1
0
mirror of https://github.com/ppy/osu.git synced 2024-09-22 01:27:29 +08:00

Nerf back-and-forth hyperdash chains

This commit is contained in:
smoogipoo 2019-03-20 12:14:26 +09:00
parent 94340608d4
commit 9ae6cde837

View File

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