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Reword comment with a more diagrammatical explanation
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@ -102,14 +102,25 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
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double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
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MovementTime = Math.Max(MovementTime - lastTravelTime, min_delta_time);
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MovementTime = Math.Max(MovementTime - lastTravelTime, min_delta_time);
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// Jump distance from the slider tail to the next object, as opposed to the lazy position of JumpDistance.
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//
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float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
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// 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:
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//
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// 1. <======o==>
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// | /
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// o
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//
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// 2. <======o==>---o
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// |______|
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//
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// 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).
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//
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// 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).
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// Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The jump pattern is (>--o).
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//
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// A lenience is applied by assuming that the player jumps the minimum of these two distances in all cases.
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//
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// For hitobjects which continue in the direction of the slider, the player will normally follow through the slider,
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float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
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// such that they're not jumping from the lazy position but rather from very close to (or the end of) the slider.
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// 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.
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// Additional distance is removed based on position of jump relative to slider follow circle radius.
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// 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.
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MovementDistance = Math.Max(0, Math.Min(MovementDistance - (maximum_slider_radius - assumed_slider_radius), tailJumpDistance - maximum_slider_radius));
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MovementDistance = Math.Max(0, Math.Min(MovementDistance - (maximum_slider_radius - assumed_slider_radius), tailJumpDistance - maximum_slider_radius));
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}
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}
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