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Merge pull request #15867 from MBmasher/fl-cumulative-strain

Fix cumulative strain time calculation in Flashlight skill
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Dan Balasescu 2021-12-21 17:19:09 +09:00 committed by GitHub
commit 05b79f864e
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@ -40,26 +40,31 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
double result = 0.0;
OsuDifficultyHitObject lastObj = osuCurrent;
// This is iterating backwards in time from the current object.
for (int i = 0; i < Previous.Count; i++)
{
var osuPrevious = (OsuDifficultyHitObject)Previous[i];
var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject);
var currentObj = (OsuDifficultyHitObject)Previous[i];
var currentHitObject = (OsuHitObject)(currentObj.BaseObject);
if (!(osuPrevious.BaseObject is Spinner))
if (!(currentObj.BaseObject is Spinner))
{
double jumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length;
double jumpDistance = (osuHitObject.StackedPosition - currentHitObject.EndPosition).Length;
cumulativeStrainTime += osuPrevious.StrainTime;
cumulativeStrainTime += lastObj.StrainTime;
// We want to nerf objects that can be easily seen within the Flashlight circle radius.
if (i == 0)
smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
// We also want to nerf stacks so that only the first object of the stack is accounted for.
double stackNerf = Math.Min(1.0, (osuPrevious.LazyJumpDistance / scalingFactor) / 25.0);
double stackNerf = Math.Min(1.0, (currentObj.LazyJumpDistance / scalingFactor) / 25.0);
result += stackNerf * scalingFactor * jumpDistance / cumulativeStrainTime;
}
lastObj = currentObj;
}
return Math.Pow(smallDistNerf * result, 2.0);