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Merge pull request #24661 from frenzibyte/stable-spinner-ticks-1

Update osu! spinner ticks calculation method to better match with osu!(stable)
This commit is contained in:
Dean Herbert 2023-09-12 20:41:28 +09:00 committed by GitHub
commit 7db4b3e83c
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2 changed files with 7 additions and 12 deletions

View File

@ -286,7 +286,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
private static readonly int score_per_tick = new SpinnerBonusTick.OsuSpinnerBonusTickJudgement().MaxNumericResult; private static readonly int score_per_tick = new SpinnerBonusTick.OsuSpinnerBonusTickJudgement().MaxNumericResult;
private int wholeSpins; private int completedFullSpins;
private void updateBonusScore() private void updateBonusScore()
{ {
@ -295,14 +295,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
int spins = (int)(Result.RateAdjustedRotation / 360); int spins = (int)(Result.RateAdjustedRotation / 360);
if (spins < wholeSpins) if (spins < completedFullSpins)
{ {
// rewinding, silently handle // rewinding, silently handle
wholeSpins = spins; completedFullSpins = spins;
return; return;
} }
while (wholeSpins != spins) while (completedFullSpins != spins)
{ {
var tick = ticks.FirstOrDefault(t => !t.Result.HasResult); var tick = ticks.FirstOrDefault(t => !t.Result.HasResult);
@ -315,7 +315,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
gainedBonus.Value = score_per_tick * (spins - HitObject.SpinsRequired); gainedBonus.Value = score_per_tick * (spins - HitObject.SpinsRequired);
} }
wholeSpins++; completedFullSpins++;
} }
} }
} }

View File

@ -42,15 +42,10 @@ namespace osu.Game.Rulesets.Osu.Objects
{ {
base.ApplyDefaultsToSelf(controlPointInfo, difficulty); base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
// spinning doesn't match 1:1 with stable, so let's fudge them easier for the time being. const double maximum_rotations_per_second = 477f / 60f;
const double stable_matching_fudge = 0.6;
// close to 477rpm
const double maximum_rotations_per_second = 8;
double secondsDuration = Duration / 1000; double secondsDuration = Duration / 1000;
double minimumRotationsPerSecond = IBeatmapDifficultyInfo.DifficultyRange(difficulty.OverallDifficulty, 1.5, 2.5, 3.75);
double minimumRotationsPerSecond = stable_matching_fudge * IBeatmapDifficultyInfo.DifficultyRange(difficulty.OverallDifficulty, 3, 5, 7.5);
SpinsRequired = (int)(secondsDuration * minimumRotationsPerSecond); SpinsRequired = (int)(secondsDuration * minimumRotationsPerSecond);
MaximumBonusSpins = (int)((maximum_rotations_per_second - minimumRotationsPerSecond) * secondsDuration); MaximumBonusSpins = (int)((maximum_rotations_per_second - minimumRotationsPerSecond) * secondsDuration);