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General fixes
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@ -28,7 +28,6 @@ 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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@ -46,17 +45,17 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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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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double edgeDashBonus = 0;
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// Direction changes give an extra point!
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if (Math.Abs(distanceMoved) > 0.1)
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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(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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double bonusFactor = Math.Min(50, Math.Abs(distanceMoved)) / 50;
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double antiflowFactor = Math.Max(Math.Min(70, Math.Abs(lastDistanceMoved)) / 70, 0.3);
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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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distanceAddition += direction_change_bonus / Math.Sqrt(lastStrainTime + 18) * bonusFactor * antiflowFactor * Math.Max(1 - Math.Pow(weightedStrainTime / 1000, 3), 0);
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}
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// Base bonus for every movement, giving some weight to streams.
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@ -67,14 +66,14 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f / CatchPlayfield.BASE_WIDTH)
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{
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if (!catchCurrent.LastObject.HyperDash)
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bonus += 5.7;
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edgeDashBonus += 5.7;
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else
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{
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// After a hyperdash we ARE in the correct position. Always!
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playerPosition = catchCurrent.NormalizedPosition;
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}
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distanceAddition *= 1.0 + bonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 20) * Math.Pow((Math.Min(catchCurrent.StrainTime, 265) / 265), 1.5);
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distanceAddition *= 1.0 + edgeDashBonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 20) * Math.Pow((Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 265) / 265), 1.5); // Edge Dashes are easier at lower ms values
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}
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// Prevent wide dense stacks of notes which fit on the catcher from greatly increasing SR
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