diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index df6fd19d3608..4eb5c79808b6 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -122,6 +122,7 @@ protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clo new OsuModEasy(), new OsuModHardRock(), new OsuModFlashlight(), + new MultiMod(new OsuModFlashlight(), new OsuModHidden()) }; } } diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index a93a1641a1b9..d046be9ccbb0 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -219,9 +219,6 @@ private double computeFlashlightValue(ScoreInfo score, OsuDifficultyAttributes a double flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0; - if (score.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(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875)); diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs index 4df8ff0b120f..cf4802d28210 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs @@ -4,6 +4,7 @@ using System; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Objects; +using osu.Game.Rulesets.Osu.Mods; using osu.Game.Rulesets.Osu.Objects; using osuTK; @@ -85,6 +86,35 @@ public OsuDifficultyHitObject(HitObject hitObject, HitObject lastLastObject, Hit setDistances(clockRate); } + public double OpacityAt(double time, bool hidden) + { + if (time > BaseObject.StartTime) + { + // Consider a hitobject as being invisible when its start time is passed. + // In reality the hitobject will be visible beyond its start time up until its hittable window has passed, + // but this is an approximation and such a case is unlikely to be hit where this function is used. + return 0.0; + } + + double fadeInStartTime = BaseObject.StartTime - BaseObject.TimePreempt; + double fadeInDuration = BaseObject.TimeFadeIn; + + if (hidden) + { + // Taken from OsuModHidden. + double fadeOutStartTime = BaseObject.StartTime - BaseObject.TimePreempt + BaseObject.TimeFadeIn; + double fadeOutDuration = BaseObject.TimePreempt * OsuModHidden.FADE_OUT_DURATION_MULTIPLIER; + + return Math.Min + ( + Math.Clamp((time - fadeInStartTime) / fadeInDuration, 0.0, 1.0), + 1.0 - Math.Clamp((time - fadeOutStartTime) / fadeOutDuration, 0.0, 1.0) + ); + } + + return Math.Clamp((time - fadeInStartTime) / fadeInDuration, 0.0, 1.0); + } + private void setDistances(double clockRate) { if (BaseObject is Slider currentSlider) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs index 03abba29ce4e..d93007fae57d 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs @@ -2,8 +2,10 @@ // See the LICENCE file in the repository root for full licence text. using System; +using System.Linq; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Mods; +using osu.Game.Rulesets.Osu.Mods; using osu.Game.Rulesets.Osu.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Objects; @@ -17,13 +19,19 @@ public class Flashlight : OsuStrainSkill public Flashlight(Mod[] mods) : base(mods) { + hidden = mods.Any(m => m is OsuModHidden); } - private double skillMultiplier => 0.07; + private double skillMultiplier => 0.05; private double strainDecayBase => 0.15; protected override double DecayWeight => 1.0; protected override int HistoryLength => 10; // Look back for 10 notes is added for the sake of flashlight calculations. + private readonly bool hidden; + + private const double max_opacity_bonus = 0.4; + private const double hidden_bonus = 0.2; + private double currentStrain; private double strainValueOf(DifficultyHitObject current) @@ -61,13 +69,22 @@ private double strainValueOf(DifficultyHitObject current) // We also want to nerf stacks so that only the first object of the stack is accounted for. double stackNerf = Math.Min(1.0, (currentObj.LazyJumpDistance / scalingFactor) / 25.0); - result += stackNerf * scalingFactor * jumpDistance / cumulativeStrainTime; + // Bonus based on how visible the object is. + double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, hidden)); + + result += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime; } lastObj = currentObj; } - return Math.Pow(smallDistNerf * result, 2.0); + result = Math.Pow(smallDistNerf * result, 2.0); + + // Additional bonus for Hidden due to there being no approach circles. + if (hidden) + result *= 1.0 + hidden_bonus; + + return result; } private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000); diff --git a/osu.Game.Rulesets.Osu/Mods/OsuModHidden.cs b/osu.Game.Rulesets.Osu/Mods/OsuModHidden.cs index d602fe67ee09..fc04e4d091b9 100644 --- a/osu.Game.Rulesets.Osu/Mods/OsuModHidden.cs +++ b/osu.Game.Rulesets.Osu/Mods/OsuModHidden.cs @@ -27,8 +27,8 @@ public class OsuModHidden : ModHidden, IHidesApproachCircles public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn) }; - private const double fade_in_duration_multiplier = 0.4; - private const double fade_out_duration_multiplier = 0.3; + public const double FADE_IN_DURATION_MULTIPLIER = 0.4; + public const double FADE_OUT_DURATION_MULTIPLIER = 0.3; protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is Spinner || hitObject is SpinnerTick); @@ -41,7 +41,7 @@ public override void ApplyToBeatmap(IBeatmap beatmap) static void applyFadeInAdjustment(OsuHitObject osuObject) { - osuObject.TimeFadeIn = osuObject.TimePreempt * fade_in_duration_multiplier; + osuObject.TimeFadeIn = osuObject.TimePreempt * FADE_IN_DURATION_MULTIPLIER; foreach (var nested in osuObject.NestedHitObjects.OfType()) applyFadeInAdjustment(nested); } @@ -156,7 +156,7 @@ private void applyHiddenState(DrawableHitObject drawableObject, bool increaseVis static (double fadeStartTime, double fadeDuration) getParameters(OsuHitObject hitObject) { double fadeOutStartTime = hitObject.StartTime - hitObject.TimePreempt + hitObject.TimeFadeIn; - double fadeOutDuration = hitObject.TimePreempt * fade_out_duration_multiplier; + double fadeOutDuration = hitObject.TimePreempt * FADE_OUT_DURATION_MULTIPLIER; // new duration from completed fade in to end (before fading out) double longFadeDuration = hitObject.GetEndTime() - fadeOutStartTime;