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Adjust antiflow calculations
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@ -14,10 +14,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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{
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private const float absolute_player_positioning_error = 16f;
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private const float normalized_hitobject_radius = 41.0f;
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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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private const double direction_change_bonus = 21.0;
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protected override double SkillMultiplier => 850;
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protected override double SkillMultiplier => 900;
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protected override double StrainDecayBase => 0.2;
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protected override double DecayWeight => 0.94;
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@ -29,6 +28,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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var catchCurrent = (CatchDifficultyHitObject)current;
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double halfCatcherWidth = catchCurrent.HalfCatcherWidth;
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if (lastPlayerPosition == null)
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lastPlayerPosition = catchCurrent.LastNormalizedPosition;
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@ -41,10 +41,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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float distanceMoved = playerPosition - lastPlayerPosition.Value;
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// Reduce speed scaling
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double weightedStrainTime = catchCurrent.StrainTime + 20;
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double weightedStrainTime = catchCurrent.StrainTime + 18;
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double distanceAddition = Math.Pow(Math.Abs(distanceMoved), 1.2) / 340;
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double distanceAddition = (Math.Pow(Math.Abs(distanceMoved), 1.3) / 510);
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double sqrtStrain = Math.Sqrt(weightedStrainTime);
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double bonus = 0;
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@ -54,18 +53,14 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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{
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if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved))
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{
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double bonusFactor = Math.Min(absolute_player_positioning_error, Math.Abs(distanceMoved)) / absolute_player_positioning_error;
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double bonusFactor = Math.Min(halfCatcherWidth, Math.Abs(distanceMoved)) / halfCatcherWidth;
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double antiflowFactor = Math.Max(Math.Min(halfCatcherWidth, Math.Abs(lastDistanceMoved)) / halfCatcherWidth, 0.3);
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distanceAddition += direction_change_bonus / sqrtStrain * bonusFactor;
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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 + 20)) * antiflowBonusFactor;
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distanceAddition += direction_change_bonus / Math.Sqrt(lastStrainTime + 18) * bonusFactor * antiflowFactor * Math.Max(1 - Math.Pow(weightedStrainTime / 1000, 2), 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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distanceAddition += 12.5 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
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}
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// Bonus for "almost" hyperdashes at corner points
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