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Adjust edge bonuses to consider clock rate
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@ -24,6 +24,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
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/// Milliseconds elapsed since the start time of the previous <see cref="CatchDifficultyHitObject"/>, with a minimum of 40ms.
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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 CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth)
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: base(hitObject, lastObject, clockRate)
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@ -36,6 +37,7 @@ 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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}
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}
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}
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@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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private const double direction_change_bonus = 9.8;
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private const double antiflow_bonus = 26.0;
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protected override double SkillMultiplier => 860;
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protected override double SkillMultiplier => 850;
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protected override double StrainDecayBase => 0.2;
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protected override double DecayWeight => 0.94;
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@ -25,7 +25,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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private float? lastPlayerPosition;
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private float lastDistanceMoved;
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private double lastStrainTime;
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private bool lastHyperdash;
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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@ -62,35 +61,32 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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// Direction changes after jumps (antiflow) are harder
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double antiflowBonusFactor = Math.Min(Math.Abs(distanceMoved) / 70, 1);
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distanceAddition += (antiflow_bonus / (catchCurrent.StrainTime / 17.5 + 10)) * (Math.Sqrt(Math.Abs(lastDistanceMoved)) / Math.Sqrt(lastStrainTime + 25)) * antiflowBonusFactor;
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// Reduce strain slightly for Hyperdash chains
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if (catchCurrent.LastObject.HyperDash && lastHyperdash)
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distanceAddition *= 0.95;
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distanceAddition += (antiflow_bonus / (catchCurrent.StrainTime / 17.5 + 10)) * (Math.Sqrt(Math.Abs(lastDistanceMoved)) / Math.Sqrt(lastStrainTime + 20)) * antiflowBonusFactor;
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// Bonus for edge dashes on direction change
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if (catchCurrent.LastObject.DistanceToHyperDash <= 14.0f / CatchPlayfield.BASE_WIDTH && !catchCurrent.LastObject.HyperDash)
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bonus += 3.0;
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bonus += 1.0;
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}
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// Base bonus for every movement, giving some weight to streams.
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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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// Big bonus for edge dashes
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// Bonus for edge dashes regardless of direction change
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if (catchCurrent.LastObject.DistanceToHyperDash <= 14.0f / CatchPlayfield.BASE_WIDTH)
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{
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if (!catchCurrent.LastObject.HyperDash)
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bonus += 4.5;
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bonus += 0.9;
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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 * (14.0f - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 14.0f * (Math.Min(catchCurrent.StrainTime, 250) / 250); // Edge dashes are easier at lower ms values
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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
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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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// Prevent wide dense stacks of notes which fit on the catcher from greatly increasing SR
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if (Math.Abs(distanceMoved) > 0.1)
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{
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if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved))
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@ -108,7 +104,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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lastPlayerPosition = playerPosition;
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lastDistanceMoved = distanceMoved;
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lastStrainTime = catchCurrent.StrainTime;
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lastHyperdash = catchCurrent.LastObject.HyperDash;
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return distanceAddition / weightedStrainTime;
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}
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