diff --git a/osu.Game.Rulesets.Catch/Objects/CatchHitObject.cs b/osu.Game.Rulesets.Catch/Objects/CatchHitObject.cs
index f4bd515995..1d536eb5cb 100644
--- a/osu.Game.Rulesets.Catch/Objects/CatchHitObject.cs
+++ b/osu.Game.Rulesets.Catch/Objects/CatchHitObject.cs
@@ -151,7 +151,7 @@ namespace osu.Game.Rulesets.Catch.Objects
TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
- Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
+ Scale = IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(difficulty.CircleSize);
}
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
diff --git a/osu.Game.Rulesets.Catch/UI/Catcher.cs b/osu.Game.Rulesets.Catch/UI/Catcher.cs
index c5c9556ed7..236a7290da 100644
--- a/osu.Game.Rulesets.Catch/UI/Catcher.cs
+++ b/osu.Game.Rulesets.Catch/UI/Catcher.cs
@@ -145,7 +145,7 @@ namespace osu.Game.Rulesets.Catch.UI
Size = new Vector2(BASE_SIZE);
if (difficulty != null)
- Scale = calculateScale(difficulty);
+ Scale = new Vector2(IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(difficulty.CircleSize));
CatchWidth = CalculateCatchWidth(Scale);
@@ -182,11 +182,6 @@ namespace osu.Game.Rulesets.Catch.UI
///
public Drawable CreateProxiedContent() => caughtObjectContainer.CreateProxy();
- ///
- /// Calculates the scale of the catcher based off the provided beatmap difficulty.
- ///
- private static Vector2 calculateScale(IBeatmapDifficultyInfo difficulty) => new Vector2(1.0f - 0.7f * (difficulty.CircleSize - 5) / 5);
-
///
/// Calculates the width of the area used for attempting catches in gameplay.
///
@@ -197,7 +192,7 @@ namespace osu.Game.Rulesets.Catch.UI
/// Calculates the width of the area used for attempting catches in gameplay.
///
/// The beatmap difficulty.
- public static float CalculateCatchWidth(IBeatmapDifficultyInfo difficulty) => CalculateCatchWidth(calculateScale(difficulty));
+ public static float CalculateCatchWidth(IBeatmapDifficultyInfo difficulty) => CalculateCatchWidth(new Vector2(IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(difficulty.CircleSize)));
///
/// Determine if this catcher can catch a in the current position.
diff --git a/osu.Game.Rulesets.Osu.Tests/TestSceneSliderFollowCircleInput.cs b/osu.Game.Rulesets.Osu.Tests/TestSceneSliderFollowCircleInput.cs
index 5adc50859f..0e5f8a8cf6 100644
--- a/osu.Game.Rulesets.Osu.Tests/TestSceneSliderFollowCircleInput.cs
+++ b/osu.Game.Rulesets.Osu.Tests/TestSceneSliderFollowCircleInput.cs
@@ -35,7 +35,7 @@ namespace osu.Game.Rulesets.Osu.Tests
{
const double time_slider_start = 1000;
- float circleRadius = OsuHitObject.OBJECT_RADIUS * (1.0f - 0.7f * (circleSize - 5) / 5) / 2;
+ float circleRadius = OsuHitObject.OBJECT_RADIUS * IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(circleSize);
float followCircleRadius = circleRadius * 1.2f;
performTest(new Beatmap
diff --git a/osu.Game.Rulesets.Osu/Objects/OsuHitObject.cs b/osu.Game.Rulesets.Osu/Objects/OsuHitObject.cs
index 80d3de75ea..0b1f413362 100644
--- a/osu.Game.Rulesets.Osu/Objects/OsuHitObject.cs
+++ b/osu.Game.Rulesets.Osu/Objects/OsuHitObject.cs
@@ -155,17 +155,7 @@ namespace osu.Game.Rulesets.Osu.Objects
// This adjustment is necessary for AR>10, otherwise TimePreempt can become smaller leading to hitcircles not fully fading in.
TimeFadeIn = 400 * Math.Min(1, TimePreempt / PREEMPT_MIN);
- // The following comment is copied verbatim from osu-stable:
- //
- // Builds of osu! up to 2013-05-04 had the gamefield being rounded down, which caused incorrect radius calculations
- // in widescreen cases. This ratio adjusts to allow for old replays to work post-fix, which in turn increases the lenience
- // for all plays, but by an amount so small it should only be effective in replays.
- //
- // To match expectations of gameplay we need to apply this multiplier to circle scale. It's weird but is what it is.
- // It works out to under 1 game pixel and is generally not meaningful to gameplay, but is to replay playback accuracy.
- const float broken_gamefield_rounding_allowance = 1.00041f;
-
- Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2 * broken_gamefield_rounding_allowance;
+ Scale = IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(difficulty.CircleSize);
}
protected override HitWindows CreateHitWindows() => new OsuHitWindows();
diff --git a/osu.Game.Rulesets.Osu/Statistics/AccuracyHeatmap.cs b/osu.Game.Rulesets.Osu/Statistics/AccuracyHeatmap.cs
index 6564a086fe..8a2c7ff13a 100644
--- a/osu.Game.Rulesets.Osu/Statistics/AccuracyHeatmap.cs
+++ b/osu.Game.Rulesets.Osu/Statistics/AccuracyHeatmap.cs
@@ -208,8 +208,7 @@ namespace osu.Game.Rulesets.Osu.Statistics
if (score.HitEvents.Count == 0)
return;
- // Todo: This should probably not be done like this.
- float radius = OsuHitObject.OBJECT_RADIUS * (1.0f - 0.7f * (playableBeatmap.Difficulty.CircleSize - 5) / 5) / 2;
+ float radius = OsuHitObject.OBJECT_RADIUS * IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(playableBeatmap.Difficulty.CircleSize);
foreach (var e in score.HitEvents.Where(e => e.HitObject is HitCircle && !(e.HitObject is SliderTailCircle)))
{
diff --git a/osu.Game/Beatmaps/IBeatmapDifficultyInfo.cs b/osu.Game/Beatmaps/IBeatmapDifficultyInfo.cs
index 78234a9dd9..af943b62e7 100644
--- a/osu.Game/Beatmaps/IBeatmapDifficultyInfo.cs
+++ b/osu.Game/Beatmaps/IBeatmapDifficultyInfo.cs
@@ -44,6 +44,21 @@ namespace osu.Game.Beatmaps
///
double SliderTickRate { get; }
+ static float CalculateScaleFromCircleSize(float circleSize)
+ {
+ // The following comment is copied verbatim from osu-stable:
+ //
+ // Builds of osu! up to 2013-05-04 had the gamefield being rounded down, which caused incorrect radius calculations
+ // in widescreen cases. This ratio adjusts to allow for old replays to work post-fix, which in turn increases the lenience
+ // for all plays, but by an amount so small it should only be effective in replays.
+ //
+ // To match expectations of gameplay we need to apply this multiplier to circle scale. It's weird but is what it is.
+ // It works out to under 1 game pixel and is generally not meaningful to gameplay, but is to replay playback accuracy.
+ const float broken_gamefield_rounding_allowance = 1.00041f;
+
+ return (float)(1.0f - 0.7f * DifficultyRange(circleSize)) / 2 * broken_gamefield_rounding_allowance;
+ }
+
///
/// Maps a difficulty value [0, 10] to a two-piece linear range of values.
///
@@ -55,13 +70,20 @@ namespace osu.Game.Beatmaps
static double DifficultyRange(double difficulty, double min, double mid, double max)
{
if (difficulty > 5)
- return mid + (max - mid) * (difficulty - 5) / 5;
+ return mid + (max - mid) * DifficultyRange(difficulty);
if (difficulty < 5)
return mid - (mid - min) * (5 - difficulty) / 5;
return mid;
}
+ ///
+ /// Maps a difficulty value [0, 10] to a linear range of [-1, 1].
+ ///
+ /// The difficulty value to be mapped.
+ /// Value to which the difficulty value maps in the specified range.
+ static double DifficultyRange(double difficulty) => (difficulty - 5) / 5;
+
///
/// Maps a difficulty value [0, 10] to a two-piece linear range of values.
///