diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs index c274d08a1b..4b90285fd4 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs @@ -83,19 +83,29 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing scalingFactor *= 1 + smallCircleBonus; } + Vector2 lastCursorPosition = getEndCursorPosition(lastObject); + JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length; + if (lastObject is Slider lastSlider) { computeSliderCursorPosition(lastSlider); TravelDistance = lastSlider.LazyTravelDistance * scalingFactor; TravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time); MovementTime = Math.Max(StrainTime - TravelTime, min_delta_time); - MovementDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor; + + // Jump distance from the slider tail to the next object, as opposed to the lazy position of JumpDistance. + float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor; + + // For hitobjects which continue in the direction of the slider, the player will normally follow through the slider, + // such that they're not jumping from the lazy position but rather from very close to (or the end of) the slider. + // In such cases, a leniency is applied by also considering the jump distance from the tail of the slider, and taking the minimum jump distance. + MovementDistance = Math.Min(JumpDistance, tailJumpDistance); + } + else + { + MovementTime = StrainTime; + MovementDistance = JumpDistance; } - - Vector2 lastCursorPosition = getEndCursorPosition(lastObject); - - JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length; - MovementDistance = Math.Min(JumpDistance, MovementDistance); if (lastLastObject != null && !(lastLastObject is Spinner)) {