refactored duplicate code for simplicity

This commit is contained in:
Xexxar 2021-11-07 14:21:18 +00:00
parent 22b9d2e879
commit 771620cef1

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@ -147,6 +147,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
Vector2 currMovement = Vector2.Subtract(currMovementObj.StackedPosition, currCursorPosition);
double currMovementLength = scalingFactor * currMovement.Length;
double currRadius = assumed_slider_radius;
if (i == slider.NestedHitObjects.Count - 1)
{
@ -160,31 +161,20 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
currMovement = lazyMovement;
currMovementLength = scalingFactor * currMovement.Length;
}
else if (currMovementObj is SliderRepeat)
currRadius = normalized_radius;
if (currMovementLength > assumed_slider_radius)
{
// Calculate the vector movement, regardless of final location to get the true lazy end position.
currCursorPosition = Vector2.Add(currCursorPosition, Vector2.Multiply(currMovement, (float)((currMovementLength - assumed_slider_radius) / currMovementLength)));
currMovementLength *= (currMovementLength - assumed_slider_radius) / currMovementLength;
slider.LazyTravelDistance += (float)currMovementLength;
}
if (currMovementLength > currRadius)
{
// this finds the positional delta from the required radius and the current position, and updates the currCursorPosition accordingly, as well as rewarding distance.
currCursorPosition = Vector2.Add(currCursorPosition, Vector2.Multiply(currMovement, (float)((currMovementLength - currRadius) / currMovementLength)));
currMovementLength *= (currMovementLength - currRadius) / currMovementLength;
slider.LazyTravelDistance += (float)currMovementLength;
}
if (i == slider.NestedHitObjects.Count - 1)
slider.LazyEndPosition = currCursorPosition;
}
else if (currMovementObj is SliderRepeat && currMovementLength > normalized_radius)
{
// For a slider repeat, assume a tighter movement threshold to better assess repeat sliders.
currCursorPosition = Vector2.Add(currCursorPosition, Vector2.Multiply(currMovement, (float)((currMovementLength - normalized_radius) / currMovementLength)));
currMovementLength *= (currMovementLength - normalized_radius) / currMovementLength;
slider.LazyTravelDistance += (float)currMovementLength;
}
else if (currMovementLength > assumed_slider_radius)
{
// For a slider ticks, use the assumed slider radius for a more accurate movement assessment.
currCursorPosition = Vector2.Add(currCursorPosition, Vector2.Multiply(currMovement, (float)((currMovementLength - assumed_slider_radius) / currMovementLength)));
currMovementLength *= (currMovementLength - assumed_slider_radius) / currMovementLength;
slider.LazyTravelDistance += (float)currMovementLength;
}
}
slider.LazyTravelDistance *= (float)Math.Pow(1 + slider.RepeatCount / 2.5, 1.0 / 2.5); // Bonus for repeat sliders until a better per nested object strain system can be achieved.