Merge branch 'aim-refactor-slider' of https://github.com/emu1337/osu into aim-refactor-slider

This commit is contained in:
Xexxar
2021-11-07 14:50:29 +00:00
2 changed files with 14 additions and 9 deletions

View File

@ -15,13 +15,13 @@ namespace osu.Game.Rulesets.Osu.Tests
{ {
protected override string ResourceAssembly => "osu.Game.Rulesets.Osu"; protected override string ResourceAssembly => "osu.Game.Rulesets.Osu";
[TestCase(6.5295339534769958d, "diffcalc-test")] [TestCase(6.531832890435525d, "diffcalc-test")]
[TestCase(1.1514260533755143d, "zero-length-sliders")] [TestCase(1.4644923495008817d, "zero-length-sliders")]
public void Test(double expected, string name) public void Test(double expected, string name)
=> base.Test(expected, name); => base.Test(expected, name);
[TestCase(9.047752485219954d, "diffcalc-test")] [TestCase(8.8067616302940852d, "diffcalc-test")]
[TestCase(1.3985711787077566d, "zero-length-sliders")] [TestCase(1.7763214959309293d, "zero-length-sliders")]
public void TestClockRateAdjusted(double expected, string name) public void TestClockRateAdjusted(double expected, string name)
=> Test(expected, name, new OsuModDoubleTime()); => Test(expected, name, new OsuModDoubleTime());

View File

@ -147,7 +147,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
Vector2 currMovement = Vector2.Subtract(currMovementObj.StackedPosition, currCursorPosition); Vector2 currMovement = Vector2.Subtract(currMovementObj.StackedPosition, currCursorPosition);
double currMovementLength = scalingFactor * currMovement.Length; double currMovementLength = scalingFactor * currMovement.Length;
double currRadius = assumed_slider_radius;
// Amount of movement required so that the cursor position needs to be updated.
double requiredMovement = assumed_slider_radius;
if (i == slider.NestedHitObjects.Count - 1) if (i == slider.NestedHitObjects.Count - 1)
{ {
@ -163,13 +165,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
currMovementLength = scalingFactor * currMovement.Length; currMovementLength = scalingFactor * currMovement.Length;
} }
else if (currMovementObj is SliderRepeat) else if (currMovementObj is SliderRepeat)
currRadius = normalized_radius; {
// For a slider repeat, assume a tighter movement threshold to better assess repeat sliders.
requiredMovement = normalized_radius;
}
if (currMovementLength > currRadius) if (currMovementLength > requiredMovement)
{ {
// this finds the positional delta from the required radius and the current position, and updates the currCursorPosition accordingly, as well as rewarding distance. // this finds the positional delta from the required radius and the current position, and updates the currCursorPosition accordingly, as well as rewarding distance.
currCursorPosition = Vector2.Add(currCursorPosition, Vector2.Multiply(currMovement, (float)((currMovementLength - currRadius) / currMovementLength))); currCursorPosition = Vector2.Add(currCursorPosition, Vector2.Multiply(currMovement, (float)((currMovementLength - requiredMovement) / currMovementLength)));
currMovementLength *= (currMovementLength - currRadius) / currMovementLength; currMovementLength *= (currMovementLength - requiredMovement) / currMovementLength;
slider.LazyTravelDistance += (float)currMovementLength; slider.LazyTravelDistance += (float)currMovementLength;
} }