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Change edge dashes to scale linearly once again
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@ -25,6 +25,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
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/// </summary>
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public readonly double StrainTime;
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public readonly double ClockRate;
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public readonly double HalfCatcherWidth;
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public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth)
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: base(hitObject, lastObject, clockRate)
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@ -38,6 +39,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
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// Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure
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StrainTime = Math.Max(40, DeltaTime);
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ClockRate = clockRate;
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HalfCatcherWidth = halfCatcherWidth;
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}
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}
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}
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@ -68,20 +68,18 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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distanceAddition += 10.0 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
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}
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// Bonus for edge dashes
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double edgeDashThreshold = 15.5f * ((Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 250) * 0.9 + 25) / 250);
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if (catchCurrent.LastObject.DistanceToHyperDash <= edgeDashThreshold / CatchPlayfield.BASE_WIDTH)
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// Bonus for "almost" hyperdashes at corner points
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if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f / CatchPlayfield.BASE_WIDTH)
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{
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if (!catchCurrent.LastObject.HyperDash)
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bonus += 2.3;
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bonus += 5.7;
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else
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{
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// After a hyperdash we ARE in the correct position. Always!
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playerPosition = catchCurrent.NormalizedPosition;
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}
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distanceAddition *= 1.0 + bonus * Math.Pow(edgeDashThreshold - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH, 1.6f) / edgeDashThreshold * (Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 265) / 265); // Edge dashes are easier at lower ms values
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distanceAddition *= 1.0 + bonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 20) * Math.Pow((Math.Min(catchCurrent.StrainTime, 265) / 265), 1.5);
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}
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// Prevent wide dense stacks of notes which fit on the catcher from greatly increasing SR
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