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rewrote slider algorithm to be based on leniency and stored current cursor positions
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@ -93,37 +93,60 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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int repeatCount = 0;
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Vector2 currSliderPosition = ((OsuHitObject)lastSlider.NestedHitObjects[0]).StackedPosition;
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for (int i = 1; i < lastSlider.NestedHitObjects.Count; i++)
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{
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Vector2 currSlider = Vector2.Subtract(((OsuHitObject)lastSlider.NestedHitObjects[i]).StackedPosition, ((OsuHitObject)lastSlider.NestedHitObjects[i - 1]).StackedPosition);
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Vector2 currSlider = Vector2.Subtract(((OsuHitObject)lastSlider.NestedHitObjects[i]).StackedPosition, currSliderPosition);
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double currSliderLength = currSlider.Length * scalingFactor;
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if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderRepeat && (OsuHitObject)lastSlider.NestedHitObjects[i - 1] is SliderRepeat)
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if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderEndCircle && !((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderRepeat))
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{
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repeatCount++;
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TravelDistance += Math.Max(0, currSlider.Length * scalingFactor - 240); // remove 240 distance to avoid buffing overlapping followcircles.
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Vector2 possSlider = Vector2.Subtract((Vector2)lastSlider.LazyEndPosition, currSliderPosition);
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if (possSlider.Length < currSlider.Length)
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currSlider = possSlider; // Take the least distance from slider end vs lazy end.
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currSliderLength = currSlider.Length * scalingFactor;
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}
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if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderTick)
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{
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if (currSliderLength > 120)
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{
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currSliderPosition = Vector2.Add(currSliderPosition, Vector2.Multiply(currSlider, (float)((currSliderLength - 120) / currSliderLength)));
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currSliderLength *= (currSliderLength - 120) / currSliderLength;
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}
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else
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currSliderLength = 0;
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}
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else if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderRepeat)
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{
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repeatCount++;
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TravelDistance += Math.Max(0, currSlider.Length * scalingFactor - 120); // remove 120 distance to avoid buffing overlapping followcircles.
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}
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else if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderEndCircle)
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if (currSliderLength > 50)
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{
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Vector2 possSlider = Vector2.Subtract((Vector2)lastSlider.LazyEndPosition, ((OsuHitObject)lastSlider.NestedHitObjects[i - 1]).StackedPosition);
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TravelDistance += Math.Min(possSlider.Length, currSlider.Length) * scalingFactor; // Take the least distance from slider end vs lazy end.
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currSliderPosition = Vector2.Add(currSliderPosition, Vector2.Multiply(currSlider, (float)((currSliderLength - 50) / currSliderLength)));
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currSliderLength *= (currSliderLength - 50) / currSliderLength;
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}
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else
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TravelDistance += Math.Max(0, currSlider.Length * scalingFactor - 100); // remove 100 distance to avoid buffing overlapping ticks, mostly needed to prevent buffing slow sliders with high tick rate.
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currSliderLength = 0;
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}
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else
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{
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if (currSliderLength > 0)
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{
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currSliderPosition = Vector2.Add(currSliderPosition, Vector2.Multiply(currSlider, (float)((currSliderLength - 0) / currSliderLength)));
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currSliderLength *= (currSliderLength - 0) / currSliderLength;
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}
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else
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currSliderLength = 0;
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}
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if (repeatCount == 0)
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{
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TravelDistance = Math.Max(TravelDistance, scalingFactor * // idea here is to prevent ticks from dropping difficulty of slider by removing distance in calculation.
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Math.Min(Vector2.Subtract(((OsuHitObject)lastSlider.NestedHitObjects[lastSlider.NestedHitObjects.Count - 1]).StackedPosition, ((OsuHitObject)lastSlider.NestedHitObjects[0]).StackedPosition).Length,
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Vector2.Subtract((Vector2)lastSlider.LazyEndPosition, ((OsuHitObject)lastSlider.NestedHitObjects[0]).StackedPosition).Length));
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if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderRepeat)
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repeatCount++;
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TravelDistance += currSliderLength;
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}
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else
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TravelDistance *= Math.Pow(1 + repeatCount / 2.0, 1.0 / 2.0); // Bonus for repeat sliders until a better per nested object strain system can be achieved.
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TravelDistance *= Math.Pow(1 + repeatCount / 2.5, 1.0 / 2.5); // Bonus for repeat sliders until a better per nested object strain system can be achieved.
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}
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Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
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