diff --git a/osu.Game.Tests/Visual/Ranking/TestSceneAccuracyCircle.cs b/osu.Game.Tests/Visual/Ranking/TestSceneAccuracyCircle.cs index 0145a1dfef..314e275ca3 100644 --- a/osu.Game.Tests/Visual/Ranking/TestSceneAccuracyCircle.cs +++ b/osu.Game.Tests/Visual/Ranking/TestSceneAccuracyCircle.cs @@ -24,11 +24,20 @@ namespace osu.Game.Tests.Visual.Ranking { public partial class TestSceneAccuracyCircle : OsuTestScene { + [TestCase(0, ScoreRank.D)] [TestCase(0.2, ScoreRank.D)] [TestCase(0.5, ScoreRank.D)] + [TestCase(0.699, ScoreRank.D)] + [TestCase(0.7, ScoreRank.C)] [TestCase(0.75, ScoreRank.C)] + [TestCase(0.799, ScoreRank.C)] + [TestCase(0.80, ScoreRank.B)] [TestCase(0.85, ScoreRank.B)] + [TestCase(0.899, ScoreRank.B)] + [TestCase(0.9, ScoreRank.A)] [TestCase(0.925, ScoreRank.A)] + [TestCase(0.949, ScoreRank.A)] + [TestCase(0.95, ScoreRank.S)] [TestCase(0.975, ScoreRank.S)] [TestCase(0.9999, ScoreRank.S)] [TestCase(1, ScoreRank.X)] diff --git a/osu.Game/Screens/Ranking/Expanded/Accuracy/AccuracyCircle.cs b/osu.Game/Screens/Ranking/Expanded/Accuracy/AccuracyCircle.cs index 8e04bb68fb..3cb09734c5 100644 --- a/osu.Game/Screens/Ranking/Expanded/Accuracy/AccuracyCircle.cs +++ b/osu.Game/Screens/Ranking/Expanded/Accuracy/AccuracyCircle.cs @@ -73,6 +73,11 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy /// private const double virtual_ss_percentage = 0.01; + /// + /// The width of a in terms of accuracy. + /// + public const double NOTCH_WIDTH_PERCENTAGE = 0.002; + /// /// The easing for the circle filling transforms. /// @@ -263,7 +268,34 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy using (BeginDelayedSequence(ACCURACY_TRANSFORM_DELAY)) { - double targetAccuracy = score.Rank == ScoreRank.X || score.Rank == ScoreRank.XH ? 1 : Math.Min(1 - virtual_ss_percentage, score.Accuracy); + double targetAccuracy = score.Accuracy; + + // Ensure the gauge overshoots or undershoots a bit so it doesn't land in the gaps of the inner graded circle (caused by `RankNotch`es), + // to prevent ambiguity on what grade it's pointing at. + double[] notchPercentages = { 0.7, 0.8, 0.9, 0.95 }; + + foreach (double p in notchPercentages) + { + if (targetAccuracy > p - NOTCH_WIDTH_PERCENTAGE / 2 && targetAccuracy < p + NOTCH_WIDTH_PERCENTAGE / 2) + { + int tippingDirection = targetAccuracy - p >= 0 ? 1 : -1; // We "round up" here to match rank criteria + targetAccuracy = p + tippingDirection * (NOTCH_WIDTH_PERCENTAGE / 2); + break; + } + } + + // The final gap between 99.999...% (S) and 100% (SS) is exaggerated by `virtual_ss_percentage`. We don't want to land there either. + if (score.Rank == ScoreRank.X || score.Rank == ScoreRank.XH) + targetAccuracy = 1; + else + targetAccuracy = Math.Min(1 - virtual_ss_percentage - NOTCH_WIDTH_PERCENTAGE / 2, targetAccuracy); + + // The accuracy circle gauge visually fills up a bit too much. + // This wouldn't normally matter but we want it to align properly with the inner graded circle in the above cases. + const double visual_alignment_offset = 0.001; + + if (targetAccuracy < 1 && targetAccuracy >= visual_alignment_offset) + targetAccuracy -= visual_alignment_offset; accuracyCircle.FillTo(targetAccuracy, ACCURACY_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING); diff --git a/osu.Game/Screens/Ranking/Expanded/Accuracy/RankNotch.cs b/osu.Game/Screens/Ranking/Expanded/Accuracy/RankNotch.cs index 7e73767318..32f2eb2fa5 100644 --- a/osu.Game/Screens/Ranking/Expanded/Accuracy/RankNotch.cs +++ b/osu.Game/Screens/Ranking/Expanded/Accuracy/RankNotch.cs @@ -41,7 +41,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy Origin = Anchor.TopCentre, RelativeSizeAxes = Axes.Y, Height = AccuracyCircle.RANK_CIRCLE_RADIUS, - Width = 1f, + Width = (float)AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 360f, Colour = OsuColour.Gray(0.3f), EdgeSmoothness = new Vector2(1f) }