removed ppCalc changes and sliderabuseChecks

This commit is contained in:
Xexxar
2021-10-21 16:00:57 +00:00
parent 750c5a0181
commit cb605f9156
3 changed files with 27 additions and 76 deletions

View File

@ -13,6 +13,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
public class OsuDifficultyHitObject : DifficultyHitObject
{
private const int normalized_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
private const int min_delta_time = 25;
protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;
@ -26,7 +27,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
/// </summary>
public double MovementDistance { get; private set; }
/// <summary>JumpTravel
/// <summary>
/// Normalized distance between the start and end position of the previous <see cref="OsuDifficultyHitObject"/>.
/// </summary>
public double TravelDistance { get; private set; }
@ -62,7 +63,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
this.lastObject = (OsuHitObject)lastObject;
// Capped to 25ms to prevent difficulty calculation breaking from simulatenous objects.
StrainTime = Math.Max(DeltaTime, 25);
StrainTime = Math.Max(DeltaTime, min_delta_time);
setDistances(clockRate);
}
@ -82,22 +83,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
scalingFactor *= 1 + smallCircleBonus;
}
double sliderAbuseIndex = 1;
if (lastObject is Slider lastSlider)
{
computeSliderCursorPosition(lastSlider);
sliderAbuseIndex = Math.Clamp(Vector2.Subtract(lastSlider.StackedPosition * scalingFactor, BaseObject.StackedPosition * scalingFactor).Length - 100, 0, 25) / 25;
TravelDistance = lastSlider.LazyTravelDistance * scalingFactor * sliderAbuseIndex;
TravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, 25);
MovementTime = Math.Max(StrainTime - TravelTime, 25);
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;
}
Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length * sliderAbuseIndex;
MovementDistance = Math.Min(JumpDistance, MovementDistance) * sliderAbuseIndex;
JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
MovementDistance = Math.Min(JumpDistance, MovementDistance);
if (lastLastObject != null && !(lastLastObject is Spinner))
{
@ -120,7 +118,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
slider.LazyEndPosition = slider.StackedPosition;
float approxFollowCircleRadius = (float)(slider.Radius * 2.4);
float followCircleRadius = (float)(slider.Radius * 2.4);
var computeVertex = new Action<double>(t =>
{
double progress = (t - slider.StartTime) / slider.SpanDuration;
@ -135,11 +133,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
slider.LazyTravelTime = t - slider.StartTime;
if (dist > approxFollowCircleRadius)
if (dist > followCircleRadius)
{
// The cursor would be outside the follow circle, we need to move it
diff.Normalize(); // Obtain direction of diff
dist -= approxFollowCircleRadius;
dist -= followCircleRadius;
slider.LazyEndPosition += diff * dist;
slider.LazyTravelDistance += dist;
}