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@ -39,12 +39,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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public double? Angle { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since the end time of the Previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// Milliseconds elapsed since the end time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
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public double MovementTime { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since from the start time of the Previous <see cref="OsuDifficultyHitObject"/> to the end time of the same Previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/> to the end time of the same previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
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public double TravelTime { get; private set; }
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@ -62,7 +62,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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this.lastLastObject = (OsuHitObject)lastLastObject;
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this.lastObject = (OsuHitObject)lastObject;
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// Capped to 25ms to prevent difficulty calculation breaking from simulatenous objects.
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// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
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StrainTime = Math.Max(DeltaTime, min_delta_time);
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setDistances(clockRate);
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@ -83,12 +83,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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scalingFactor *= 1 + smallCircleBonus;
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}
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Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
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JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
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if (lastObject is Slider lastSlider)
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{
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computeSliderCursorPosition(lastSlider);
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TravelDistance = 0;
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TravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
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MovementTime = Math.Max(StrainTime - lastSlider.LazyTravelTime / clockRate, min_delta_time);
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MovementTime = Math.Max(StrainTime - TravelTime, min_delta_time);
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MovementDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
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int repeatCount = 0;
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@ -147,12 +150,20 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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}
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TravelDistance *= Math.Pow(1 + repeatCount / 2.5, 1.0 / 2.5); // Bonus for repeat sliders until a better per nested object strain system can be achieved.
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// Jump distance from the slider tail to the next object, as opposed to the lazy position of JumpDistance.
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float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
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// For hitobjects which continue in the direction of the slider, the player will normally follow through the slider,
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// such that they're not jumping from the lazy position but rather from very close to (or the end of) the slider.
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// 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.
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MovementDistance = Math.Min(JumpDistance, tailJumpDistance);
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}
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else
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{
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MovementTime = StrainTime;
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MovementDistance = JumpDistance;
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}
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Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
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JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
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MovementDistance = Math.Max(0, Math.Min(JumpDistance - 50, MovementDistance - 120)); // radius for jumpdistance is within 50 of maximum possible sliderLeniency, 120 for movement distance.
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if (lastLastObject != null && !(lastLastObject is Spinner))
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{
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@ -202,7 +213,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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// Skip the head circle
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var scoringTimes = slider.NestedHitObjects.Skip(1).Select(t => t.StartTime);
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foreach (var time in scoringTimes)
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foreach (double time in scoringTimes)
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computeVertex(time);
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}
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