diff --git a/osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyCalculator.cs b/osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyCalculator.cs index 7d763f1792..ee3b410780 100644 --- a/osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyCalculator.cs @@ -50,15 +50,6 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat protected override IEnumerable CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) { - float halfCatchWidth; - - using (var catcher = new CatcherArea.Catcher(beatmap.BeatmapInfo.BaseDifficulty)) - { - halfCatchWidth = catcher.CatchWidth * 0.5f; - // We're only using 80% of the catcher's width to simulate imperfect gameplay, reduced further at circle sizes above 5.5 - halfCatchWidth *= Math.Min(1.075f - (0.05f * beatmap.BeatmapInfo.BaseDifficulty.CircleSize), 0.8f); - } - CatchHitObject lastObject = null; // In 2B beatmaps, it is possible that a normal Fruit is placed in the middle of a JuiceStream. @@ -81,8 +72,13 @@ protected override IEnumerable CreateDifficultyHitObjects(I protected override Skill[] CreateSkills(IBeatmap beatmap) { using (var catcher = new Catcher(beatmap.BeatmapInfo.BaseDifficulty)) + { halfCatcherWidth = catcher.CatchWidth * 0.5f; + // For circle sizes above 5.5, reduce the catcher width further to simulate imperfect gameplay. + halfCatcherWidth *= 1 - (Math.Max(0, beatmap.BeatmapInfo.BaseDifficulty.CircleSize - 5.5f) * 0.0625f); + } + return new Skill[] { new Movement(halfCatcherWidth), diff --git a/osu.Game.Rulesets.Catch/Difficulty/Preprocessing/CatchDifficultyHitObject.cs b/osu.Game.Rulesets.Catch/Difficulty/Preprocessing/CatchDifficultyHitObject.cs index b2b4129c8a..360af1a8c9 100644 --- a/osu.Game.Rulesets.Catch/Difficulty/Preprocessing/CatchDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Catch/Difficulty/Preprocessing/CatchDifficultyHitObject.cs @@ -24,6 +24,7 @@ public class CatchDifficultyHitObject : DifficultyHitObject /// Milliseconds elapsed since the start time of the previous , with a minimum of 40ms. /// public readonly double StrainTime; + public readonly double ClockRate; public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth)