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cleaned up jank
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@ -125,16 +125,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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return Math.Sqrt(4 + rhythmComplexitySum * rhythmMultiplier) / 2;
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}
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private void setStrainValues(DifficultyHitObject current)
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private double tapStrainOf(DifficultyHitObject current)
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{
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// if (current.BaseObject is Spinner)
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// {
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// currentTapStrain *= strainDecay(current.DeltaTime);
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//
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// currentMovementStrain *= strainDecay(current.DeltaTime);
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//
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// return;
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// }
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if (current.BaseObject is Spinner)
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{
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return 0;
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}
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var osuCurrent = (OsuDifficultyHitObject)current;
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@ -161,16 +157,42 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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}
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}
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// return (1 + (speedBonus - 1) * 0.75) * angleBonus * (0.95 + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / osuCurrent.StrainTime;
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return ((1 + (speedBonus - 1) * 0.75) * angleBonus * 0.95) / osuCurrent.StrainTime;
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}
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double tapStrain = ((1 + (speedBonus - 1) * 0.75) * 0.95) / osuCurrent.StrainTime;
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double movementStrain = ((1 + (speedBonus - 1) * 0.75) * angleBonus * speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / osuCurrent.StrainTime;
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private double movementStrainOf(DifficultyHitObject current)
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{
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if (current.BaseObject is Spinner)
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{
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return 0;
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}
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currentTapStrain *= strainDecay(current.DeltaTime);
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currentTapStrain += tapStrain * skillMultiplier;
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var osuCurrent = (OsuDifficultyHitObject)current;
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currentMovementStrain *= strainDecay(current.DeltaTime);
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currentMovementStrain += movementStrain * skillMultiplier;
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double distance = Math.Min(single_spacing_threshold, osuCurrent.TravelDistance + osuCurrent.JumpDistance);
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double deltaTime = Math.Max(max_speed_bonus, current.DeltaTime);
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double speedBonus = 1.0;
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if (deltaTime < min_speed_bonus)
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speedBonus = 1 + Math.Pow((min_speed_bonus - deltaTime) / speed_balancing_factor, 2);
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double angleBonus = 1.0;
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if (osuCurrent.Angle != null && osuCurrent.Angle.Value < angle_bonus_begin)
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{
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angleBonus = 1 + Math.Pow(Math.Sin(1.5 * (angle_bonus_begin - osuCurrent.Angle.Value)), 2) / 3.57;
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if (osuCurrent.Angle.Value < pi_over_2)
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{
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angleBonus = 1.28;
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if (distance < 90 && osuCurrent.Angle.Value < pi_over_4)
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angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1);
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else if (distance < 90)
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angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1) * Math.Sin((pi_over_2 - osuCurrent.Angle.Value) / pi_over_4);
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}
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}
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return ((1 + (speedBonus - 1) * 0.75) * angleBonus * speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / osuCurrent.StrainTime;
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}
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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@ -179,11 +201,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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protected override double StrainValueAt(DifficultyHitObject current)
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{
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setStrainValues(current);
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currentTapStrain *= strainDecay(current.DeltaTime);
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currentTapStrain += tapStrainOf(current) * skillMultiplier;
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// Console.WriteLine(currentMovementStrain + currentTapStrain);
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currentMovementStrain *= strainDecay(current.DeltaTime);
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currentMovementStrain += movementStrainOf(current) * skillMultiplier;
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return currentMovementStrain + currentTapStrain * calculateRhythmBonus(current.StartTime);
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return currentMovementStrain + currentTapStrain;// * calculateRhythmBonus(current.StartTime);
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}
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}
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}
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