Reword comment with a more diagrammatical explanation

This commit is contained in:
Dan Balasescu 2021-11-24 13:01:15 +09:00
parent 402de754f7
commit e07c44d79a

View File

@ -102,14 +102,25 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
MovementTime = Math.Max(MovementTime - lastTravelTime, min_delta_time);
// Jump distance from the slider tail to the next object, as opposed to the lazy position of JumpDistance.
float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
//
// We'll try to better approximate the real movements a player will take in patterns following on from sliders. Consider the following slider-to-object patterns:
//
// 1. <======o==>
// | /
// o
//
// 2. <======o==>---o
// |______|
//
// Where "<==>" represents a slider, and "o" represents where the cursor needs to be for either hitobject (for a slider, this is the lazy cursor position).
//
// Case (1) is an anti-flow pattern, where players will cut the slider short in order to move to the next object. The jump pattern is (o--o).
// Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The jump pattern is (>--o).
//
// A lenience is applied by assuming that the player jumps the minimum of these two distances in all cases.
//
// For hitobjects which continue in the direction of the slider, the player will normally follow through the slider,
// such that they're not jumping from the lazy position but rather from very close to (or the end of) the slider.
// In such cases, a leniency is applied by also considering the jump distance from the tail of the slider, and taking the minimum jump distance.
// Additional distance is removed based on position of jump relative to slider follow circle radius.
// JumpDistance is the leniency distance beyond the assumed_slider_radius. tailJumpDistance is maximum_slider_radius since the full distance of radial leniency is still possible.
float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
MovementDistance = Math.Max(0, Math.Min(MovementDistance - (maximum_slider_radius - assumed_slider_radius), tailJumpDistance - maximum_slider_radius));
}