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implemented Strict Tracking pp
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@ -88,11 +88,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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private readonly OsuHitObject? lastLastObject;
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private readonly OsuHitObject lastObject;
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private readonly Mod[] mods;
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public OsuDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject? lastLastObject, double clockRate, List<DifficultyHitObject> objects, int index, Mod[] mods)
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: base(hitObject, lastObject, clockRate, objects, index)
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{
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this.lastLastObject = lastLastObject as OsuHitObject;
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this.lastObject = (OsuHitObject)lastObject;
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this.mods = mods;
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// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
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StrainTime = Math.Max(DeltaTime, MIN_DELTA_TIME);
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@ -333,6 +336,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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if (i == nestedObjects.Count - 1)
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slider.LazyEndPosition = currCursorPosition;
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}
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if (mods.OfType<OsuModStrictTracking>().Any())
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{
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double strictVelocity = calculateStrictSliderVelocity(slider);
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double strictDistance = strictVelocity * slider.LazyTravelTime;
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Console.WriteLine($"Normal = {slider.LazyTravelDistance:0.00}, Strict = {strictDistance:0.00}");
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slider.LazyTravelDistance = Math.Max(slider.LazyTravelDistance, (float)strictDistance);
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}
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}
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private static Vector2 positionWithRepeats(double relativeTime, Slider slider)
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@ -343,10 +355,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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return slider.Position + slider.Path.PositionAt(progress);
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}
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private void calculateStrictSliderPath(Slider slider)
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private double calculateStrictSliderVelocity(Slider slider)
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{
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//Console.WriteLine($"Calculating strict path for {slider.StartTime}");
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float scalingFactor = (float)(NORMALISED_RADIUS / slider.Radius);
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double updateDistance = slider.Radius;
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float followCircleRadius = (float)(slider.Radius * 2.4);
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float followCircleRadius = assumed_slider_radius / scalingFactor;
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// WARNING, this is lazer-correct implementation because stable doesn't have Strict Tracking mod
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// This means that path of this function can be lower than normal path
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@ -355,6 +371,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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slider.NestedHitObjects.LastOrDefault(n => n is not SliderTailCircle)?.StartTime ?? double.MinValue
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);
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trackingEndTime = Math.Max(trackingEndTime, slider.StartTime + slider.Duration / 2);
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OsuHitObject head;
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if (slider.RepeatCount == 0)
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head = (OsuHitObject)slider.NestedHitObjects[0];
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@ -364,12 +382,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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var tail = (OsuHitObject)slider.NestedHitObjects[^1];
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double totalTrackingTime = trackingEndTime - head.StartTime;
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if (totalTrackingTime == 0)
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return 0;
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double numberOfUpdates = Math.Ceiling(slider.Path.Distance / updateDistance);
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double deltaT = totalTrackingTime / numberOfUpdates;
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double totalPath = 0;
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Vector2 currentCursorPosition = head.StackedPosition;
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double peakVelocity = 0;
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double lastTimeWithMovement = 0;
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for (double relativeTime = 0; relativeTime <= totalTrackingTime; relativeTime += deltaT)
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@ -382,14 +405,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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if (distanceToCursor <= followCircleRadius)
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continue;
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lastTimeWithMovement = relativeTime;
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float neededMovement = distanceToCursor - followCircleRadius;
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double currentVelocity = neededMovement / (relativeTime - lastTimeWithMovement);
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peakVelocity = Math.Max(peakVelocity, currentVelocity);
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lastTimeWithMovement = relativeTime;
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totalPath += neededMovement;
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currentCursorPosition = Vector2.Lerp(currentCursorPosition, ballPosition, neededMovement / distanceToCursor);
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}
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return peakVelocity * scalingFactor;
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}
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private Vector2 getEndCursorPosition(OsuHitObject hitObject)
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