updated sliders to handle increased tick rates better

This commit is contained in:
Xexxar
2021-10-27 18:08:30 +00:00
parent 626db1f274
commit 7eb7d12589
2 changed files with 24 additions and 11 deletions

View File

@ -91,26 +91,39 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
MovementTime = Math.Max(StrainTime - lastSlider.LazyTravelTime / clockRate, min_delta_time);
MovementDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
int repeatCount = 0;
for (int i = 1; i < lastSlider.NestedHitObjects.Count; i++)
{
Vector2 currSlider = Vector2.Subtract(((OsuHitObject)lastSlider.NestedHitObjects[i]).StackedPosition, ((OsuHitObject)lastSlider.NestedHitObjects[i - 1]).StackedPosition);
if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderRepeat)
TravelDistance += Math.Max(0, currSlider.Length * scalingFactor - 100); // remove 100 distance to avoid buffing overlapping followcircles.
if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderRepeat && (OsuHitObject)lastSlider.NestedHitObjects[i - 1] is SliderRepeat)
{
repeatCount++;
TravelDistance += Math.Max(0, currSlider.Length * scalingFactor - 240); // remove 240 distance to avoid buffing overlapping followcircles.
}
else if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderRepeat)
{
repeatCount++;
TravelDistance += Math.Max(0, currSlider.Length * scalingFactor - 120); // remove 120 distance to avoid buffing overlapping followcircles.
}
else if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderEndCircle)
{
Vector2 possSlider = Vector2.Subtract((Vector2)lastSlider.LazyEndPosition, ((OsuHitObject)lastSlider.NestedHitObjects[i - 1]).StackedPosition);
TravelDistance += Math.Min(possSlider.Length, currSlider.Length) * scalingFactor; // Take the least distance from slider end vs lazy end.
}
else
TravelDistance += Vector2.Subtract(((OsuHitObject)lastSlider.NestedHitObjects[i]).StackedPosition, ((OsuHitObject)lastSlider.NestedHitObjects[i - 1]).StackedPosition).Length * scalingFactor;
if ((OsuHitObject)lastSlider.NestedHitObjects[i] is SliderTick && i != lastSlider.NestedHitObjects.Count - 1) // Check for tick && not last object is necessary for 2007 bugged sliders.
{
Vector2 nextSlider = Vector2.Subtract(((OsuHitObject)lastSlider.NestedHitObjects[i + 1]).StackedPosition, ((OsuHitObject)lastSlider.NestedHitObjects[i]).StackedPosition);
TravelDistance += Math.Max(0, Vector2.Subtract(nextSlider, currSlider).Length - Math.Max(nextSlider.Length, currSlider.Length)) * scalingFactor; // bonus for ticks where angles are less than 120 degrees.
}
TravelDistance += Math.Max(0, currSlider.Length * scalingFactor - 100); // remove 100 distance to avoid buffing overlapping ticks, mostly needed to prevent buffing slow sliders with high tick rate.
}
if (repeatCount == 0)
{
TravelDistance = Math.Max(TravelDistance, scalingFactor * // idea here is to prevent ticks from dropping difficulty of slider by removing distance in calculation.
Math.Min(Vector2.Subtract(((OsuHitObject)lastSlider.NestedHitObjects[lastSlider.NestedHitObjects.Count - 1]).StackedPosition, ((OsuHitObject)lastSlider.NestedHitObjects[0]).StackedPosition).Length,
Vector2.Subtract((Vector2)lastSlider.LazyEndPosition, ((OsuHitObject)lastSlider.NestedHitObjects[0]).StackedPosition).Length));
}
else
TravelDistance *= Math.Pow(1 + repeatCount / 2.0, 1.0 / 2.0); // Bonus for repeat sliders until a better per nested object strain system can be achieved.
}
Vector2 lastCursorPosition = getEndCursorPosition(lastObject);