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Consider slider->slider jump timing leniency
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stanriders committed Dec 13, 2024
1 parent 724e549 commit 915223c
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Showing 2 changed files with 8 additions and 2 deletions.
4 changes: 2 additions & 2 deletions osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@ public static class AimEvaluator
{
private const double wide_angle_multiplier = 1.5;
private const double acute_angle_multiplier = 1.95;
private const double slider_multiplier = 1.05;
private const double slider_multiplier = 1.35;
private const double velocity_change_multiplier = 0.75;

/// <summary>
Expand Down Expand Up @@ -127,7 +127,7 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with

// Add in additional slider velocity bonus.
if (withSliderTravelDistance)
aimStrain += sliderBonus * 1.0;
aimStrain += sliderBonus * slider_multiplier;

return aimStrain;
}
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Original file line number Diff line number Diff line change
Expand Up @@ -191,6 +191,12 @@ private void setDistances(double clockRate)
double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, MIN_DELTA_TIME);
MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, MIN_DELTA_TIME);

if (BaseObject is Slider)
{
// Jumping slider->slider gives extra timing leniency
MinimumJumpTime += HitWindowGreat / 2;
}

//
// There are two types of slider-to-object patterns to consider in order to better approximate the real movement a player will take to jump between the hitobjects.
//
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