diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs
index f1f246359a..8ecba7375c 100644
--- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs
+++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs
@@ -24,22 +24,35 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
public readonly double StrainTime;
///
- /// Normalised distance from the end position of the previous to the start position of this .
+ /// Normalised distance from the "lazy" end position of the previous to the start position of this .
+ ///
+ /// The "lazy" end position is the position at which the cursor ends up if the previous hitobject is followed with as minimal movement as possible (i.e. on the edge of slider follow circles).
+ ///
///
- public double JumpDistance { get; private set; }
+ public double LazyJumpDistance { get; private set; }
///
- /// Normalised minimum distance from the end position of the previous to the start position of this .
+ /// Normalised shortest distance to consider for a jump between the previous and this .
///
///
- /// This is bounded by , but may be smaller if a more natural path is able to be taken through a preceding slider.
+ /// This is bounded from above by , and is smaller than the former if a more natural path is able to be taken through the previous .
///
- public double MovementDistance { get; private set; }
+ ///
+ /// Suppose a linear slider - circle pattern.
+ ///
+ /// Following the slider lazily (see: ) will result in underestimating the true end position of the slider as being closer towards the start position.
+ /// As a result, overestimates the jump distance because the player is able to take a more natural path by following through the slider to its end,
+ /// such that the jump is felt as only starting from the slider's true end position.
+ ///
+ /// Now consider a slider - circle pattern where the circle is stacked along the path inside the slider.
+ /// In this case, the lazy end position correctly estimates the true end position of the slider and provides the more natural movement path.
+ ///
+ public double MinimumJumpDistance { get; private set; }
///
- /// The time taken to travel through , with a minimum value of 25ms.
+ /// The time taken to travel through , with a minimum value of 25ms.
///
- public double MovementTime { get; private set; }
+ public double MinimumJumpTime { get; private set; }
///
/// Normalised distance between the start and end position of this .
@@ -96,14 +109,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
- JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
- MovementTime = StrainTime;
- MovementDistance = JumpDistance;
+ LazyJumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
+ MinimumJumpTime = StrainTime;
+ MinimumJumpDistance = LazyJumpDistance;
if (lastObject is Slider lastSlider)
{
double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
- MovementTime = Math.Max(StrainTime - lastTravelTime, min_delta_time);
+ MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, min_delta_time);
//
// We'll try to better approximate the real movements a player will take in patterns following on from sliders. Consider the following slider-to-object patterns:
@@ -127,7 +140,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
//
float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
- MovementDistance = Math.Max(0, Math.Min(JumpDistance - (maximum_slider_radius - assumed_slider_radius), tailJumpDistance - maximum_slider_radius));
+ MinimumJumpDistance = Math.Max(0, Math.Min(LazyJumpDistance - (maximum_slider_radius - assumed_slider_radius), tailJumpDistance - maximum_slider_radius));
}
if (lastLastObject != null && !(lastLastObject is Spinner))
diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs
index d2a1083f29..a6301aed6d 100644
--- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs
+++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs
@@ -44,24 +44,24 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
var osuLastLastObj = (OsuDifficultyHitObject)Previous[1];
// Calculate the velocity to the current hitobject, which starts with a base distance / time assuming the last object is a hitcircle.
- double currVelocity = osuCurrObj.JumpDistance / osuCurrObj.StrainTime;
+ double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.StrainTime;
// But if the last object is a slider, then we extend the travel velocity through the slider into the current object.
if (osuLastObj.BaseObject is Slider && withSliders)
{
double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime; // calculate the slider velocity from slider head to slider end.
- double movementVelocity = osuCurrObj.MovementDistance / osuCurrObj.MovementTime; // calculate the movement velocity from slider end to current object
+ double movementVelocity = osuCurrObj.MinimumJumpDistance / osuCurrObj.MinimumJumpTime; // calculate the movement velocity from slider end to current object
currVelocity = Math.Max(currVelocity, movementVelocity + travelVelocity); // take the larger total combined velocity.
}
// As above, do the same for the previous hitobject.
- double prevVelocity = osuLastObj.JumpDistance / osuLastObj.StrainTime;
+ double prevVelocity = osuLastObj.LazyJumpDistance / osuLastObj.StrainTime;
if (osuLastLastObj.BaseObject is Slider && withSliders)
{
double travelVelocity = osuLastLastObj.TravelDistance / osuLastLastObj.TravelTime;
- double movementVelocity = osuLastObj.MovementDistance / osuLastObj.MovementTime;
+ double movementVelocity = osuLastObj.MinimumJumpDistance / osuLastObj.MinimumJumpTime;
prevVelocity = Math.Max(prevVelocity, movementVelocity + travelVelocity);
}
@@ -94,7 +94,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
acuteAngleBonus *= calcAcuteAngleBonus(lastAngle) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
* Math.Min(angleBonus, 125 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, (100 - osuCurrObj.StrainTime) / 25)), 2) // scale buff from 150 bpm 1/4 to 200 bpm 1/4
- * Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.JumpDistance, 50, 100) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter).
+ * Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.LazyJumpDistance, 50, 100) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter).
}
// Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
@@ -107,8 +107,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
if (Math.Max(prevVelocity, currVelocity) != 0)
{
// We want to use the average velocity over the whole object when awarding differences, not the individual jump and slider path velocities.
- prevVelocity = (osuLastObj.JumpDistance + osuLastLastObj.TravelDistance) / osuLastObj.StrainTime;
- currVelocity = (osuCurrObj.JumpDistance + osuLastObj.TravelDistance) / osuCurrObj.StrainTime;
+ prevVelocity = (osuLastObj.LazyJumpDistance + osuLastLastObj.TravelDistance) / osuLastObj.StrainTime;
+ currVelocity = (osuCurrObj.LazyJumpDistance + osuLastObj.TravelDistance) / osuCurrObj.StrainTime;
// Scale with ratio of difference compared to 0.5 * max dist.
double distRatio = Math.Pow(Math.Sin(Math.PI / 2 * Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity)), 2);
@@ -119,7 +119,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
// Reward for % distance slowed down compared to previous, paying attention to not award overlap
double nonOverlapVelocityBuff = Math.Abs(prevVelocity - currVelocity)
// do not award overlap
- * Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, Math.Min(osuCurrObj.JumpDistance, osuLastObj.JumpDistance) / 100)), 2);
+ * Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, Math.Min(osuCurrObj.LazyJumpDistance, osuLastObj.LazyJumpDistance) / 100)), 2);
// Choose the largest bonus, multiplied by ratio.
velocityChangeBonus = Math.Max(overlapVelocityBuff, nonOverlapVelocityBuff) * distRatio;
diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs
index 466f0556ab..44ba0e2057 100644
--- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs
+++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs
@@ -56,7 +56,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
// We also want to nerf stacks so that only the first object of the stack is accounted for.
- double stackNerf = Math.Min(1.0, (osuPrevious.JumpDistance / scalingFactor) / 25.0);
+ double stackNerf = Math.Min(1.0, (osuPrevious.LazyJumpDistance / scalingFactor) / 25.0);
result += Math.Pow(0.8, i) * stackNerf * scalingFactor * jumpDistance / cumulativeStrainTime;
}
diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs
index b53d287ee6..75a9b13bdf 100644
--- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs
+++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs
@@ -155,7 +155,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
speedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2);
double travelDistance = osuPrevObj?.TravelDistance ?? 0;
- double distance = Math.Min(single_spacing_threshold, travelDistance + osuCurrObj.JumpDistance);
+ double distance = Math.Min(single_spacing_threshold, travelDistance + osuCurrObj.LazyJumpDistance);
return (speedBonus + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / strainTime;
}