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mirror of https://github.com/ppy/osu.git synced 2024-12-14 17:32:54 +08:00

Adjust edge bonuses to consider clock rate

This commit is contained in:
smoogipoo 2019-03-23 16:01:14 +09:00
parent 839dd7343f
commit be5ffdbf22
2 changed files with 10 additions and 13 deletions

View File

@ -24,6 +24,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
/// Milliseconds elapsed since the start time of the previous <see cref="CatchDifficultyHitObject"/>, with a minimum of 40ms.
/// </summary>
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;
}
}
}

View File

@ -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;
}