diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs index 52108f85f9..36a1053317 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs @@ -103,7 +103,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing if (lastObject is Slider lastSlider) { double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time); - MovementTime = Math.Max(MovementTime - lastTravelTime, min_delta_time); + MovementTime = 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: @@ -117,14 +117,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing // // Where "<==>" represents a slider, and "o" represents where the cursor needs to be for either hitobject (for a slider, this is the lazy cursor position). // - // Case (1) is an anti-flow pattern, where players will cut the slider short in order to move to the next object. The jump pattern is (o--o). - // Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The jump pattern is (>--o). + // The pattern (o--o) has distance JumpDistance. + // The pattern (>--o) is a new distance we'll call "tailJumpDistance". + // + // 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 (o--o). + // Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The most natural jump pattern is (>--o). // // A lenience is applied by assuming that the player jumps the minimum of these two distances in all cases. // float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor; - MovementDistance = Math.Max(0, Math.Min(MovementDistance - (maximum_slider_radius - assumed_slider_radius), tailJumpDistance - maximum_slider_radius)); + MovementDistance = Math.Max(0, Math.Min(JumpDistance - (maximum_slider_radius - assumed_slider_radius), tailJumpDistance - maximum_slider_radius)); } if (lastLastObject != null && !(lastLastObject is Spinner))