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Fixes hyperdash computation (for nested objects)
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@ -74,42 +74,43 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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private void initialiseHyperDash(List<CatchHitObject> objects)
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{
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// todo: add difficulty adjust.
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double halfCatcherWidth = CatcherArea.CATCHER_SIZE * (objects.FirstOrDefault()?.Scale ?? 1) / CatchPlayfield.BASE_WIDTH / 2;
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if (objects.Count == 0)
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return;
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List<CatchHitObject> objectWithDroplets = new List<CatchHitObject>();
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foreach (var currentObject in objects)
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{
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if (currentObject is Fruit)
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objectWithDroplets.Add(currentObject);
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if (currentObject is JuiceStream)
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foreach (var currentJuiceElement in currentObject.NestedHitObjects)
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if (!(currentJuiceElement is TinyDroplet))
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objectWithDroplets.Add((CatchHitObject)currentJuiceElement);
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}
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double halfCatcherWidth = CatcherArea.CATCHER_SIZE * objectWithDroplets[0].Scale / CatchPlayfield.BASE_WIDTH / 2;
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int lastDirection = 0;
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double lastExcess = halfCatcherWidth;
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int objCount = objects.Count;
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for (int i = 0; i < objCount - 1; i++)
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for (int i = 0; i < objectWithDroplets.Count - 1; i++)
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{
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CatchHitObject currentObject = objects[i];
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// not needed?
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// if (currentObject is TinyDroplet) continue;
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CatchHitObject nextObject = objects[i + 1];
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// while (nextObject is TinyDroplet)
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// {
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// if (++i == objCount - 1) break;
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// nextObject = objects[i + 1];
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// }
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CatchHitObject currentObject = objectWithDroplets[i];
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CatchHitObject nextObject = objectWithDroplets[i + 1];
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int thisDirection = nextObject.X > currentObject.X ? 1 : -1;
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double timeToNext = nextObject.StartTime - ((currentObject as IHasEndTime)?.EndTime ?? currentObject.StartTime) - 4;
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double timeToNext = nextObject.StartTime - currentObject.StartTime;
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double distanceToNext = Math.Abs(nextObject.X - currentObject.X) - (lastDirection == thisDirection ? lastExcess : halfCatcherWidth);
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if (timeToNext * CatcherArea.Catcher.BASE_SPEED < distanceToNext)
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float distanceToHyper = (float)(timeToNext * CatcherArea.Catcher.BASE_SPEED - distanceToNext);
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if (distanceToHyper < 0)
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{
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currentObject.HyperDashTarget = nextObject;
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lastExcess = halfCatcherWidth;
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}
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else
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{
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//currentObject.DistanceToHyperDash = timeToNext - distanceToNext;
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lastExcess = MathHelper.Clamp(timeToNext - distanceToNext, 0, halfCatcherWidth);
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currentObject.DistanceToHyperDash = distanceToHyper;
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lastExcess = MathHelper.Clamp(distanceToHyper, 0, halfCatcherWidth);
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}
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lastDirection = thisDirection;
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@ -27,7 +27,9 @@ namespace osu.Game.Rulesets.Catch.Objects
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public int ComboIndex { get; set; }
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/// <summary>
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/// The distance for a fruit to to next hyper if it's not a hyper.
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/// The difference between the distance of the next object
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/// and the distance that would have triggered hyper dashing.
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/// A value close to 0 indicates a difficult jump (for SR calculation)
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/// </summary>
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public float DistanceToHyperDash { get; set; }
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