834 Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Wed, 29 Dec 2021 18:59:17 +0000 Subject: [PATCH 09/31] Clean up unsuccessful merge --- .../Difficulty/OsuPerformanceCalculator.cs | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index f6e5481feb41..793f9e790fd4 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -95,9 +95,8 @@ private double computeAimValue() (totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0); aimValue *= lengthBonus; - // Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses. if (effectiveMissCount > 0) - aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), effectiveMissCount); + aimValue *= calculateMissPenalty(effectiveMissCount, Attributes.AimDifficultStrainCount); double approachRateFactor = 0.0; if (Attributes.ApproachRate > 10.33) @@ -140,9 +139,8 @@ private double computeSpeedValue() (totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0); speedValue *= lengthBonus; - // Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses. if (effectiveMissCount > 0) - speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875)); + speedValue *= calculateMissPenalty(effectiveMissCount, Attributes.SpeedDifficultStrainCount); double approachRateFactor = 0.0; if (Attributes.ApproachRate > 10.33) @@ -259,6 +257,12 @@ private int calculateEffectiveMissCount() } private double getComboScalingFactor() => Attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); + + private double calculateMissPenalty(double missCount, double strainCount) + { + return 0.95 / ((missCount / (3 * Math.Sqrt(strainCount))) + 1); + } + private int totalHits => countGreat + countOk + countMeh + countMiss; private int totalSuccessfulHits => countGreat + countOk + countMeh; } From fd1028f3bb5c0f19ac2154974fafa528ea6e52e9 Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Wed, 29 Dec 2021 23:49:07 +0000 Subject: [PATCH 10/31] Use clockrate in the difficult strain count method --- .../Difficulty/OsuDifficultyCalculator.cs | 8 ++------ .../Difficulty/Skills/OsuStrainSkill.cs | 9 +++++++-- 2 files changed, 9 insertions(+), 8 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index 44ba6c6a584c..27d97e9d75cc 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -40,12 +40,8 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1; - int aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).RelevantDifficultStrains(); - int speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).RelevantDifficultStrains(); - - // Total number of strains in a map can vary by clockrate, and this needs to be corrected for. - aimDifficultyStrainCount = (int)(aimDifficultyStrainCount * clockRate); - speedDifficultyStrainCount = (int)(speedDifficultyStrainCount * clockRate); + int aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountDifficultStrains(clockRate); + int speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountDifficultStrains(clockRate); if (mods.Any(h => h is OsuModRelax)) speedRating = 0.0; diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs index 43e39482a7cf..fd751727a9d0 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs @@ -58,11 +58,16 @@ public override double DifficultyValue() return difficulty * DifficultyMultiplier; } - public int RelevantDifficultStrains() + /// + /// Returns the number of difficult strains. + /// A strain is considered difficult if it's higher than 66% of the highest strain. + /// + public int CountDifficultStrains(double clockRate) { List strains = GetCurrentStrainPeaks().OrderByDescending(d => d).ToList(); - return strains.Count(s => s > strains[0] * 0.66); + // Total number of strains in a map can vary by clockrate, and this needs to be corrected for. + return (int)(strains.Count(s => s > strains[0] * 0.66) * clockRate); } } } From d2b815b745b1cfaef241488c436b26fede000571 Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Sun, 2 Jan 2022 19:20:20 +0000 Subject: [PATCH 11/31] Add miss penalty comment --- .../Difficulty/OsuPerformanceCalculator.cs | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 793f9e790fd4..d8fe85d645bf 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -256,13 +256,10 @@ private int calculateEffectiveMissCount() return Math.Max(countMiss, (int)Math.Floor(comboBasedMissCount)); } - private double getComboScalingFactor() => Attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); - - private double calculateMissPenalty(double missCount, double strainCount) - { - return 0.95 / ((missCount / (3 * Math.Sqrt(strainCount))) + 1); - } + // Miss penalty assumes that a player will miss on the relatively hard parts of a map, not the easy parts, hence the strain count. + private double calculateMissPenalty(double missCount, double strainCount) => 0.95 / ((missCount / (3 * Math.Sqrt(strainCount))) + 1); + private double getComboScalingFactor() => Attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); private int totalHits => countGreat + countOk + countMeh + countMiss; private int totalSuccessfulHits => countGreat + countOk + countMeh; } From 75be4e83d6a44adc7016c150b5cbd1c74d1caf34 Mon Sep 17 00:00:00 2001 From: Luminiscental Date: Mon, 3 Jan 2022 22:22:32 +0000 Subject: [PATCH 12/31] Remove abusable 0.66 threshold by averaging --- .../Difficulty/Skills/OsuStrainSkill.cs | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs index fd751727a9d0..1513befad594 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs @@ -59,15 +59,15 @@ public override double DifficultyValue() } /// - /// Returns the number of difficult strains. - /// A strain is considered difficult if it's higher than 66% of the highest strain. + /// Returns the number of strains above a threshold averaged as the threshold varies. + /// The result is scaled by clock rate as it affects the total number of strains. /// public int CountDifficultStrains(double clockRate) { - List strains = GetCurrentStrainPeaks().OrderByDescending(d => d).ToList(); - - // Total number of strains in a map can vary by clockrate, and this needs to be corrected for. - return (int)(strains.Count(s => s > strains[0] * 0.66) * clockRate); + List strains = GetCurrentStrainPeaks().ToList(); + // This is the average value of strains.Count(s => s > p * strains.Max()) for p between 0 and 1. + double realtimeCount = strains.Sum() / strains.Max(); + return (int)(clockRate * realtimeCount); } } } From 132079004ca5e6df33a2bc646a52f3036edff85e Mon Sep 17 00:00:00 2001 From: Luminiscental Date: Tue, 4 Jan 2022 12:30:05 +0000 Subject: [PATCH 13/31] Remove unnecessary truncation --- osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs | 4 ++-- osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs | 4 ++-- osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs | 4 ++-- 3 files changed, 6 insertions(+), 6 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs index 51842f65d57c..7ab4232a1928 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs @@ -25,10 +25,10 @@ public class OsuDifficultyAttributes : DifficultyAttributes public double SliderFactor { get; set; } [JsonProperty("aim_difficult_strain_count")] - public int AimDifficultStrainCount { get; set; } + public double AimDifficultStrainCount { get; set; } [JsonProperty("speed_difficult_strain_count")] - public int SpeedDifficultStrainCount { get; set; } + public double SpeedDifficultStrainCount { get; set; } [JsonProperty("approach_rate")] public double ApproachRate { get; set; } diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index 27d97e9d75cc..3c039c9b7e8f 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -40,8 +40,8 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1; - int aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountDifficultStrains(clockRate); - int speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountDifficultStrains(clockRate); + double aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountDifficultStrains(clockRate); + double speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountDifficultStrains(clockRate); if (mods.Any(h => h is OsuModRelax)) speedRating = 0.0; diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs index 1513befad594..46dc9c683bc5 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs @@ -62,12 +62,12 @@ public override double DifficultyValue() /// Returns the number of strains above a threshold averaged as the threshold varies. /// The result is scaled by clock rate as it affects the total number of strains. /// - public int CountDifficultStrains(double clockRate) + public double CountDifficultStrains(double clockRate) { List strains = GetCurrentStrainPeaks().ToList(); // This is the average value of strains.Count(s => s > p * strains.Max()) for p between 0 and 1. double realtimeCount = strains.Sum() / strains.Max(); - return (int)(clockRate * realtimeCount); + return clockRate * realtimeCount; } } } From 443640a48c8bed53510947240e8337c9350d8d6d Mon Sep 17 00:00:00 2001 From: apollo <83023433+apollo-dw@users.noreply.github.com> Date: Tue, 4 Jan 2022 16:39:30 +0000 Subject: [PATCH 14/31] Revert "Remove abusable 0.66 threshold by averaging" --- .../Difficulty/OsuDifficultyAttributes.cs | 4 ++-- .../Difficulty/OsuDifficultyCalculator.cs | 4 ++-- .../Difficulty/Skills/OsuStrainSkill.cs | 14 +++++++------- 3 files changed, 11 insertions(+), 11 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs index 7ab4232a1928..51842f65d57c 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs @@ -25,10 +25,10 @@ public class OsuDifficultyAttributes : DifficultyAttributes public double SliderFactor { get; set; } [JsonProperty("aim_difficult_strain_count")] - public double AimDifficultStrainCount { get; set; } + public int AimDifficultStrainCount { get; set; } [JsonProperty("speed_difficult_strain_count")] - public double SpeedDifficultStrainCount { get; set; } + public int SpeedDifficultStrainCount { get; set; } [JsonProperty("approach_rate")] public double ApproachRate { get; set; } diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index 3c039c9b7e8f..27d97e9d75cc 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -40,8 +40,8 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1; - double aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountDifficultStrains(clockRate); - double speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountDifficultStrains(clockRate); + int aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountDifficultStrains(clockRate); + int speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountDifficultStrains(clockRate); if (mods.Any(h => h is OsuModRelax)) speedRating = 0.0; diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs index 46dc9c683bc5..fd751727a9d0 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs @@ -59,15 +59,15 @@ public override double DifficultyValue() } /// - /// Returns the number of strains above a threshold averaged as the threshold varies. - /// The result is scaled by clock rate as it affects the total number of strains. + /// Returns the number of difficult strains. + /// A strain is considered difficult if it's higher than 66% of the highest strain. /// - public double CountDifficultStrains(double clockRate) + public int CountDifficultStrains(double clockRate) { - List strains = GetCurrentStrainPeaks().ToList(); - // This is the average value of strains.Count(s => s > p * strains.Max()) for p between 0 and 1. - double realtimeCount = strains.Sum() / strains.Max(); - return clockRate * realtimeCount; + List strains = GetCurrentStrainPeaks().OrderByDescending(d => d).ToList(); + + // Total number of strains in a map can vary by clockrate, and this needs to be corrected for. + return (int)(strains.Count(s => s > strains[0] * 0.66) * clockRate); } } } From dcb969316dd5a7e2bd1b06ebd1450a0ab56ef831 Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Tue, 4 Jan 2022 17:33:23 +0000 Subject: [PATCH 15/31] Weight difficult strain count against the top strain --- osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs index 46dc9c683bc5..3e0fccb6c410 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs @@ -59,14 +59,15 @@ public override double DifficultyValue() } /// - /// Returns the number of strains above a threshold averaged as the threshold varies. + /// Returns the number of strains weighted against the top strain. /// The result is scaled by clock rate as it affects the total number of strains. /// public double CountDifficultStrains(double clockRate) { List strains = GetCurrentStrainPeaks().ToList(); - // This is the average value of strains.Count(s => s > p * strains.Max()) for p between 0 and 1. - double realtimeCount = strains.Sum() / strains.Max(); + double topStrain = strains.Max(); + + double realtimeCount = strains.Sum(s => Math.Pow(s / topStrain, 4)); return clockRate * realtimeCount; } } From 400abc147b1f3742061125d91e80a62f5e1333f7 Mon Sep 17 00:00:00 2001 From: Dan Balasescu Date: Thu, 6 Jan 2022 16:28:04 +0900 Subject: [PATCH 16/31] Add attribute ids to mapping functions --- osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs | 4 ++++ osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs | 2 ++ 2 files changed, 6 insertions(+) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs index 7ab4232a1928..7041acc16c3c 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs @@ -60,6 +60,8 @@ public class OsuDifficultyAttributes : DifficultyAttributes yield return (ATTRIB_ID_FLASHLIGHT, FlashlightDifficulty); yield return (ATTRIB_ID_SLIDER_FACTOR, SliderFactor); + yield return (ATTRIB_ID_AIM_DIFFICULT_STRAIN_COUNT, AimDifficultStrainCount); + yield return (ATTRIB_ID_SPEED_DIFFICULT_STRAIN_COUNT, SpeedDifficultStrainCount); } public override void FromDatabaseAttributes(IReadOnlyDictionary values) @@ -74,6 +76,8 @@ public override void FromDatabaseAttributes(IReadOnlyDictionary val StarRating = values[ATTRIB_ID_DIFFICULTY]; FlashlightDifficulty = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT); SliderFactor = values[ATTRIB_ID_SLIDER_FACTOR]; + AimDifficultStrainCount = values[ATTRIB_ID_AIM_DIFFICULT_STRAIN_COUNT]; + SpeedDifficultStrainCount = values[ATTRIB_ID_SPEED_DIFFICULT_STRAIN_COUNT]; } #region Newtonsoft.Json implicit ShouldSerialize() methods diff --git a/osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs b/osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs index 991b567f5721..803a5bdac770 100644 --- a/osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs +++ b/osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs @@ -24,6 +24,8 @@ public class DifficultyAttributes protected const int ATTRIB_ID_SCORE_MULTIPLIER = 15; protected const int ATTRIB_ID_FLASHLIGHT = 17; protected const int ATTRIB_ID_SLIDER_FACTOR = 19; + protected const int ATTRIB_ID_AIM_DIFFICULT_STRAIN_COUNT = 21; + protected const int ATTRIB_ID_SPEED_DIFFICULT_STRAIN_COUNT = 23; /// /// The mods which were applied to the beatmap. From 598946737f07c0f2a3ac7523666a868722906db1 Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Wed, 12 Jan 2022 14:38:53 +0000 Subject: [PATCH 17/31] Reword comment and rename argument --- .../Difficulty/OsuPerformanceCalculator.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index d8fe85d645bf..52658dfe389f 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -256,9 +256,10 @@ private int calculateEffectiveMissCount() return Math.Max(countMiss, (int)Math.Floor(comboBasedMissCount)); } - // Miss penalty assumes that a player will miss on the relatively hard parts of a map, not the easy parts, hence the strain count. - private double calculateMissPenalty(double missCount, double strainCount) => 0.95 / ((missCount / (3 * Math.Sqrt(strainCount))) + 1); - + // Miss penalty assumes that a player will miss on the hardest parts of a map, + // so we use the amount of relatively difficult sections to adjust miss penalty + // to make it more punishing on maps with lower amount of hard sections. + private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.95 / ((missCount / (3 * Math.Sqrt(difficultStrainCount))) + 1); private double getComboScalingFactor() => Attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); private int totalHits => countGreat + countOk + countMeh + countMiss; private int totalSuccessfulHits => countGreat + countOk + countMeh; From da31ca17e7c12a2922ab83657df4d8d9b6826bbd Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Mon, 14 Feb 2022 01:53:03 +0000 Subject: [PATCH 18/31] Use note strains instead of sectional strains --- osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs | 2 ++ osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs | 7 ++++--- osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs | 6 +++++- 3 files changed, 11 insertions(+), 4 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs index a6301aed6d7e..3486db04af26 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs @@ -159,6 +159,8 @@ protected override double StrainValueAt(DifficultyHitObject current) currentStrain *= strainDecay(current.DeltaTime); currentStrain += strainValueOf(current) * skillMultiplier; + objectStrains.Add(currentStrain); + return currentStrain; } } diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs index 3e0fccb6c410..94e2c9d7748a 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs @@ -28,6 +28,8 @@ public abstract class OsuStrainSkill : StrainSkill /// protected virtual double DifficultyMultiplier => 1.06; + protected List objectStrains = new List(); + protected OsuStrainSkill(Mod[] mods) : base(mods) { @@ -64,10 +66,9 @@ public override double DifficultyValue() /// public double CountDifficultStrains(double clockRate) { - List strains = GetCurrentStrainPeaks().ToList(); - double topStrain = strains.Max(); + double topStrain = objectStrains.Max(); - double realtimeCount = strains.Sum(s => Math.Pow(s / topStrain, 4)); + double realtimeCount = objectStrains.Sum(s => Math.Pow(s / topStrain, 4)); return clockRate * realtimeCount; } } diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs index 06d1ef7346df..108edc6f2d56 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs @@ -173,7 +173,11 @@ protected override double StrainValueAt(DifficultyHitObject current) currentRhythm = calculateRhythmBonus(current); - return currentStrain * currentRhythm; + double totalStrain = currentStrain * currentRhythm; + + objectStrains.Add(totalStrain); + + return totalStrain; } } } From 94a46ab640b36c3ca58f03eaf2644ab51c3abd51 Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Mon, 14 Feb 2022 02:02:46 +0000 Subject: [PATCH 19/31] Rescale miss penalty for note strains --- osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index cf2116cc5d82..cf1af18d3901 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -259,7 +259,7 @@ private double calculateEffectiveMissCount() // Miss penalty assumes that a player will miss on the hardest parts of a map, // so we use the amount of relatively difficult sections to adjust miss penalty // to make it more punishing on maps with lower amount of hard sections. - private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.95 / ((missCount / (3 * Math.Sqrt(difficultStrainCount))) + 1); + private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.94 / ((missCount / (2 * Math.Sqrt(difficultStrainCount))) + 1); private double getComboScalingFactor() => Attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); private int totalHits => countGreat + countOk + countMeh + countMiss; private int totalSuccessfulHits => countGreat + countOk + countMeh; From c18df86720244a7d5bba22bc502afd4f959c9082 Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Sat, 19 Feb 2022 15:33:28 +0000 Subject: [PATCH 20/31] Remove clockrate factor --- osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs | 4 ++-- osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs | 5 ++--- 2 files changed, 4 insertions(+), 5 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index 3c039c9b7e8f..788b515d7fe9 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -40,8 +40,8 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1; - double aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountDifficultStrains(clockRate); - double speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountDifficultStrains(clockRate); + double aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountDifficultStrains(); + double speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountDifficultStrains(); if (mods.Any(h => h is OsuModRelax)) speedRating = 0.0; diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs index 94e2c9d7748a..1124c4466f81 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs @@ -64,12 +64,11 @@ public override double DifficultyValue() /// Returns the number of strains weighted against the top strain. /// The result is scaled by clock rate as it affects the total number of strains. /// - public double CountDifficultStrains(double clockRate) + public double CountDifficultStrains() { double topStrain = objectStrains.Max(); - double realtimeCount = objectStrains.Sum(s => Math.Pow(s / topStrain, 4)); - return clockRate * realtimeCount; + return objectStrains.Sum(s => Math.Pow(s / topStrain, 4)); } } } From 2f335a76dca77b0304f5ff21ed7ca2c8e1130757 Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Thu, 17 Mar 2022 22:08:56 +0000 Subject: [PATCH 21/31] Switch to using osuAttributes --- osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 48b4f53a3ed0..964bd73e8186 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -92,7 +92,7 @@ private double computeAimValue(ScoreInfo score, OsuDifficultyAttributes attribut aimValue *= lengthBonus; if (effectiveMissCount > 0) - aimValue *= calculateMissPenalty(effectiveMissCount, Attributes.AimDifficultStrainCount); + aimValue *= calculateMissPenalty(effectiveMissCount, attributes.AimDifficultStrainCount); double approachRateFactor = 0.0; if (attributes.ApproachRate > 10.33) @@ -136,7 +136,7 @@ private double computeSpeedValue(ScoreInfo score, OsuDifficultyAttributes attrib speedValue *= lengthBonus; if (effectiveMissCount > 0) - speedValue *= calculateMissPenalty(effectiveMissCount, Attributes.SpeedDifficultStrainCount); + speedValue *= calculateMissPenalty(effectiveMissCount, attributes.SpeedDifficultStrainCount); double approachRateFactor = 0.0; if (attributes.ApproachRate > 10.33) From 7d34542c12a8e1db707d101fc7988e32e9da74d8 Mon Sep 17 00:00:00 2001 From: TextAdventurer12 Date: Thu, 22 Feb 2024 15:14:56 +1300 Subject: [PATCH 22/31] use difficulty instead of topstrain --- osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs index 918e702b4505..13d89cf2b88c 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs @@ -37,6 +37,7 @@ public abstract class OsuStrainSkill : StrainSkill protected virtual double DifficultyMultiplier => DEFAULT_DIFFICULTY_MULTIPLIER; protected List objectStrains = new List(); + protected double difficulty; protected OsuStrainSkill(Mod[] mods) : base(mods) @@ -45,7 +46,7 @@ protected OsuStrainSkill(Mod[] mods) public override double DifficultyValue() { - double difficulty = 0; + difficulty = 0; double weight = 1; // Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871). @@ -78,9 +79,9 @@ public override double DifficultyValue() /// public double CountDifficultStrains() { - double topStrain = objectStrains.Max(); + double consistentTopStrain = difficulty / 10; // What would the top strain be if all strain values were identical - return objectStrains.Sum(s => Math.Pow(s / topStrain, 4)); + return objectStrains.Sum(s => Math.Pow(1, s / consistentTopStrain, 5)); } } } From 0db910deb90b792f41203ee9410ef6dc05231308 Mon Sep 17 00:00:00 2001 From: TextAdventurer12 Date: Thu, 22 Feb 2024 15:20:32 +1300 Subject: [PATCH 23/31] cap each note at adding 1 difficult strain count --- osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs index 13d89cf2b88c..84bf8e3bf6e2 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs @@ -81,7 +81,7 @@ public double CountDifficultStrains() { double consistentTopStrain = difficulty / 10; // What would the top strain be if all strain values were identical - return objectStrains.Sum(s => Math.Pow(1, s / consistentTopStrain, 5)); + return objectStrains.Sum(s => Math.Pow(Math.Min(1, s / consistentTopStrain), 5)); } } } From 9f5f6b5d37405787a4308db875331060f54572b4 Mon Sep 17 00:00:00 2001 From: TextAdventurer12 Date: Sat, 6 Apr 2024 21:39:27 +1300 Subject: [PATCH 24/31] stop capping difficult strains per note --- osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs index 84bf8e3bf6e2..b585a3085538 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs @@ -81,7 +81,8 @@ public double CountDifficultStrains() { double consistentTopStrain = difficulty / 10; // What would the top strain be if all strain values were identical - return objectStrains.Sum(s => Math.Pow(Math.Min(1, s / consistentTopStrain), 5)); + // Apply a power to nerf diffspikes, but only apply that power if s / adjustedDifficulty is less than 1, to prevent buffing certain spiky maps + return objectStrains.Sum(s => s >= adjustedDifficulty ? s / adjustedDifficulty : Math.Pow(s / adjustedDifficulty, 8)); } } -} +} \ No newline at end of file From b32d73ec9b7be94b3f55a7007e236cffd9228ca1 Mon Sep 17 00:00:00 2001 From: TextAdventurer12 Date: Sat, 13 Apr 2024 02:43:33 +1200 Subject: [PATCH 25/31] adjust weighting function --- osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs index b585a3085538..c20ea732ec6f 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs @@ -80,9 +80,8 @@ public override double DifficultyValue() public double CountDifficultStrains() { double consistentTopStrain = difficulty / 10; // What would the top strain be if all strain values were identical - - // Apply a power to nerf diffspikes, but only apply that power if s / adjustedDifficulty is less than 1, to prevent buffing certain spiky maps - return objectStrains.Sum(s => s >= adjustedDifficulty ? s / adjustedDifficulty : Math.Pow(s / adjustedDifficulty, 8)); + // Use a weighted sum of all strains. Constants are arbitrary and give nice values + return objectStrains.Sum(s => 1.3 / (1 + Math.Exp(-14.15 * (Math.Pow(s / consistentTopStrain, 2) - 0.945)))); } } } \ No newline at end of file From e2a5d1904b000965f009ee746a3175396011e3fc Mon Sep 17 00:00:00 2001 From: TextAdventurer12 Date: Wed, 17 Apr 2024 01:21:06 +1200 Subject: [PATCH 26/31] adjust count difficult strains formula --- osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs index c20ea732ec6f..beaf1d1288f5 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs @@ -81,7 +81,7 @@ public double CountDifficultStrains() { double consistentTopStrain = difficulty / 10; // What would the top strain be if all strain values were identical // Use a weighted sum of all strains. Constants are arbitrary and give nice values - return objectStrains.Sum(s => 1.3 / (1 + Math.Exp(-14.15 * (Math.Pow(s / consistentTopStrain, 2) - 0.945)))); + return objectStrains.Sum(s => 1.1 / (1 + Math.Exp(-10 * (s / consistentTopStrain - 0.88)))); } } } \ No newline at end of file From c1efcc054cf1594d3d883fcf66ab67b811d4de81 Mon Sep 17 00:00:00 2001 From: danielthirtle Date: Tue, 21 May 2024 21:03:53 +1200 Subject: [PATCH 27/31] Change miss penalty (nerf longer maps) --- osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 47f6770ce5e4..36768967ff44 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -261,7 +261,7 @@ private double calculateEffectiveMissCount(OsuDifficultyAttributes attributes) // Miss penalty assumes that a player will miss on the hardest parts of a map, // so we use the amount of relatively difficult sections to adjust miss penalty // to make it more punishing on maps with lower amount of hard sections. - private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.94 / ((missCount / (2 * Math.Sqrt(difficultStrainCount))) + 1); + private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.96 / ((missCount / (4 * Math.Pow(Math.Log(difficultStrainCount), 0.94))) + 1); private double getComboScalingFactor(OsuDifficultyAttributes attributes) => attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(attributes.MaxCombo, 0.8), 1.0); private int totalHits => countGreat + countOk + countMeh + countMiss; } From 20c54ab697eec2bb183a2f7f9ea5022a7b9be66a Mon Sep 17 00:00:00 2001 From: js1086 Date: Thu, 23 May 2024 19:08:32 +0100 Subject: [PATCH 28/31] Apply code quality changes --- osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs | 3 +-- .../Difficulty/Skills/OsuStrainSkill.cs | 16 ++++++++-------- osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs | 10 ++++------ 3 files changed, 13 insertions(+), 16 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs index ad0e3fd1076d..6c17c84c1929 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs @@ -34,8 +34,7 @@ protected override double StrainValueAt(DifficultyHitObject current) { currentStrain *= strainDecay(current.DeltaTime); currentStrain += AimEvaluator.EvaluateDifficultyOf(current, withSliders) * skillMultiplier; - - objectStrains.Add(currentStrain); + ObjectStrains.Add(currentStrain); return currentStrain; } diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs index 39175d55e065..c2e9357e3a8b 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs @@ -34,8 +34,8 @@ public abstract class OsuStrainSkill : StrainSkill /// protected virtual double DifficultyMultiplier => DEFAULT_DIFFICULTY_MULTIPLIER; - protected List objectStrains = new List(); - protected double difficulty; + protected List ObjectStrains = new List(); + protected double Difficulty; protected OsuStrainSkill(Mod[] mods) : base(mods) @@ -44,7 +44,7 @@ protected OsuStrainSkill(Mod[] mods) public override double DifficultyValue() { - difficulty = 0; + Difficulty = 0; double weight = 1; // Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871). @@ -64,11 +64,11 @@ public override double DifficultyValue() // We're sorting from highest to lowest strain. foreach (double strain in strains.OrderDescending()) { - difficulty += strain * weight; + Difficulty += strain * weight; weight *= DecayWeight; } - return difficulty * DifficultyMultiplier; + return Difficulty * DifficultyMultiplier; } /// @@ -77,9 +77,9 @@ public override double DifficultyValue() /// public double CountDifficultStrains() { - double consistentTopStrain = difficulty / 10; // What would the top strain be if all strain values were identical + double consistentTopStrain = Difficulty / 10; // What would the top strain be if all strain values were identical // Use a weighted sum of all strains. Constants are arbitrary and give nice values - return objectStrains.Sum(s => 1.1 / (1 + Math.Exp(-10 * (s / consistentTopStrain - 0.88)))); + return ObjectStrains.Sum(s => 1.1 / (1 + Math.Exp(-10 * (s / consistentTopStrain - 0.88)))); } } -} \ No newline at end of file +} diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs index b1cd0b21d187..bf8e09bd53f3 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs @@ -41,23 +41,21 @@ protected override double StrainValueAt(DifficultyHitObject current) currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current); double totalStrain = currentStrain * currentRhythm; - - objectStrains.Add(totalStrain); + ObjectStrains.Add(totalStrain); return totalStrain; } public double RelevantNoteCount() { - if (objectStrains.Count == 0) + if (ObjectStrains.Count == 0) return 0; - double maxStrain = objectStrains.Max(); - + double maxStrain = ObjectStrains.Max(); if (maxStrain == 0) return 0; - return objectStrains.Sum(strain => 1.0 / (1.0 + Math.Exp(-(strain / maxStrain * 12.0 - 6.0)))); + return ObjectStrains.Sum(strain => 1.0 / (1.0 + Math.Exp(-(strain / maxStrain * 12.0 - 6.0)))); } } } From 61afda1089eeee4d42f59ab6185023d699acb788 Mon Sep 17 00:00:00 2001 From: js1086 Date: Sun, 26 May 2024 11:24:06 +0100 Subject: [PATCH 29/31] Fix NaN case when difficulty is 0 --- osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs | 3 +++ 1 file changed, 3 insertions(+) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs index c2e9357e3a8b..af97d90e53f0 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs @@ -77,6 +77,9 @@ public override double DifficultyValue() /// public double CountDifficultStrains() { + if (double.IsNaN(Difficulty)) + return 0.0; + double consistentTopStrain = Difficulty / 10; // What would the top strain be if all strain values were identical // Use a weighted sum of all strains. Constants are arbitrary and give nice values return ObjectStrains.Sum(s => 1.1 / (1 + Math.Exp(-10 * (s / consistentTopStrain - 0.88)))); From c25e1bdeb586db8a2def47232632be61b4d4242e Mon Sep 17 00:00:00 2001 From: js1086 Date: Sun, 26 May 2024 14:21:47 +0100 Subject: [PATCH 30/31] Use correct operation for 0 difficulty case --- osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs index af97d90e53f0..ec132237dbaf 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs @@ -77,7 +77,7 @@ public override double DifficultyValue() /// public double CountDifficultStrains() { - if (double.IsNaN(Difficulty)) + if (Difficulty == 0) return 0.0; double consistentTopStrain = Difficulty / 10; // What would the top strain be if all strain values were identical From a7e1d35f648c449e749fa1346d3de704b87fe4ce Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Wed, 11 Sep 2024 12:29:17 +0100 Subject: [PATCH 31/31] Update osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs Co-authored-by: James Wilson --- osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs b/osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs index 8dfaaca7b2a7..a0f2a04f40c0 100644 --- a/osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs +++ b/osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs @@ -25,9 +25,9 @@ public class DifficultyAttributes protected const int ATTRIB_ID_SCORE_MULTIPLIER = 15; protected const int ATTRIB_ID_FLASHLIGHT = 17; protected const int ATTRIB_ID_SLIDER_FACTOR = 19; - protected const int ATTRIB_ID_AIM_DIFFICULT_STRAIN_COUNT = 21; - protected const int ATTRIB_ID_SPEED_DIFFICULT_STRAIN_COUNT = 23; protected const int ATTRIB_ID_SPEED_NOTE_COUNT = 21; + protected const int ATTRIB_ID_SPEED_DIFFICULT_STRAIN_COUNT = 23; + protected const int ATTRIB_ID_AIM_DIFFICULT_STRAIN_COUNT = 25; /// /// The mods which were applied to the beatmap.