From c4430182dd001f25cbb91d28d149766716257b08 Mon Sep 17 00:00:00 2001 From: Xexxar Date: Sun, 26 Sep 2021 21:32:36 +0000 Subject: [PATCH] used new slider bonus alg to not overbuff slider jumps --- .../Preprocessing/OsuDifficultyHitObject.cs | 14 +++++++++++++- osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs | 5 ++--- 2 files changed, 15 insertions(+), 4 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs index 52f18539c4..126f5b86c3 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs @@ -31,6 +31,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing /// public double TravelDistance { get; private set; } + /// + /// Normalized Vector from the start position of the previous to the end position of the previous . + /// + public Vector2 TravelVector { get; private set; } + + /// + /// Milliseconds elapsed since the start time of the previous , with a minimum of 50ms. + /// + public readonly double TravelTime; + /// /// Angle the player has to take to hit this . /// Calculated as the angle between the circles (current-2, current-1, current). @@ -71,6 +81,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing if (lastObject is Slider lastSlider) { computeSliderCursorPosition(lastSlider); + + TravelVector = Vector2.Multiply(Vector2.Subtract(lastSlider.TailCircle.Position, lastSlider.HeadCircle.Position), scalingFactor); TravelDistance = lastSlider.LazyTravelDistance * scalingFactor; } @@ -104,7 +116,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing slider.LazyEndPosition = slider.StackedPosition; - float approxFollowCircleRadius = (float)(slider.Radius * 3); + float approxFollowCircleRadius = (float)(slider.Radius * 2.4); var computeVertex = new Action(t => { double progress = (t - slider.StartTime) / slider.SpanDuration; diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs index 9f30c00f39..b93dc52581 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs @@ -29,8 +29,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills private const double wide_angle_multiplier = 1.0; private const double acute_angle_multiplier = 1.0; private const double rhythm_variance_multiplier = 1.0; - private const double slider_multiplier = 6.5; - private const double slider_jump_multiplier = 0.875; + private const double slider_multiplier = 4.25; protected override double StrainValueOf(DifficultyHitObject current) { @@ -90,7 +89,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills if (osuCurrObj.TravelDistance != 0) { - double sliderBonus = Math.Max(osuCurrObj.TravelDistance, slider_jump_multiplier * Math.Sqrt(osuCurrObj.TravelDistance * osuCurrObj.JumpDistance)) / osuCurrObj.StrainTime; + double sliderBonus = (Math.Max(0, Vector2.Subtract(osuCurrObj.TravelVector, osuCurrObj.JumpVector).Length - osuCurrObj.JumpDistance) + osuCurrObj.TravelDistance) / osuCurrObj.StrainTime; // Add in slider velocity. aimStrain += sliderBonus * slider_multiplier;