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Move opacity function to OsuDifficultyHitObject

This commit is contained in:
MBmasher 2021-11-21 23:40:15 +11:00
parent fe83b8fc77
commit afbec94124
2 changed files with 12 additions and 9 deletions

View File

@ -56,12 +56,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
private readonly OsuHitObject lastLastObject;
private readonly OsuHitObject lastObject;
private readonly double clockRate;
public OsuDifficultyHitObject(HitObject hitObject, HitObject lastLastObject, HitObject lastObject, double clockRate)
: base(hitObject, lastObject, clockRate)
{
this.lastLastObject = (OsuHitObject)lastLastObject;
this.lastObject = (OsuHitObject)lastObject;
this.clockRate = clockRate;
// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
StrainTime = Math.Max(DeltaTime, min_delta_time);
@ -69,6 +71,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
setDistances(clockRate);
}
public double opacity(double ms, bool hidden)
{
double preemptTime = BaseObject.TimePreempt / clockRate;
if (hidden)
return Math.Clamp(Math.Min((1 - ms / preemptTime) * 2.5, (ms / preemptTime) * (1.0 / 0.3)), 0.0, 1.0);
else
return Math.Clamp((1.0 - ms / preemptTime) * 1.5, 0.0, 1.0);
}
private void setDistances(double clockRate)
{
// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner

View File

@ -72,7 +72,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
double stackNerf = Math.Min(1.0, (osuPrevious.JumpDistance / scalingFactor) / 25.0);
// Bonus based on how visible the object is.
double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - opacity(cumulativeStrainTime, preemptTime, hidden));
double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.opacity(cumulativeStrainTime, hidden));
result += Math.Pow(0.8, i) * stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
}
@ -87,14 +87,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
return result;
}
private double opacity(double ms, double preemptTime, bool hidden)
{
if (hidden)
return Math.Clamp(Math.Min((1 - ms / preemptTime) * 2.5, (ms / preemptTime) * (1.0 / 0.3)), 0.0, 1.0);
else
return Math.Clamp((1.0 - ms / preemptTime) * 1.5, 0.0, 1.0);
}
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
protected override double CalculateInitialStrain(double time) => currentStrain * strainDecay(time - Previous[0].StartTime);