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Fix osu!catch SR buzz slider detection (#32412)
* Use `normalized_hitobject_radius` during osu!catch buzz slider detection Currently the algorithm considers some buzz sliders as standstills when in reality they require movement. This happens because `HalfCatcherWidth` isn't normalized while `exactDistanceMoved` is, leading to an inaccurate comparison. `normalized_hitobject_radius` is the normalized value of `HalfCatcherWidth` and replacing one with the other fixes the problem. * Rename `normalized_hitobject_radius` to `normalized_half_catcher_width` The current name is confusing because hit objects have no radius in the context of osu!catch difficulty calculation. The new name conveys the actual purpose of the value. * Only set `normalized_half_catcher_width` in `CatchDifficultyHitObject` Prevents potential bugs if the value were to be changed in one of the classes but not in both. * Use `CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH` directly Requested during code review. --------- Co-authored-by: James Wilson <tsunyoku@gmail.com>
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@@ -11,7 +11,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
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{
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public class CatchDifficultyHitObject : DifficultyHitObject
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{
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private const float normalized_hitobject_radius = 41.0f;
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public const float NORMALIZED_HALF_CATCHER_WIDTH = 41.0f;
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public new PalpableCatchHitObject BaseObject => (PalpableCatchHitObject)base.BaseObject;
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@@ -29,7 +29,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
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: base(hitObject, lastObject, clockRate, objects, index)
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{
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// We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps.
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float scalingFactor = normalized_hitobject_radius / halfCatcherWidth;
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float scalingFactor = NORMALIZED_HALF_CATCHER_WIDTH / halfCatcherWidth;
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NormalizedPosition = BaseObject.EffectiveX * scalingFactor;
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LastNormalizedPosition = LastObject.EffectiveX * scalingFactor;
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@@ -12,7 +12,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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public class Movement : StrainDecaySkill
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{
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private const float absolute_player_positioning_error = 16f;
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private const float normalized_hitobject_radius = 41.0f;
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private const double direction_change_bonus = 21.0;
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protected override double SkillMultiplier => 1;
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@@ -55,8 +54,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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float playerPosition = Math.Clamp(
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lastPlayerPosition.Value,
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catchCurrent.NormalizedPosition - (normalized_hitobject_radius - absolute_player_positioning_error),
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catchCurrent.NormalizedPosition + (normalized_hitobject_radius - absolute_player_positioning_error)
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catchCurrent.NormalizedPosition - (CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH - absolute_player_positioning_error),
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catchCurrent.NormalizedPosition + (CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH - absolute_player_positioning_error)
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);
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float distanceMoved = playerPosition - lastPlayerPosition.Value;
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@@ -83,7 +82,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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}
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// Base bonus for every movement, giving some weight to streams.
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distanceAddition += 12.5 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
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distanceAddition += 12.5 * Math.Min(Math.Abs(distanceMoved), CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH * 2) / (CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH * 6)
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/ sqrtStrain;
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}
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// Bonus for edge dashes.
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@@ -102,10 +102,11 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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}
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// There is an edge case where horizontal back and forth sliders create "buzz" patterns which are repeated "movements" with a distance lower than
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// the platter's width but high enough to be considered a movement due to the absolute_player_positioning_error and normalized_hitobject_radius offsets
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// the platter's width but high enough to be considered a movement due to the absolute_player_positioning_error and NORMALIZED_HALF_CATCHER_WIDTH offsets
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// We are detecting this exact scenario. The first back and forth is counted but all subsequent ones are nullified.
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// To achieve that, we need to store the exact distances (distance ignoring absolute_player_positioning_error and normalized_hitobject_radius)
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if (Math.Abs(exactDistanceMoved) <= HalfCatcherWidth * 2 && exactDistanceMoved == -lastExactDistanceMoved && catchCurrent.StrainTime == lastStrainTime)
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// To achieve that, we need to store the exact distances (distance ignoring absolute_player_positioning_error and NORMALIZED_HALF_CATCHER_WIDTH)
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if (Math.Abs(exactDistanceMoved) <= CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH * 2 && exactDistanceMoved == -lastExactDistanceMoved
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&& catchCurrent.StrainTime == lastStrainTime)
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{
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if (isInBuzzSection)
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distanceAddition = 0;
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