diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs index eb36e96995..ecba2500d0 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs @@ -102,14 +102,25 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time); MovementTime = Math.Max(MovementTime - lastTravelTime, min_delta_time); - // Jump distance from the slider tail to the next object, as opposed to the lazy position of JumpDistance. - float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor; + // + // We'll try to better approximate the real movements a player will take in patterns following on from sliders. Consider the following slider-to-object patterns: + // + // 1. <======o==> + // | / + // o + // + // 2. <======o==>---o + // |______| + // + // Where "<==>" represents a slider, and "o" represents where the cursor needs to be for either hitobject (for a slider, this is the lazy cursor position). + // + // Case (1) is an anti-flow pattern, where players will cut the slider short in order to move to the next object. The jump pattern is (o--o). + // Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The jump pattern is (>--o). + // + // A lenience is applied by assuming that the player jumps the minimum of these two distances in all cases. + // - // For hitobjects which continue in the direction of the slider, the player will normally follow through the slider, - // such that they're not jumping from the lazy position but rather from very close to (or the end of) the slider. - // 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. - // Additional distance is removed based on position of jump relative to slider follow circle radius. - // JumpDistance is the leniency distance beyond the assumed_slider_radius. tailJumpDistance is maximum_slider_radius since the full distance of radial leniency is still possible. + float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor; MovementDistance = Math.Max(0, Math.Min(MovementDistance - (maximum_slider_radius - assumed_slider_radius), tailJumpDistance - maximum_slider_radius)); }