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Nerf back-and-forth hyperdash chains
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@ -15,9 +15,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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private const float absolute_player_positioning_error = 16f;
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private const float normalized_hitobject_radius = 41.0f;
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private const double direction_change_bonus = 9.5;
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private const double antiflow_bonus = 25.0;
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private const double antiflow_bonus = 26.0;
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protected override double SkillMultiplier => 850;
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protected override double SkillMultiplier => 860;
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protected override double StrainDecayBase => 0.2;
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protected override double DecayWeight => 0.94;
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@ -25,6 +25,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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private float? lastPlayerPosition;
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private float lastDistanceMoved;
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private double lastStrainTime;
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private bool lastHyperdash;
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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@ -44,7 +45,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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// Reduce speed scaling
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double weightedStrainTime = catchCurrent.StrainTime + 20;
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double distanceAddition = Math.Pow(Math.Abs(distanceMoved), 1.3) / 600;
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double distanceAddition = Math.Pow(Math.Abs(distanceMoved), 1.2) / 340;
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double sqrtStrain = Math.Sqrt(weightedStrainTime);
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double bonus = 0;
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@ -61,7 +62,14 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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// Direction changes after jumps (antiflow) are harder
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double antiflowBonusFactor = Math.Min(Math.Abs(distanceMoved) / 70, 1);
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distanceAddition += (antiflow_bonus / (catchCurrent.StrainTime / 40 + 10)) * (Math.Sqrt(Math.Abs(lastDistanceMoved)) / Math.Sqrt(lastStrainTime + 20)) * antiflowBonusFactor;
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distanceAddition += (antiflow_bonus / (catchCurrent.StrainTime / 17.5 + 10)) * (Math.Sqrt(Math.Abs(lastDistanceMoved)) / Math.Sqrt(lastStrainTime + 25)) * antiflowBonusFactor;
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// Reduce strain slightly for Hyperdash chains
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if (catchCurrent.LastObject.HyperDash && lastHyperdash)
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distanceAddition *= 0.95;
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if (catchCurrent.LastObject.DistanceToHyperDash <= 14.0f / CatchPlayfield.BASE_WIDTH && !catchCurrent.LastObject.HyperDash)
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bonus += 3.0;
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}
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// Base bonus for every movement, giving some weight to streams.
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@ -100,6 +108,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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lastPlayerPosition = playerPosition;
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lastDistanceMoved = distanceMoved;
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lastStrainTime = catchCurrent.StrainTime;
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lastHyperdash = catchCurrent.LastObject.HyperDash;
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return distanceAddition / weightedStrainTime;
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}
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