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refactor speed window ratios

This commit is contained in:
apollo-dw 2021-09-15 11:12:36 +01:00
parent a0bd73c356
commit 3a16ec277a

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@ -49,19 +49,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
double distance = Math.Min(single_spacing_threshold, osuCurrent.TravelDistance + osuCurrent.JumpDistance);
double deltaTime = current.DeltaTime;
// Aim to nerf cheesy rhythms (Very fast consecutive doubles with large deltatimes between)
double deltaTimeThreshold = greatWindow * 2;
double greatWindowFull = greatWindow * 2;
double speedWindowRatio = deltaTime / greatWindowFull;
if (Previous.Count > 0 && deltaTime < deltaTimeThreshold && Previous[0].DeltaTime > deltaTime)
// Aim to nerf cheesy rhythms (Very fast consecutive doubles with large deltatimes between)
if (Previous.Count > 0 && deltaTime < greatWindowFull && Previous[0].DeltaTime > deltaTime)
{
double speedWindowRatio = deltaTime / deltaTimeThreshold;
deltaTime = Interpolation.Lerp(Previous[0].DeltaTime, deltaTime, speedWindowRatio);
}
// Cap deltatime to the OD 300 hitwindow.
// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly
var hitWindowNerf = deltaTime / (greatWindow * 2 * 0.93);
deltaTime /= Math.Clamp(hitWindowNerf, 0.92, 1);
// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly,
deltaTime /= Math.Clamp(speedWindowRatio * (1/0.93), 0.92, 1);
double speedBonus = 1.0;
if (deltaTime < min_speed_bonus)