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https://github.com/ppy/osu
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Centralise and repair circle size calculations game-wide
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@ -151,7 +151,7 @@ namespace osu.Game.Rulesets.Catch.Objects
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TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
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Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
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Scale = IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(difficulty.CircleSize);
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}
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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@ -145,7 +145,7 @@ namespace osu.Game.Rulesets.Catch.UI
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Size = new Vector2(BASE_SIZE);
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if (difficulty != null)
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Scale = calculateScale(difficulty);
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Scale = new Vector2(IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(difficulty.CircleSize));
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CatchWidth = CalculateCatchWidth(Scale);
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@ -182,11 +182,6 @@ namespace osu.Game.Rulesets.Catch.UI
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/// </summary>
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public Drawable CreateProxiedContent() => caughtObjectContainer.CreateProxy();
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/// <summary>
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/// Calculates the scale of the catcher based off the provided beatmap difficulty.
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/// </summary>
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private static Vector2 calculateScale(IBeatmapDifficultyInfo difficulty) => new Vector2(1.0f - 0.7f * (difficulty.CircleSize - 5) / 5);
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/// <summary>
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/// Calculates the width of the area used for attempting catches in gameplay.
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/// </summary>
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@ -197,7 +192,7 @@ namespace osu.Game.Rulesets.Catch.UI
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/// Calculates the width of the area used for attempting catches in gameplay.
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/// </summary>
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/// <param name="difficulty">The beatmap difficulty.</param>
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public static float CalculateCatchWidth(IBeatmapDifficultyInfo difficulty) => CalculateCatchWidth(calculateScale(difficulty));
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public static float CalculateCatchWidth(IBeatmapDifficultyInfo difficulty) => CalculateCatchWidth(new Vector2(IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(difficulty.CircleSize)));
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/// <summary>
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/// Determine if this catcher can catch a <see cref="CatchHitObject"/> in the current position.
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@ -35,7 +35,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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const double time_slider_start = 1000;
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float circleRadius = OsuHitObject.OBJECT_RADIUS * (1.0f - 0.7f * (circleSize - 5) / 5) / 2;
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float circleRadius = OsuHitObject.OBJECT_RADIUS * IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(circleSize);
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float followCircleRadius = circleRadius * 1.2f;
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performTest(new Beatmap<OsuHitObject>
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@ -155,17 +155,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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// This adjustment is necessary for AR>10, otherwise TimePreempt can become smaller leading to hitcircles not fully fading in.
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TimeFadeIn = 400 * Math.Min(1, TimePreempt / PREEMPT_MIN);
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// The following comment is copied verbatim from osu-stable:
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//
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// Builds of osu! up to 2013-05-04 had the gamefield being rounded down, which caused incorrect radius calculations
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// in widescreen cases. This ratio adjusts to allow for old replays to work post-fix, which in turn increases the lenience
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// for all plays, but by an amount so small it should only be effective in replays.
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//
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// To match expectations of gameplay we need to apply this multiplier to circle scale. It's weird but is what it is.
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// It works out to under 1 game pixel and is generally not meaningful to gameplay, but is to replay playback accuracy.
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const float broken_gamefield_rounding_allowance = 1.00041f;
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Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2 * broken_gamefield_rounding_allowance;
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Scale = IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(difficulty.CircleSize);
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}
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protected override HitWindows CreateHitWindows() => new OsuHitWindows();
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@ -208,8 +208,7 @@ namespace osu.Game.Rulesets.Osu.Statistics
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if (score.HitEvents.Count == 0)
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return;
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// Todo: This should probably not be done like this.
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float radius = OsuHitObject.OBJECT_RADIUS * (1.0f - 0.7f * (playableBeatmap.Difficulty.CircleSize - 5) / 5) / 2;
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float radius = OsuHitObject.OBJECT_RADIUS * IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(playableBeatmap.Difficulty.CircleSize);
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foreach (var e in score.HitEvents.Where(e => e.HitObject is HitCircle && !(e.HitObject is SliderTailCircle)))
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{
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@ -44,6 +44,21 @@ namespace osu.Game.Beatmaps
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/// </summary>
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double SliderTickRate { get; }
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static float CalculateScaleFromCircleSize(float circleSize)
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{
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// The following comment is copied verbatim from osu-stable:
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//
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// Builds of osu! up to 2013-05-04 had the gamefield being rounded down, which caused incorrect radius calculations
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// in widescreen cases. This ratio adjusts to allow for old replays to work post-fix, which in turn increases the lenience
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// for all plays, but by an amount so small it should only be effective in replays.
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//
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// To match expectations of gameplay we need to apply this multiplier to circle scale. It's weird but is what it is.
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// It works out to under 1 game pixel and is generally not meaningful to gameplay, but is to replay playback accuracy.
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const float broken_gamefield_rounding_allowance = 1.00041f;
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return (float)(1.0f - 0.7f * DifficultyRange(circleSize)) / 2 * broken_gamefield_rounding_allowance;
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}
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/// <summary>
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/// Maps a difficulty value [0, 10] to a two-piece linear range of values.
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/// </summary>
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@ -55,13 +70,20 @@ namespace osu.Game.Beatmaps
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static double DifficultyRange(double difficulty, double min, double mid, double max)
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{
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if (difficulty > 5)
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return mid + (max - mid) * (difficulty - 5) / 5;
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return mid + (max - mid) * DifficultyRange(difficulty);
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if (difficulty < 5)
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return mid - (mid - min) * (5 - difficulty) / 5;
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return mid;
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}
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/// <summary>
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/// Maps a difficulty value [0, 10] to a linear range of [-1, 1].
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/// </summary>
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/// <param name="difficulty">The difficulty value to be mapped.</param>
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/// <returns>Value to which the difficulty value maps in the specified range.</returns>
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static double DifficultyRange(double difficulty) => (difficulty - 5) / 5;
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/// <summary>
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/// Maps a difficulty value [0, 10] to a two-piece linear range of values.
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/// </summary>
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