Change edge dashes to scale linearly once again

This commit is contained in:
smoogipoo
2019-04-01 10:58:26 +09:00
parent b402981fc6
commit b2396b82a5
2 changed files with 7 additions and 6 deletions

View File

@ -25,6 +25,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
/// </summary> /// </summary>
public readonly double StrainTime; public readonly double StrainTime;
public readonly double ClockRate; public readonly double ClockRate;
public readonly double HalfCatcherWidth;
public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth) public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth)
: base(hitObject, lastObject, clockRate) : base(hitObject, lastObject, clockRate)
@ -38,6 +39,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
// Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure // Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure
StrainTime = Math.Max(40, DeltaTime); StrainTime = Math.Max(40, DeltaTime);
ClockRate = clockRate; ClockRate = clockRate;
HalfCatcherWidth = halfCatcherWidth;
} }
} }
} }

View File

@ -68,20 +68,18 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
distanceAddition += 10.0 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain; distanceAddition += 10.0 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
} }
// Bonus for edge dashes // Bonus for "almost" hyperdashes at corner points
double edgeDashThreshold = 15.5f * ((Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 250) * 0.9 + 25) / 250); if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f / CatchPlayfield.BASE_WIDTH)
if (catchCurrent.LastObject.DistanceToHyperDash <= edgeDashThreshold / CatchPlayfield.BASE_WIDTH)
{ {
if (!catchCurrent.LastObject.HyperDash) if (!catchCurrent.LastObject.HyperDash)
bonus += 2.3; bonus += 5.7;
else else
{ {
// After a hyperdash we ARE in the correct position. Always! // After a hyperdash we ARE in the correct position. Always!
playerPosition = catchCurrent.NormalizedPosition; playerPosition = catchCurrent.NormalizedPosition;
} }
distanceAddition *= 1.0 + bonus * Math.Pow(edgeDashThreshold - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH, 1.6f) / edgeDashThreshold * (Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 265) / 265); // Edge dashes are easier at lower ms values distanceAddition *= 1.0 + bonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 20) * Math.Pow((Math.Min(catchCurrent.StrainTime, 265) / 265), 1.5);
} }
// Prevent wide dense stacks of notes which fit on the catcher from greatly increasing SR // Prevent wide dense stacks of notes which fit on the catcher from greatly increasing SR