mod rule changes

This commit is contained in:
LeNitrous
2019-03-03 16:22:00 +08:00
731 changed files with 11678 additions and 5401 deletions

View File

@ -56,6 +56,7 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
rng.Next(); // osu!stable retrieved a random banana rotation
rng.Next(); // osu!stable retrieved a random banana colour
}
break;
case JuiceStream juiceStream:
foreach (var nested in juiceStream.NestedHitObjects)
@ -67,6 +68,7 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
rng.Next(); // osu!stable retrieved a random droplet rotation
hitObject.X = MathHelper.Clamp(hitObject.X, 0, 1);
}
break;
}
}

View File

@ -19,8 +19,10 @@ namespace osu.Game.Rulesets.Catch
{
[Description("Move left")]
MoveLeft,
[Description("Move right")]
MoveRight,
[Description("Engage dash")]
Dash,
}

View File

@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Catch.Difficulty
{
@ -10,10 +9,5 @@ namespace osu.Game.Rulesets.Catch.Difficulty
{
public double ApproachRate;
public int MaxCombo;
public CatchDifficultyAttributes(Mod[] mods, double starRating)
: base(mods, starRating)
{
}
}
}

View File

@ -1,148 +1,92 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
using osu.Game.Rulesets.Catch.Difficulty.Skills;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Catch.Difficulty
{
public class CatchDifficultyCalculator : DifficultyCalculator
{
/// <summary>
/// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size STRAIN_STEP.
/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
/// The higher this value, the less strains there will be, indirectly giving long beatmaps an advantage.
/// </summary>
private const double strain_step = 750;
/// <summary>
/// The weighting of each strain value decays to this number * it's previous value
/// </summary>
private const double decay_weight = 0.94;
private const double star_scaling_factor = 0.145;
protected override int SectionLength => 750;
private readonly float halfCatchWidth;
public CatchDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
var catcher = new CatcherArea.Catcher(beatmap.BeatmapInfo.BaseDifficulty);
halfCatchWidth = catcher.CatchWidth * 0.5f;
// We're only using 80% of the catcher's width to simulate imperfect gameplay.
halfCatchWidth *= 0.8f;
}
protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
if (!beatmap.HitObjects.Any())
return new CatchDifficultyAttributes(mods, 0);
if (beatmap.HitObjects.Count == 0)
return new CatchDifficultyAttributes { Mods = mods };
var catcher = new CatcherArea.Catcher(beatmap.BeatmapInfo.BaseDifficulty);
float halfCatchWidth = catcher.CatchWidth * 0.5f;
// this is the same as osu!, so there's potential to share the implementation... maybe
double preempt = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / clockRate;
var difficultyHitObjects = new List<CatchDifficultyHitObject>();
foreach (var hitObject in beatmap.HitObjects)
return new CatchDifficultyAttributes
{
StarRating = Math.Sqrt(skills[0].DifficultyValue()) * star_scaling_factor,
Mods = mods,
ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0,
MaxCombo = beatmap.HitObjects.Count(h => h is Fruit) + beatmap.HitObjects.OfType<JuiceStream>().SelectMany(j => j.NestedHitObjects).Count(h => !(h is TinyDroplet))
};
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
CatchHitObject lastObject = null;
foreach (var hitObject in beatmap.HitObjects.OfType<CatchHitObject>())
{
if (lastObject == null)
{
lastObject = hitObject;
continue;
}
switch (hitObject)
{
// We want to only consider fruits that contribute to the combo. Droplets are addressed as accuracy and spinners are not relevant for "skill" calculations.
case Fruit fruit:
difficultyHitObjects.Add(new CatchDifficultyHitObject(fruit, halfCatchWidth));
yield return new CatchDifficultyHitObject(fruit, lastObject, clockRate, halfCatchWidth);
lastObject = hitObject;
break;
case JuiceStream _:
difficultyHitObjects.AddRange(hitObject.NestedHitObjects.OfType<CatchHitObject>().Where(o => !(o is TinyDroplet)).Select(o => new CatchDifficultyHitObject(o, halfCatchWidth)));
foreach (var nested in hitObject.NestedHitObjects.OfType<CatchHitObject>().Where(o => !(o is TinyDroplet)))
{
yield return new CatchDifficultyHitObject(nested, lastObject, clockRate, halfCatchWidth);
lastObject = nested;
}
break;
}
}
difficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime));
if (!calculateStrainValues(difficultyHitObjects, timeRate))
return new CatchDifficultyAttributes(mods, 0);
// this is the same as osu!, so there's potential to share the implementation... maybe
double preempt = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / timeRate;
double starRating = Math.Sqrt(calculateDifficulty(difficultyHitObjects, timeRate)) * star_scaling_factor;
return new CatchDifficultyAttributes(mods, starRating)
{
ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0,
MaxCombo = difficultyHitObjects.Count
};
}
private bool calculateStrainValues(List<CatchDifficultyHitObject> objects, double timeRate)
protected override Skill[] CreateSkills(IBeatmap beatmap) => new Skill[]
{
CatchDifficultyHitObject lastObject = null;
if (!objects.Any()) return false;
// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
foreach (var currentObject in objects)
{
if (lastObject != null)
currentObject.CalculateStrains(lastObject, timeRate);
lastObject = currentObject;
}
return true;
}
private double calculateDifficulty(List<CatchDifficultyHitObject> objects, double timeRate)
{
// The strain step needs to be adjusted for the algorithm to be considered equal with speed changing mods
double actualStrainStep = strain_step * timeRate;
// Find the highest strain value within each strain step
var highestStrains = new List<double>();
double intervalEndTime = actualStrainStep;
double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval
CatchDifficultyHitObject previousHitObject = null;
foreach (CatchDifficultyHitObject hitObject in objects)
{
// While we are beyond the current interval push the currently available maximum to our strain list
while (hitObject.BaseHitObject.StartTime > intervalEndTime)
{
highestStrains.Add(maximumStrain);
// The maximum strain of the next interval is not zero by default! We need to take the last hitObject we encountered, take its strain and apply the decay
// until the beginning of the next interval.
if (previousHitObject == null)
{
maximumStrain = 0;
}
else
{
double decay = Math.Pow(CatchDifficultyHitObject.DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000);
maximumStrain = previousHitObject.Strain * decay;
}
// Go to the next time interval
intervalEndTime += actualStrainStep;
}
// Obtain maximum strain
maximumStrain = Math.Max(hitObject.Strain, maximumStrain);
previousHitObject = hitObject;
}
// Build the weighted sum over the highest strains for each interval
double difficulty = 0;
double weight = 1;
highestStrains.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
foreach (double strain in highestStrains)
{
difficulty += weight * strain;
weight *= decay_weight;
}
return difficulty;
}
new Movement(),
};
}
}

View File

@ -1,130 +0,0 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
using osuTK;
namespace osu.Game.Rulesets.Catch.Difficulty
{
public class CatchDifficultyHitObject
{
internal static readonly double DECAY_BASE = 0.20;
private const float normalized_hitobject_radius = 41.0f;
private const float absolute_player_positioning_error = 16f;
private readonly float playerPositioningError;
internal CatchHitObject BaseHitObject;
/// <summary>
/// Measures jump difficulty. CtB doesn't have something like button pressing speed or accuracy
/// </summary>
internal double Strain = 1;
/// <summary>
/// This is required to keep track of lazy player movement (always moving only as far as necessary)
/// Without this quick repeat sliders / weirdly shaped streams might become ridiculously overrated
/// </summary>
internal float PlayerPositionOffset;
internal float LastMovement;
internal float NormalizedPosition;
internal float ActualNormalizedPosition => NormalizedPosition + PlayerPositionOffset;
internal CatchDifficultyHitObject(CatchHitObject baseHitObject, float catcherWidthHalf)
{
BaseHitObject = baseHitObject;
// We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps.
float scalingFactor = normalized_hitobject_radius / catcherWidthHalf;
playerPositioningError = absolute_player_positioning_error; // * scalingFactor;
NormalizedPosition = baseHitObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor;
}
private const double direction_change_bonus = 12.5;
internal void CalculateStrains(CatchDifficultyHitObject previousHitObject, double timeRate)
{
// Rather simple, but more specialized things are inherently inaccurate due to the big difference playstyles and opinions make.
// See Taiko feedback thread.
double timeElapsed = (BaseHitObject.StartTime - previousHitObject.BaseHitObject.StartTime) / timeRate;
double decay = Math.Pow(DECAY_BASE, timeElapsed / 1000);
// Update new position with lazy movement.
PlayerPositionOffset =
MathHelper.Clamp(
previousHitObject.ActualNormalizedPosition,
NormalizedPosition - (normalized_hitobject_radius - playerPositioningError),
NormalizedPosition + (normalized_hitobject_radius - playerPositioningError)) // Obtain new lazy position, but be stricter by allowing for an error of a certain degree of the player.
- NormalizedPosition; // Subtract HitObject position to obtain offset
LastMovement = DistanceTo(previousHitObject);
double addition = spacingWeight(LastMovement);
if (NormalizedPosition < previousHitObject.NormalizedPosition)
{
LastMovement = -LastMovement;
}
CatchHitObject previousHitCircle = previousHitObject.BaseHitObject;
double additionBonus = 0;
double sqrtTime = Math.Sqrt(Math.Max(timeElapsed, 25));
// Direction changes give an extra point!
if (Math.Abs(LastMovement) > 0.1)
{
if (Math.Abs(previousHitObject.LastMovement) > 0.1 && Math.Sign(LastMovement) != Math.Sign(previousHitObject.LastMovement))
{
double bonus = direction_change_bonus / sqrtTime;
// Weight bonus by how
double bonusFactor = Math.Min(playerPositioningError, Math.Abs(LastMovement)) / playerPositioningError;
// We want time to play a role twice here!
addition += bonus * bonusFactor;
// Bonus for tougher direction switches and "almost" hyperdashes at this point
if (previousHitCircle != null && previousHitCircle.DistanceToHyperDash <= 10.0f / CatchPlayfield.BASE_WIDTH)
{
additionBonus += 0.3 * bonusFactor;
}
}
// Base bonus for every movement, giving some weight to streams.
addition += 7.5 * Math.Min(Math.Abs(LastMovement), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtTime;
}
// Bonus for "almost" hyperdashes at corner points
if (previousHitCircle != null && previousHitCircle.DistanceToHyperDash <= 10.0f / CatchPlayfield.BASE_WIDTH)
{
if (!previousHitCircle.HyperDash)
{
additionBonus += 1.0;
}
else
{
// After a hyperdash we ARE in the correct position. Always!
PlayerPositionOffset = 0;
}
addition *= 1.0 + additionBonus * ((10 - previousHitCircle.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 10);
}
addition *= 850.0 / Math.Max(timeElapsed, 25);
Strain = previousHitObject.Strain * decay + addition;
}
private static double spacingWeight(float distance)
{
return Math.Pow(distance, 1.3) / 500;
}
internal float DistanceTo(CatchDifficultyHitObject other)
{
return Math.Abs(ActualNormalizedPosition - other.ActualNormalizedPosition);
}
}
}

View File

@ -0,0 +1,41 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
{
public class CatchDifficultyHitObject : DifficultyHitObject
{
private const float normalized_hitobject_radius = 41.0f;
public new CatchHitObject BaseObject => (CatchHitObject)base.BaseObject;
public new CatchHitObject LastObject => (CatchHitObject)base.LastObject;
public readonly float NormalizedPosition;
public readonly float LastNormalizedPosition;
/// <summary>
/// Milliseconds elapsed since the start time of the previous <see cref="CatchDifficultyHitObject"/>, with a minimum of 25ms.
/// </summary>
public readonly double StrainTime;
public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth)
: base(hitObject, lastObject, clockRate)
{
// We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps.
var scalingFactor = normalized_hitobject_radius / halfCatcherWidth;
NormalizedPosition = BaseObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor;
LastNormalizedPosition = LastObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor;
// Every strain interval is hard capped at the equivalent of 600 BPM streaming speed as a safety measure
StrainTime = Math.Max(25, DeltaTime);
}
}
}

View File

@ -0,0 +1,85 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osuTK;
namespace osu.Game.Rulesets.Catch.Difficulty.Skills
{
public class Movement : Skill
{
private const float absolute_player_positioning_error = 16f;
private const float normalized_hitobject_radius = 41.0f;
private const double direction_change_bonus = 12.5;
protected override double SkillMultiplier => 850;
protected override double StrainDecayBase => 0.2;
protected override double DecayWeight => 0.94;
private float? lastPlayerPosition;
private float lastDistanceMoved;
protected override double StrainValueOf(DifficultyHitObject current)
{
var catchCurrent = (CatchDifficultyHitObject)current;
if (lastPlayerPosition == null)
lastPlayerPosition = catchCurrent.LastNormalizedPosition;
float playerPosition = MathHelper.Clamp(
lastPlayerPosition.Value,
catchCurrent.NormalizedPosition - (normalized_hitobject_radius - absolute_player_positioning_error),
catchCurrent.NormalizedPosition + (normalized_hitobject_radius - absolute_player_positioning_error)
);
float distanceMoved = playerPosition - lastPlayerPosition.Value;
double distanceAddition = Math.Pow(Math.Abs(distanceMoved), 1.3) / 500;
double sqrtStrain = Math.Sqrt(catchCurrent.StrainTime);
double bonus = 0;
// Direction changes give an extra point!
if (Math.Abs(distanceMoved) > 0.1)
{
if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved))
{
double bonusFactor = Math.Min(absolute_player_positioning_error, Math.Abs(distanceMoved)) / absolute_player_positioning_error;
distanceAddition += direction_change_bonus / sqrtStrain * bonusFactor;
// Bonus for tougher direction switches and "almost" hyperdashes at this point
if (catchCurrent.LastObject.DistanceToHyperDash <= 10 / CatchPlayfield.BASE_WIDTH)
bonus = 0.3 * bonusFactor;
}
// Base bonus for every movement, giving some weight to streams.
distanceAddition += 7.5 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
}
// Bonus for "almost" hyperdashes at corner points
if (catchCurrent.LastObject.DistanceToHyperDash <= 10.0f / CatchPlayfield.BASE_WIDTH)
{
if (!catchCurrent.LastObject.HyperDash)
bonus += 1.0;
else
{
// After a hyperdash we ARE in the correct position. Always!
playerPosition = catchCurrent.NormalizedPosition;
}
distanceAddition *= 1.0 + bonus * ((10 - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 10);
}
lastPlayerPosition = playerPosition;
lastDistanceMoved = distanceMoved;
return distanceAddition / catchCurrent.StrainTime;
}
}
}

View File

@ -33,11 +33,11 @@ namespace osu.Game.Rulesets.Catch.MathUtils
/// <returns>The random value.</returns>
public uint NextUInt()
{
uint t = _x ^ _x << 11;
uint t = _x ^ (_x << 11);
_x = _y;
_y = _z;
_z = _w;
return _w = _w ^ _w >> 19 ^ t ^ t >> 8;
return _w = _w ^ (_w >> 19) ^ t ^ (t >> 8);
}
/// <summary>

View File

@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
@ -55,9 +56,9 @@ namespace osu.Game.Rulesets.Catch.Mods
return default_flashlight_size;
}
protected override void OnComboChange(int newCombo)
protected override void OnComboChange(ValueChangedEvent<int> e)
{
this.TransformTo(nameof(FlashlightSize), new Vector2(0, getSizeFor(newCombo)), FLASHLIGHT_FADE_DURATION);
this.TransformTo(nameof(FlashlightSize), new Vector2(0, getSizeFor(e.NewValue)), FLASHLIGHT_FADE_DURATION);
}
protected override string FragmentShader => "CircularFlashlight";

View File

@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
base.SkinChanged(skin, allowFallback);
if (HitObject is IHasComboInformation combo)
AccentColour = skin.GetValue<SkinConfiguration, Color4>(s => s.ComboColours.Count > 0 ? s.ComboColours[combo.ComboIndex % s.ComboColours.Count] : Color4.White);
AccentColour = skin.GetValue<SkinConfiguration, Color4?>(s => s.ComboColours.Count > 0 ? s.ComboColours[combo.ComboIndex % s.ComboColours.Count] : (Color4?)null) ?? Color4.White;
}
private const float preempt = 1000;

View File

@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
public override Color4 AccentColour
{
get { return base.AccentColour; }
get => base.AccentColour;
set
{
base.AccentColour = value;

View File

@ -23,9 +23,10 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable.Pieces
}
private Color4 accentColour;
public Color4 AccentColour
{
get { return accentColour; }
get => accentColour;
set
{
accentColour = value;

View File

@ -55,6 +55,13 @@ namespace osu.Game.Rulesets.Catch.Objects
var minDistanceFromEnd = Velocity * 0.01;
var tickSamples = Samples.Select(s => new SampleInfo
{
Bank = s.Bank,
Name = @"slidertick",
Volume = s.Volume
}).ToList();
AddNested(new Fruit
{
Samples = Samples,
@ -62,15 +69,22 @@ namespace osu.Game.Rulesets.Catch.Objects
X = X
});
double lastDropletTime = StartTime;
double lastTickTime = StartTime;
for (int span = 0; span < this.SpanCount(); span++)
{
var spanStartTime = StartTime + span * spanDuration;
var reversed = span % 2 == 1;
for (double d = 0; d <= length; d += tickDistance)
for (double d = tickDistance;; d += tickDistance)
{
bool isLastTick = false;
if (d + minDistanceFromEnd >= length)
{
d = length;
isLastTick = true;
}
var timeProgress = d / length;
var distanceProgress = reversed ? 1 - timeProgress : timeProgress;
@ -79,47 +93,42 @@ namespace osu.Game.Rulesets.Catch.Objects
if (LegacyLastTickOffset != null)
{
// If we're the last tick, apply the legacy offset
if (span == this.SpanCount() - 1 && d + tickDistance > length)
if (span == this.SpanCount() - 1 && isLastTick)
time = Math.Max(StartTime + Duration / 2, time - LegacyLastTickOffset.Value);
}
double tinyTickInterval = time - lastDropletTime;
while (tinyTickInterval > 100)
tinyTickInterval /= 2;
for (double t = lastDropletTime + tinyTickInterval; t < time; t += tinyTickInterval)
int tinyTickCount = 1;
double tinyTickInterval = time - lastTickTime;
while (tinyTickInterval > 100 && tinyTickCount < 10000)
{
tinyTickInterval /= 2;
tinyTickCount *= 2;
}
for (int tinyTickIndex = 0; tinyTickIndex < tinyTickCount - 1; tinyTickIndex++)
{
var t = lastTickTime + (tinyTickIndex + 1) * tinyTickInterval;
double progress = reversed ? 1 - (t - spanStartTime) / spanDuration : (t - spanStartTime) / spanDuration;
AddNested(new TinyDroplet
{
StartTime = t,
X = X + Path.PositionAt(progress).X / CatchPlayfield.BASE_WIDTH,
Samples = new List<SampleInfo>(Samples.Select(s => new SampleInfo
{
Bank = s.Bank,
Name = @"slidertick",
Volume = s.Volume
}))
Samples = tickSamples
});
}
if (d > minDistanceFromEnd && Math.Abs(d - length) > minDistanceFromEnd)
lastTickTime = time;
if (isLastTick)
break;
AddNested(new Droplet
{
AddNested(new Droplet
{
StartTime = time,
X = X + Path.PositionAt(distanceProgress).X / CatchPlayfield.BASE_WIDTH,
Samples = new List<SampleInfo>(Samples.Select(s => new SampleInfo
{
Bank = s.Bank,
Name = @"slidertick",
Volume = s.Volume
}))
});
}
lastDropletTime = time;
StartTime = time,
X = X + Path.PositionAt(distanceProgress).X / CatchPlayfield.BASE_WIDTH,
Samples = tickSamples
});
}
AddNested(new Fruit

View File

@ -9,3 +9,4 @@ using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("osu.Game.Rulesets.Catch.Tests")]
[assembly: InternalsVisibleTo("osu.Game.Rulesets.Catch.Tests.Dynamic")]
[assembly: InternalsVisibleTo("osu.Game.Rulesets.Catch.Tests.iOS")]

View File

@ -0,0 +1,138 @@
osu file format v14
[General]
StackLeniency: 0.3
Mode: 2
[Difficulty]
CircleSize:4
OverallDifficulty:7
ApproachRate:8.3
SliderMultiplier:1.6
SliderTickRate:1
[TimingPoints]
500,500,4,2,1,50,1,0
34500,-50,4,2,1,50,0,0
[HitObjects]
// fruits spaced 1/1 beat apart
32,128,0,5,0,0:0:0:0:
96,128,500,1,0,0:0:0:0:
160,128,1000,1,0,0:0:0:0:
224,128,1500,1,0,0:0:0:0:
288,128,2000,1,0,0:0:0:0:
352,128,2500,1,0,0:0:0:0:
416,128,3000,1,0,0:0:0:0:
480,128,3500,1,0,0:0:0:0:
// fruits spaced 1/2 beat apart
32,160,4500,1,0,0:0:0:0:
64,160,4750,1,0,0:0:0:0:
96,160,5000,1,0,0:0:0:0:
128,160,5250,1,0,0:0:0:0:
160,160,5500,1,0,0:0:0:0:
192,160,5750,1,0,0:0:0:0:
224,160,6000,1,0,0:0:0:0:
256,160,6250,1,0,0:0:0:0:
288,160,6500,1,0,0:0:0:0:
// fruits spaced 1/4 beat apart
96,128,7500,1,0,0:0:0:0:
128,128,7625,1,0,0:0:0:0:
160,128,7750,1,0,0:0:0:0:
192,128,7875,1,0,0:0:0:0:
224,128,8000,1,0,0:0:0:0:
256,128,8125,1,0,0:0:0:0:
288,128,8250,1,0,0:0:0:0:
320,128,8375,1,0,0:0:0:0:
352,128,8500,1,0,0:0:0:0:
// fruit hyperdashes, spaced 1/2 beat apart
32,160,9500,1,0,0:0:0:0:
480,160,9750,1,0,0:0:0:0:
32,160,10000,1,0,0:0:0:0:
480,160,10250,1,0,0:0:0:0:
32,160,10500,1,0,0:0:0:0:
480,160,10750,1,0,0:0:0:0:
32,160,11000,1,0,0:0:0:0:
// fruit hyperdashes, spaced 1/4 beat apart
32,192,12000,1,0,0:0:0:0:
480,192,12125,1,0,0:0:0:0:
32,192,12250,1,0,0:0:0:0:
480,192,12375,1,0,0:0:0:0:
32,192,12500,1,0,0:0:0:0:
480,192,12625,1,0,0:0:0:0:
32,192,12750,1,0,0:0:0:0:
480,192,12875,1,0,0:0:0:0:
32,192,13000,1,0,0:0:0:0:
// stream + hyperdash + stream, spaced 1/4 beat apart
32,192,14000,1,0,0:0:0:0:
64,192,14125,1,0,0:0:0:0:
96,192,14250,1,0,0:0:0:0:
128,192,14375,1,0,0:0:0:0:
480,192,14500,1,0,0:0:0:0:
448,192,14625,1,0,0:0:0:0:
416,192,14750,1,0,0:0:0:0:
384,192,14875,1,0,0:0:0:0:
32,192,15000,1,0,0:0:0:0:
// basic sliders
32,192,16000,2,0,L|192:192,1,160
224,192,17000,2,0,L|384:192,1,160
416,192,17875,2,0,L|480:192,1,40
// slider hyperdashes, spaced 1/4 beat apart
32,192,19000,2,0,L|128:192,1,80
480,192,19375,2,0,L|384:192,1,80
352,192,19750,2,0,L|256:192,1,80
0,192,20125,2,0,L|128:192,1,120
// stream + slider hyperdashes, spaced 1/4 beat apart
32,192,21500,1,0,0:0:0:0:
64,192,21625,1,0,0:0:0:0:
96,192,21750,1,0,0:0:0:0:
512,192,21875,2,0,L|320:192,1,160
320,192,22500,1,0,0:0:0:0:
288,192,22625,1,0,0:0:0:0:
256,192,22750,1,0,0:0:0:0:
0,192,22875,2,0,L|64:192,1,40
// streams, spaced 1/4 beat apart
64,192,24000,1,0,0:0:0:0:
160,192,24125,1,0,0:0:0:0:
64,192,24250,1,0,0:0:0:0:
160,192,24375,1,0,0:0:0:0:
64,192,24500,1,0,0:0:0:0:
160,192,24625,1,0,0:0:0:0:
64,192,24750,1,0,0:0:0:0:
160,192,24875,1,0,0:0:0:0:
64,192,25000,1,0,0:0:0:0:
160,192,25125,1,0,0:0:0:0:
64,192,25250,1,0,0:0:0:0:
160,192,25375,1,0,0:0:0:0:
64,192,25500,1,0,0:0:0:0:
// stream + spinner combo, spaced 1/4 beat apart
256,192,26500,12,0,27000,0:0:0:0:
128,192,27250,5,0,0:0:0:0:
128,192,27375,1,0,0:0:0:0:
160,192,27500,1,0,0:0:0:0:
192,192,27625,1,0,0:0:0:0:
256,192,27750,12,0,28500,0:0:0:0:
192,192,28625,5,0,0:0:0:0:
224,192,28750,1,0,0:0:0:0:
256,192,28875,1,0,0:0:0:0:
256,192,29000,1,0,0:0:0:0:
256,192,29125,12,0,29500,0:0:0:0:
// long slow slider
0,192,30500,6,0,B|480:192|480:192|0:192,2,960
// long fast slider
0,192,37500,6,0,B|480:192|480:192|0:192,2,960
// long hyperdash slider
0,192,41500,2,0,P|544:192|544:192,5,480

View File

@ -0,0 +1 @@
{"Mappings":[{"StartTime":19184.0,"Objects":[{"StartTime":19184.0,"Position":320.0},{"StartTime":19263.0,"Position":311.730255},{"StartTime":19343.0,"Position":324.6205},{"StartTime":19423.0,"Position":343.0907},{"StartTime":19503.0,"Position":372.2917},{"StartTime":19582.0,"Position":385.194733},{"StartTime":19662.0,"Position":379.0426},{"StartTime":19742.0,"Position":385.1066},{"StartTime":19822.0,"Position":391.624664},{"StartTime":19919.0,"Position":386.27832},{"StartTime":20016.0,"Position":380.117035},{"StartTime":20113.0,"Position":381.664154},{"StartTime":20247.0,"Position":370.872864}]}]}

View File

@ -0,0 +1,18 @@
osu file format v14
[General]
Mode: 2
[Difficulty]
HPDrainRate:3
CircleSize:2
OverallDifficulty:4
ApproachRate:4
SliderMultiplier:0.9
SliderTickRate:1
[TimingPoints]
35.4473684210527,638.298947368422,4,2,1,60,1,0
[HitObjects]
320,176,19184,2,8,P|384:168|368:232,1,150

View File

@ -43,6 +43,6 @@ namespace osu.Game.Rulesets.Catch.Scoring
Health.Value += Math.Max(result.Judgement.HealthIncreaseFor(result) - hpDrainRate, 0) * harshness;
}
protected override HitWindows CreateHitWindows() => new CatchHitWindows();
public override HitWindows CreateHitWindows() => new CatchHitWindows();
}
}

View File

@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Catch.UI
{
public class CatcherArea : Container
{
public const float CATCHER_SIZE = 100;
public const float CATCHER_SIZE = 106.75f;
protected internal readonly Catcher MovableCatcher;
@ -33,7 +33,7 @@ namespace osu.Game.Rulesets.Catch.UI
public Container ExplodingFruitTarget
{
set { MovableCatcher.ExplodingFruitTarget = value; }
set => MovableCatcher.ExplodingFruitTarget = value;
}
public CatcherArea(BeatmapDifficulty difficulty = null)
@ -158,7 +158,7 @@ namespace osu.Game.Rulesets.Catch.UI
protected bool Dashing
{
get { return dashing; }
get => dashing;
set
{
if (value == dashing) return;
@ -176,7 +176,7 @@ namespace osu.Game.Rulesets.Catch.UI
/// </summary>
protected bool Trail
{
get { return trail; }
get => trail;
set
{
if (value == trail) return;