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Use closest endTime for holdAddition validity

This commit is contained in:
63411 2022-04-21 23:03:28 +08:00
parent 2c8fcadb97
commit a0a83fb51f

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@ -37,6 +37,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
var maniaCurrent = (ManiaDifficultyHitObject)current;
double endTime = maniaCurrent.EndTime;
int column = maniaCurrent.BaseObject.Column;
double closestEndTime = 100;
double holdFactor = 1.0; // Factor to all additional strains in case something else is held
double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
@ -44,24 +45,26 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
// Fill up the holdEndTimes array
for (int i = 0; i < holdEndTimes.Length; ++i)
{
// If there is at least one other overlapping end or note, then we get an addition, buuuuuut...
// If there is at least one other overlapping end or note, then we get an addition
if (Precision.DefinitelyBigger(holdEndTimes[i], maniaCurrent.StartTime, 1) && Precision.DefinitelyBigger(endTime, holdEndTimes[i], 1))
holdAddition = 1.0;
// ... this addition only is valid if there is _no_ other note with the same ending. Releasing multiple notes at the same time is just as easy as releasing 1
if (Precision.AlmostEquals(endTime, holdEndTimes[i], 1))
holdAddition = 0;
// We give a slight bonus to everything if something is held meanwhile
if (Precision.DefinitelyBigger(holdEndTimes[i], endTime, 1))
holdFactor = 1.25;
closestEndTime = Math.Min(closestEndTime, Math.Abs(endTime - holdEndTimes[i]));
// Decay individual strains
individualStrains[i] = applyDecay(individualStrains[i], current.DeltaTime, individual_decay_base);
}
holdEndTimes[column] = endTime;
// The hold addition only is valid if there is _no_ other note with the same ending. Releasing multiple notes at the same time is just as easy as releasing 1
if (closestEndTime < 1)
holdAddition = 0;
// Increase individual strain in own column
individualStrains[column] += 2.0 * holdFactor;
individualStrain = individualStrains[column];