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Cognition difficulty calculation rework: High AR part #28112

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@Givikap120 Givikap120 commented May 5, 2024

For review

Rework on huis:
https://pp.huismetbenen.nl/rankings/players/cognition

Doc (info about rework in the second part):
https://docs.google.com/document/d/1bp_LQpsVaX1VUL2wfIo7aoeTFPHbpBuO

The general path of Skills summing:

  • Low AR + High AR -> AR
  • AR + Flashlight -> FlashlightAR
  • FlashlightAR + Hidden -> Cognition
  • Cognition -> CappedCognition
  • Aim + Speed -> Mechanical
  • Mechanical + CappedCognition + Accuracy -> Total

Refactoring changes are the same for all 3 PRs.

Refactoring Difficulty Calculator changes:

  • Made difficulty_multplier public
  • Moved LP sum power value to the constant SUM_POWER
  • Moved difficulty to performance formulas to OsuStrainSkill.DifficultyToPerformance and Flashlight.DifficultyToPerformance functions
  • Changed preempt formula to use IBeatmapDifficultyInfo.InverseDifficultyRange

Refactoring Performance Calculator changes:

  • Used OsuDifficultyCalculator.SUM_POWER for LP summing
  • Moved difficulty to performance formulas to OsuStrainSkill.DifficultyToPerformance and Flashlight.DifficultyToPerformance functions

Osu Strain Skill changes:

  • Moved Strain Decay function here
  • Added DifficultyToPerformance function

Aim changes:

  • Changed variables accessibility to protected to allow inheritance

Speed changes:

  • Changed variables accessibility to protected to allow inheritance
  • Now it's using RhythmDifficulty field instead of RhythmEvaluator class

Flashlight changes:

  • Added HiddenFlashlight class to calculate FLHD regardless of active mods
  • Added DifficultyToPerformance function
  • Reduces multiplier to account for the fact that it's not longer LP-summed

Difficulty Calculator changes:

  • Added ReadingDifficultyHighAR and HiddenFlashlightDifficulty difficulty attributes
  • Included those attributes into the Star Rating calculation

Performance Calculator changes:

  • Changed Flashlight performance field to the Cognition
  • Added AdjustCognitionPerformance function that limits cognition performance by MechanicalPerformance + HiddenFlashlightPerformance
  • Added Always use HD parameter into computeFlashlightValue that's switching between normal calculation and calculation assuming that HD is always enabled
  • Added ComputePerfectFlashlightValue function to compute flashlight value with length bonus (used for capping Cognition in DifficultyCalculator)
  • Removed High AR bonus
  • Added ReadingDifficultyHighAR performance calculation
  • Added CalculateDefaultLengthBonus function

Osu Hit Object changes:

  • Added TimeFadeInRaw to account for the fact that HD changes TimeFadeIn when applied

Osu Difficulty Hit Object changes:

  • Added RhythmDifficulty field to avoid calculating rhythm multiple times
  • Added AnglePredictability field (self-explanatory)
  • Added Preempt field
  • Added FollowLineTime field to account for the fact that follow lines make high AR easier
  • Added ClockRate field to adjust time-related OsuHitObject fields

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