diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs index 6c354cfa99..2c81b42e6c 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs @@ -119,24 +119,25 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, min_delta_time); // - // We'll try to better approximate the real movements a player will take in patterns following on from sliders. Consider the following slider-to-object patterns: + // There are two types of slider-to-object patterns to consider in order to better approximate the real movements a player will take. // - // 1. <======x==> - // | / - // x + // 1. The anti-flow pattern, where players cut the slider short in order to move to the next hitobject. // - // 2. <======x==>---x - // |______| + // <======o==> ← slider + // | ← most natural jump path + // o ← a follow-up hitcircle // - // Where "<==>" represents a slider, and "x" represents where the cursor needs to be for either hitobject (for a slider, this is the lazy cursor position). + // In this case the most natural jump path (o--o) is approximated by LazyJumpDistance. // - // The pattern (x--x) has distance LazyJumpDistance. - // The pattern (>--x) is a new distance we'll call "tailJumpDistance". + // 2. The flow pattern, where players follow through the slider to its visual extent into the next hitobject. // - // Case (1) is an anti-flow pattern, where players will cut the slider short in order to move to the next object. The most natural jump pattern is (x--x). - // Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The most natural jump pattern is (>--x). + // <======o==>---o + // ↑ + // most natural jump path // - // A lenience is applied by assuming that the player jumps the minimum of these two distances in all cases. + // In this case the most natural movement path is better approximated by a new distance called "tailJumpDistance" - the distance between the slider's tail and the next hitobject. + // + // Thus, the player is assumed to jump the minimum of these two distances in all cases. // float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;