mirror of
https://github.com/ppy/osu
synced 2025-03-19 17:44:30 +00:00
Scale edge dash threshold with clock rate
This commit is contained in:
parent
9b59eda8a2
commit
2705263145
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user