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Move helper method to LegacyRulesetExtensions
and stop applying rounding allowance to catch
As discussed, it isn't used in stable like this. Was a mistake.
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@ -8,6 +8,7 @@ using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Legacy;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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@ -151,7 +152,7 @@ namespace osu.Game.Rulesets.Catch.Objects
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TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
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Scale = IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(difficulty.CircleSize);
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Scale = LegacyRulesetExtensions.CalculateScaleFromCircleSize(difficulty.CircleSize);
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}
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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@ -17,6 +17,7 @@ using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects.Drawables;
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using osu.Game.Rulesets.Catch.Skinning;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Legacy;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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@ -469,7 +470,7 @@ namespace osu.Game.Rulesets.Catch.UI
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/// <summary>
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/// Calculates the scale of the catcher based off the provided beatmap difficulty.
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/// </summary>
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private static Vector2 calculateScale(IBeatmapDifficultyInfo difficulty) => new Vector2(IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(difficulty.CircleSize) * 2);
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private static Vector2 calculateScale(IBeatmapDifficultyInfo difficulty) => new Vector2(LegacyRulesetExtensions.CalculateScaleFromCircleSize(difficulty.CircleSize) * 2);
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private enum DroppedObjectAnimation
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{
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@ -10,6 +10,7 @@ using osu.Game.Beatmaps;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Legacy;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Replays;
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@ -35,7 +36,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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const double time_slider_start = 1000;
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float circleRadius = OsuHitObject.OBJECT_RADIUS * IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(circleSize);
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float circleRadius = OsuHitObject.OBJECT_RADIUS * LegacyRulesetExtensions.CalculateScaleFromCircleSize(circleSize, true);
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float followCircleRadius = circleRadius * 1.2f;
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performTest(new Beatmap<OsuHitObject>
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@ -7,6 +7,7 @@ using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Legacy;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Scoring;
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@ -155,7 +156,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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// This adjustment is necessary for AR>10, otherwise TimePreempt can become smaller leading to hitcircles not fully fading in.
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TimeFadeIn = 400 * Math.Min(1, TimePreempt / PREEMPT_MIN);
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Scale = IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(difficulty.CircleSize);
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Scale = LegacyRulesetExtensions.CalculateScaleFromCircleSize(difficulty.CircleSize, true);
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}
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protected override HitWindows CreateHitWindows() => new OsuHitWindows();
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@ -13,6 +13,7 @@ using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Objects.Legacy;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Scoring;
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using osuTK;
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@ -208,7 +209,7 @@ namespace osu.Game.Rulesets.Osu.Statistics
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if (score.HitEvents.Count == 0)
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return;
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float radius = OsuHitObject.OBJECT_RADIUS * IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(playableBeatmap.Difficulty.CircleSize);
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float radius = OsuHitObject.OBJECT_RADIUS * LegacyRulesetExtensions.CalculateScaleFromCircleSize(playableBeatmap.Difficulty.CircleSize, true);
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foreach (var e in score.HitEvents.Where(e => e.HitObject is HitCircle && !(e.HitObject is SliderTailCircle)))
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{
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@ -44,21 +44,6 @@ namespace osu.Game.Beatmaps
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/// </summary>
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double SliderTickRate { get; }
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static float CalculateScaleFromCircleSize(float circleSize)
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{
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// The following comment is copied verbatim from osu-stable:
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//
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// Builds of osu! up to 2013-05-04 had the gamefield being rounded down, which caused incorrect radius calculations
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// in widescreen cases. This ratio adjusts to allow for old replays to work post-fix, which in turn increases the lenience
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// for all plays, but by an amount so small it should only be effective in replays.
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//
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// To match expectations of gameplay we need to apply this multiplier to circle scale. It's weird but is what it is.
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// It works out to under 1 game pixel and is generally not meaningful to gameplay, but is to replay playback accuracy.
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const float broken_gamefield_rounding_allowance = 1.00041f;
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return (float)(1.0f - 0.7f * DifficultyRange(circleSize)) / 2 * broken_gamefield_rounding_allowance;
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}
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/// <summary>
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/// Maps a difficulty value [0, 10] to a two-piece linear range of values.
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/// </summary>
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects.Types;
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@ -38,5 +39,23 @@ namespace osu.Game.Rulesets.Objects.Legacy
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return timingControlPoint.BeatLength * bpmMultiplier;
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}
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/// <summary>
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/// Calculates scale from a CS value, with an optional fudge that was historically applied to the osu! ruleset.
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/// </summary>
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public static float CalculateScaleFromCircleSize(float circleSize, bool applyFudge = false)
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{
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// The following comment is copied verbatim from osu-stable:
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//
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// Builds of osu! up to 2013-05-04 had the gamefield being rounded down, which caused incorrect radius calculations
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// in widescreen cases. This ratio adjusts to allow for old replays to work post-fix, which in turn increases the lenience
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// for all plays, but by an amount so small it should only be effective in replays.
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//
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// To match expectations of gameplay we need to apply this multiplier to circle scale. It's weird but is what it is.
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// It works out to under 1 game pixel and is generally not meaningful to gameplay, but is to replay playback accuracy.
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const float broken_gamefield_rounding_allowance = 1.00041f;
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return (float)(1.0f - 0.7f * IBeatmapDifficultyInfo.DifficultyRange(circleSize)) / 2 * broken_gamefield_rounding_allowance;
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}
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}
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}
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