diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs index abb9e64a65..258df97a7c 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs @@ -12,10 +12,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing { public class OsuDifficultyHitObject : DifficultyHitObject { - private const int normalised_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths. + /// + /// A distance by which all distances should be scaled in order to assume a uniform circle size. + /// + public const int NORMALISED_RADIUS = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths. + private const int min_delta_time = 25; - private const float maximum_slider_radius = normalised_radius * 2.4f; - private const float assumed_slider_radius = normalised_radius * 1.8f; + private const float maximum_slider_radius = NORMALISED_RADIUS * 2.4f; + private const float assumed_slider_radius = NORMALISED_RADIUS * 1.8f; protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject; @@ -129,7 +133,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing return; // We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps. - float scalingFactor = normalised_radius / (float)BaseObject.Radius; + float scalingFactor = NORMALISED_RADIUS / (float)BaseObject.Radius; if (BaseObject.Radius < 30) { @@ -203,7 +207,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing slider.LazyEndPosition = slider.StackedPosition + slider.Path.PositionAt(endTimeMin); // temporary lazy end position until a real result can be derived. var currCursorPosition = slider.StackedPosition; - double scalingFactor = normalised_radius / slider.Radius; // lazySliderDistance is coded to be sensitive to scaling, this makes the maths easier with the thresholds being used. + double scalingFactor = NORMALISED_RADIUS / slider.Radius; // lazySliderDistance is coded to be sensitive to scaling, this makes the maths easier with the thresholds being used. for (int i = 1; i < slider.NestedHitObjects.Count; i++) { @@ -231,7 +235,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing else if (currMovementObj is SliderRepeat) { // For a slider repeat, assume a tighter movement threshold to better assess repeat sliders. - requiredMovement = normalised_radius; + requiredMovement = NORMALISED_RADIUS; } if (currMovementLength > requiredMovement) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs index b8f5fd8461..f850f45162 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs @@ -46,7 +46,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills var osuCurrent = (OsuDifficultyHitObject)current; var osuHitObject = (OsuHitObject)(osuCurrent.BaseObject); - double scalingFactor = 52.0 / osuHitObject.Radius; + double scalingFactor = OsuDifficultyHitObject.NORMALISED_RADIUS / osuHitObject.Radius; double smallDistNerf = 1.0; double cumulativeStrainTime = 0.0; @@ -70,8 +70,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills if (i == 0) smallDistNerf = Math.Min(1.0, jumpDistance / 75.0); + // Invert the scaling factor to determine the true jump distance independent of circle size. + double pixelJumpDistance = osuCurrent.LazyJumpDistance / scalingFactor; + // We also want to nerf stacks so that only the first object of the stack is accounted for. - double stackNerf = Math.Min(1.0, (currentObj.LazyJumpDistance / scalingFactor) / 25.0); + double stackNerf = Math.Min(1.0, pixelJumpDistance / 25.0); // Bonus based on how visible the object is. double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, hidden)); @@ -94,11 +97,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills { Debug.Assert(osuCurrent.TravelTime > 0); + // Invert the scaling factor to determine the true travel distance independent of circle size. + double pixelTravelDistance = osuCurrent.TravelDistance / scalingFactor; + // Reward sliders based on velocity. - sliderBonus = Math.Pow(Math.Max(0.0, osuCurrent.TravelDistance / osuCurrent.TravelTime - min_velocity), 0.5); + sliderBonus = Math.Pow(Math.Max(0.0, pixelTravelDistance / osuCurrent.TravelTime - min_velocity), 0.5); // Longer sliders require more memorisation. - sliderBonus *= osuCurrent.TravelDistance; + sliderBonus *= pixelTravelDistance; } result += sliderBonus * slider_multiplier;