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used new slider bonus alg to not overbuff slider jumps
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@ -31,6 +31,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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/// </summary>
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public double TravelDistance { get; private set; }
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/// <summary>
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/// Normalized Vector from the start position of the previous <see cref="OsuDifficultyHitObject"/> to the end position of the previous <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public Vector2 TravelVector { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 50ms.
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/// </summary>
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public readonly double TravelTime;
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/// <summary>
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/// Angle the player has to take to hit this <see cref="OsuDifficultyHitObject"/>.
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/// Calculated as the angle between the circles (current-2, current-1, current).
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@ -71,6 +81,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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if (lastObject is Slider lastSlider)
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{
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computeSliderCursorPosition(lastSlider);
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TravelVector = Vector2.Multiply(Vector2.Subtract(lastSlider.TailCircle.Position, lastSlider.HeadCircle.Position), scalingFactor);
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TravelDistance = lastSlider.LazyTravelDistance * scalingFactor;
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}
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@ -104,7 +116,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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slider.LazyEndPosition = slider.StackedPosition;
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float approxFollowCircleRadius = (float)(slider.Radius * 3);
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float approxFollowCircleRadius = (float)(slider.Radius * 2.4);
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var computeVertex = new Action<double>(t =>
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{
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double progress = (t - slider.StartTime) / slider.SpanDuration;
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@ -29,8 +29,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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private const double wide_angle_multiplier = 1.0;
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private const double acute_angle_multiplier = 1.0;
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private const double rhythm_variance_multiplier = 1.0;
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private const double slider_multiplier = 6.5;
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private const double slider_jump_multiplier = 0.875;
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private const double slider_multiplier = 4.25;
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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@ -90,7 +89,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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if (osuCurrObj.TravelDistance != 0)
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{
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double sliderBonus = Math.Max(osuCurrObj.TravelDistance, slider_jump_multiplier * Math.Sqrt(osuCurrObj.TravelDistance * osuCurrObj.JumpDistance)) / osuCurrObj.StrainTime;
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double sliderBonus = (Math.Max(0, Vector2.Subtract(osuCurrObj.TravelVector, osuCurrObj.JumpVector).Length - osuCurrObj.JumpDistance) + osuCurrObj.TravelDistance) / osuCurrObj.StrainTime;
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// Add in slider velocity.
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aimStrain += sliderBonus * slider_multiplier;
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