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Make sure the previous object in the wiggle bonus is also part of the wiggle
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@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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private const double acute_angle_multiplier = 2.45;
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private const double slider_multiplier = 1.35;
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private const double velocity_change_multiplier = 0.75;
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private const double wiggle_multiplier = 1.1;
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private const double wiggle_multiplier = 1.5;
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/// <summary>
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/// Evaluates the difficulty of aiming the current object, based on:
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@ -93,10 +93,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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// Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse.
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acuteAngleBonus *= 1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3));
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// Apply wiggle bonus for jumps that are [radius, 2*diameter] in distance and with < 110 angle
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wiggleBonus = angleBonus
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* DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, diameter * 2, diameter)
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* DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, radius, diameter)
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* DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, diameter * 2, diameter)
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* DifficultyCalculationUtils.Smootherstep(currAngle, double.DegreesToRadians(110), double.DegreesToRadians(60))
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* DifficultyCalculationUtils.Smootherstep(osuLastObj.LazyJumpDistance, radius, diameter)
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* DifficultyCalculationUtils.Smootherstep(osuLastObj.LazyJumpDistance, diameter * 2, diameter)
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* DifficultyCalculationUtils.Smootherstep(lastAngle, double.DegreesToRadians(110), double.DegreesToRadians(60));
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}
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}
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