diff --git a/osu.Game.Rulesets.Catch/Difficulty/Preprocessing/CatchDifficultyHitObject.cs b/osu.Game.Rulesets.Catch/Difficulty/Preprocessing/CatchDifficultyHitObject.cs index f0c68e4392..b2b4129c8a 100644 --- a/osu.Game.Rulesets.Catch/Difficulty/Preprocessing/CatchDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Catch/Difficulty/Preprocessing/CatchDifficultyHitObject.cs @@ -24,6 +24,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing /// Milliseconds elapsed since the start time of the previous , with a minimum of 40ms. /// public readonly double StrainTime; + public readonly double ClockRate; public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth) : base(hitObject, lastObject, clockRate) @@ -36,6 +37,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing // Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure StrainTime = Math.Max(40, DeltaTime); + ClockRate = clockRate; } } } diff --git a/osu.Game.Rulesets.Catch/Difficulty/Skills/Movement.cs b/osu.Game.Rulesets.Catch/Difficulty/Skills/Movement.cs index d06ab2f928..227fb2820c 100644 --- a/osu.Game.Rulesets.Catch/Difficulty/Skills/Movement.cs +++ b/osu.Game.Rulesets.Catch/Difficulty/Skills/Movement.cs @@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills private const double direction_change_bonus = 9.8; private const double antiflow_bonus = 26.0; - protected override double SkillMultiplier => 860; + protected override double SkillMultiplier => 850; protected override double StrainDecayBase => 0.2; protected override double DecayWeight => 0.94; @@ -25,7 +25,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills private float? lastPlayerPosition; private float lastDistanceMoved; private double lastStrainTime; - private bool lastHyperdash; protected override double StrainValueOf(DifficultyHitObject current) { @@ -62,35 +61,32 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills // Direction changes after jumps (antiflow) are harder double antiflowBonusFactor = Math.Min(Math.Abs(distanceMoved) / 70, 1); - distanceAddition += (antiflow_bonus / (catchCurrent.StrainTime / 17.5 + 10)) * (Math.Sqrt(Math.Abs(lastDistanceMoved)) / Math.Sqrt(lastStrainTime + 25)) * antiflowBonusFactor; - - // Reduce strain slightly for Hyperdash chains - if (catchCurrent.LastObject.HyperDash && lastHyperdash) - distanceAddition *= 0.95; + distanceAddition += (antiflow_bonus / (catchCurrent.StrainTime / 17.5 + 10)) * (Math.Sqrt(Math.Abs(lastDistanceMoved)) / Math.Sqrt(lastStrainTime + 20)) * antiflowBonusFactor; + // Bonus for edge dashes on direction change if (catchCurrent.LastObject.DistanceToHyperDash <= 14.0f / CatchPlayfield.BASE_WIDTH && !catchCurrent.LastObject.HyperDash) - bonus += 3.0; + bonus += 1.0; } // Base bonus for every movement, giving some weight to streams. distanceAddition += 10.0 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain; } - // Big bonus for edge dashes + // Bonus for edge dashes regardless of direction change if (catchCurrent.LastObject.DistanceToHyperDash <= 14.0f / CatchPlayfield.BASE_WIDTH) { if (!catchCurrent.LastObject.HyperDash) - bonus += 4.5; + bonus += 0.9; else { // After a hyperdash we ARE in the correct position. Always! playerPosition = catchCurrent.NormalizedPosition; } - distanceAddition *= 1.0 + bonus * (14.0f - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 14.0f * (Math.Min(catchCurrent.StrainTime, 250) / 250); // Edge dashes are easier at lower ms values + distanceAddition *= 1.0 + bonus * Math.Pow(14.0f - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH, 1.6f) / 14.0f * (Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 250) / 250); // Edge dashes are easier at lower ms values } - // Prevent wide, dense stacks of notes which fit on the catcher from greatly increasing SR + // Prevent wide dense stacks of notes which fit on the catcher from greatly increasing SR if (Math.Abs(distanceMoved) > 0.1) { if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved)) @@ -108,7 +104,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills lastPlayerPosition = playerPosition; lastDistanceMoved = distanceMoved; lastStrainTime = catchCurrent.StrainTime; - lastHyperdash = catchCurrent.LastObject.HyperDash; return distanceAddition / weightedStrainTime; }