mirror of https://github.com/ppy/osu
Merge pull request #15867 from MBmasher/fl-cumulative-strain
Fix cumulative strain time calculation in Flashlight skill
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commit
05b79f864e
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@ -40,26 +40,31 @@ private double strainValueOf(DifficultyHitObject current)
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double result = 0.0;
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double result = 0.0;
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OsuDifficultyHitObject lastObj = osuCurrent;
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// This is iterating backwards in time from the current object.
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for (int i = 0; i < Previous.Count; i++)
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for (int i = 0; i < Previous.Count; i++)
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{
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{
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var osuPrevious = (OsuDifficultyHitObject)Previous[i];
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var currentObj = (OsuDifficultyHitObject)Previous[i];
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var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject);
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var currentHitObject = (OsuHitObject)(currentObj.BaseObject);
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if (!(osuPrevious.BaseObject is Spinner))
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if (!(currentObj.BaseObject is Spinner))
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{
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{
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double jumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length;
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double jumpDistance = (osuHitObject.StackedPosition - currentHitObject.EndPosition).Length;
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cumulativeStrainTime += osuPrevious.StrainTime;
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cumulativeStrainTime += lastObj.StrainTime;
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// We want to nerf objects that can be easily seen within the Flashlight circle radius.
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// We want to nerf objects that can be easily seen within the Flashlight circle radius.
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if (i == 0)
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if (i == 0)
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smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
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smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
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// We also want to nerf stacks so that only the first object of the stack is accounted for.
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// We also want to nerf stacks so that only the first object of the stack is accounted for.
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double stackNerf = Math.Min(1.0, (osuPrevious.LazyJumpDistance / scalingFactor) / 25.0);
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double stackNerf = Math.Min(1.0, (currentObj.LazyJumpDistance / scalingFactor) / 25.0);
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result += stackNerf * scalingFactor * jumpDistance / cumulativeStrainTime;
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result += stackNerf * scalingFactor * jumpDistance / cumulativeStrainTime;
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}
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}
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lastObj = currentObj;
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}
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}
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return Math.Pow(smallDistNerf * result, 2.0);
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return Math.Pow(smallDistNerf * result, 2.0);
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