Scale edge dash threshold with clock rate

This commit is contained in:
smoogipoo 2019-03-26 13:25:52 +09:00
parent 9b59eda8a2
commit 2705263145

View File

@ -62,28 +62,26 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
double antiflowBonusFactor = Math.Min(Math.Abs(distanceMoved) / 70, 1);
distanceAddition += (antiflow_bonus / (catchCurrent.StrainTime / 17.5 + 10)) * (Math.Sqrt(Math.Abs(lastDistanceMoved)) / Math.Sqrt(lastStrainTime + 20)) * antiflowBonusFactor;
// Bonus for edge dashes on direction change
if (catchCurrent.LastObject.DistanceToHyperDash <= 14.0f / CatchPlayfield.BASE_WIDTH && !catchCurrent.LastObject.HyperDash)
bonus += 1.0;
}
// Base bonus for every movement, giving some weight to streams.
distanceAddition += 10.0 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
}
// Bonus for edge dashes regardless of direction change
if (catchCurrent.LastObject.DistanceToHyperDash <= 14.0f / CatchPlayfield.BASE_WIDTH)
// Bonus for edge dashes
double edgeDashThreshold = 15.5f * ((Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 250) * 0.9 + 25) / 250);
if (catchCurrent.LastObject.DistanceToHyperDash <= edgeDashThreshold / CatchPlayfield.BASE_WIDTH)
{
if (!catchCurrent.LastObject.HyperDash)
bonus += 0.9;
bonus += 2.3;
else
{
// After a hyperdash we ARE in the correct position. Always!
playerPosition = catchCurrent.NormalizedPosition;
}
distanceAddition *= 1.0 + bonus * Math.Pow(14.0f - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH, 1.6f) / 14.0f * (Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 250) / 250); // Edge dashes are easier at lower ms values
distanceAddition *= 1.0 + bonus * Math.Pow(edgeDashThreshold - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH, 1.6f) / edgeDashThreshold * (Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 265) / 265); // Edge dashes are easier at lower ms values
}
// Prevent wide dense stacks of notes which fit on the catcher from greatly increasing SR