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fixed bugs
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@ -339,10 +339,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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if (mods.OfType<OsuModStrictTracking>().Any())
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{
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(double path, double timeUsed) = calculateStrictSlider(slider);
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double strictPath = calculateStrictSliderPath(slider);
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double normalVelocity = slider.LazyTravelTime > 0 ? slider.LazyTravelDistance / slider.LazyTravelTime : 0;
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double strictVelocity = timeUsed > 0 ? path / timeUsed : 0;
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double strictVelocity = slider.LazyTravelTime > 0 ? strictPath / slider.LazyTravelTime : 0;
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if (strictVelocity > normalVelocity)
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{
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@ -353,32 +353,23 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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double multiplier = (normalVelocity + deltaVelocity) / strictVelocity;
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slider.LazyTravelDistance = (float)(path * multiplier);
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slider.LazyTravelTime = timeUsed;
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slider.LazyTravelDistance = (float)(strictPath * multiplier);
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}
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}
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}
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private static Vector2 positionWithRepeats(double relativeTime, Slider slider)
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private static Vector2 positionWithRepeats(double relativeTime, Slider slider, int repeat)
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{
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relativeTime -= slider.SpanDuration * repeat;
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double progress = relativeTime / slider.SpanDuration;
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if (slider.RepeatCount % 2 == 1)
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if (repeat % 2 == 1)
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progress = 1 - progress; // revert if odd number of repeats
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return slider.Position + slider.Path.PositionAt(progress);
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return slider.Path.PositionAt(progress);
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}
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private (double path, double timeUsed) calculateStrictSlider(Slider slider)
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private double calculateStrictSliderPath(Slider slider)
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{
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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 = assumed_slider_radius / scalingFactor;
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// If slider have 0 repeates - we're calculating path from Start to LazyEnd
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// If slider have repeats - we're calculating 2 paths: from Start to Repeat and from Start to LazyEnd
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// Then total path = pathToLazyEnd + pathToRepeat * (repeats - 1)
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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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double lazyEndTime = Math.Max(
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@ -386,73 +377,69 @@ 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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double endTime = slider.EndTime;
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OsuHitObject head;
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if (slider.RepeatCount > 0)
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head = (OsuHitObject)slider.NestedHitObjects.Where(o => o is SliderRepeat).Last();
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else
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head = (OsuHitObject)slider.NestedHitObjects[0];
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double lazyTrackingTime = lazyEndTime - head.StartTime;
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double totalTrackingTime = endTime - head.StartTime;
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double startTime = slider.HeadCircle.StartTime;
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double totalTrackingTime = lazyEndTime - startTime;
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if (totalTrackingTime == 0)
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return (0, 0);
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if (slider.RepeatCount == 0 && lazyTrackingTime == 0)
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return (0, 0);
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double numberOfUpdates = Math.Ceiling(slider.Path.Distance / updateDistance);
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double numberOfLazyUpdates = Math.Ceiling(numberOfUpdates * lazyTrackingTime / totalTrackingTime);
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double deltaLazy = lazyTrackingTime / numberOfLazyUpdates;
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double lazyPath = 0;
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double relativeTime = deltaLazy;
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Vector2 currentCursorPosition = head.StackedPosition;
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double lastTimeWithMovement = 0;
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// Adjust to be sure that there would be no floating point error
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double adjustedTime = lazyTrackingTime + deltaLazy / 2;
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for (; relativeTime <= adjustedTime; relativeTime += deltaLazy)
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{
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lazyPath += calculateNeededMovement(slider, relativeTime, ref currentCursorPosition, ref lastTimeWithMovement, followCircleRadius);
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}
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if (slider.RepeatCount == 0)
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return (lazyPath * scalingFactor, lastTimeWithMovement);
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double numberofNonLazyUpdates = Math.Max(1, numberOfUpdates - numberOfLazyUpdates);
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double deltaNormal = (totalTrackingTime - lazyTrackingTime) / numberofNonLazyUpdates;
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double totalPath = lazyPath;
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// Adjust to be sure that there would be no floating point error
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adjustedTime = totalTrackingTime + deltaNormal / 2;
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for (relativeTime = lazyTrackingTime; relativeTime <= adjustedTime; relativeTime += deltaNormal)
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{
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totalPath += calculateNeededMovement(slider, relativeTime, ref currentCursorPosition, ref lastTimeWithMovement, followCircleRadius);
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}
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double resultPath = lazyPath + totalPath * slider.RepeatCount;
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return (resultPath * scalingFactor, lastTimeWithMovement);
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}
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private static double calculateNeededMovement(Slider slider, double relativeTime, ref Vector2 currentCursorPosition, ref double lastTimeWithMovement, float followCircleRadius)
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{
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Vector2 ballPosition = positionWithRepeats(relativeTime, slider);
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float distanceToCursor = Vector2.Distance(ballPosition, currentCursorPosition);
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if (distanceToCursor <= followCircleRadius)
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return 0;
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float neededMovement = distanceToCursor - followCircleRadius;
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double numberOfUpdates = Math.Ceiling(slider.Path.Distance * (slider.RepeatCount + 1) / NORMALISED_RADIUS);
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lastTimeWithMovement = relativeTime;
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currentCursorPosition = Vector2.Lerp(currentCursorPosition, ballPosition, neededMovement / distanceToCursor);
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double currentTime;
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Vector2 currentCursorPosition = new Vector2();
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return neededMovement;
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double totalPath = 0;
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double deltaT = totalTrackingTime / numberOfUpdates;
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double currentUpdateTime = deltaT;
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double getNestedObjectStartTime(int index) => slider.NestedHitObjects[index].StartTime - startTime;
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int currentNestedObjectIndex = 1;
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double nestedObjectTime = getNestedObjectStartTime(1);
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currentTime = Math.Min(currentUpdateTime, nestedObjectTime);
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float scalingFactor = (float)(NORMALISED_RADIUS / slider.Radius);
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// Adjust to be sure that there would be no floating point error
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double adjustedEndTime = totalTrackingTime + deltaT / 2;
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while (currentTime <= adjustedEndTime)
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{
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currentTime = Math.Min(currentUpdateTime, nestedObjectTime);
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if (currentTime > adjustedEndTime || currentTime >= slider.TailCircle.StartTime)
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break;
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float currentRadius = assumed_slider_radius;
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// Handle the scenario where we're doing normal update
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if (currentUpdateTime < nestedObjectTime)
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{
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currentUpdateTime += deltaT;
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}
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// Handle the scenario where we're updating for nested object
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else
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{
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// Repeats require more accurate movement
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currentRadius = slider.NestedHitObjects[currentNestedObjectIndex] is SliderRepeat ? NORMALISED_RADIUS : assumed_slider_radius;
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currentNestedObjectIndex++;
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nestedObjectTime = currentNestedObjectIndex < slider.NestedHitObjects.Count ? getNestedObjectStartTime(currentNestedObjectIndex) : double.PositiveInfinity;
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}
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int currentRepeat = (int)(currentTime / slider.SpanDuration);
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Vector2 ballPosition = positionWithRepeats(currentTime, slider, currentRepeat);
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float distanceToCursor = Vector2.Distance(ballPosition, currentCursorPosition) * scalingFactor;
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if (distanceToCursor <= currentRadius)
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continue;
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float neededMovement = distanceToCursor - currentRadius;
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currentCursorPosition = Vector2.Lerp(currentCursorPosition, ballPosition, neededMovement / distanceToCursor);
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totalPath += neededMovement;
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}
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return totalPath;
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}
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private Vector2 getEndCursorPosition(OsuHitObject hitObject)
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