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Restructure PerformanceCalculator to not require ScoreInfo argument
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@ -13,33 +13,29 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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{
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public class CatchPerformanceCalculator : PerformanceCalculator
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{
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protected new CatchDifficultyAttributes Attributes => (CatchDifficultyAttributes)base.Attributes;
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private Mod[] mods;
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private int fruitsHit;
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private int ticksHit;
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private int tinyTicksHit;
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private int tinyTicksMissed;
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private int misses;
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public CatchPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
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: base(ruleset, attributes, score)
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public CatchPerformanceCalculator(Ruleset ruleset)
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: base(ruleset)
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{
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}
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public override PerformanceAttributes Calculate()
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protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes)
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{
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mods = Score.Mods;
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var catchAttributes = (CatchDifficultyAttributes)attributes;
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fruitsHit = Score.Statistics.GetValueOrDefault(HitResult.Great);
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ticksHit = Score.Statistics.GetValueOrDefault(HitResult.LargeTickHit);
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tinyTicksHit = Score.Statistics.GetValueOrDefault(HitResult.SmallTickHit);
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tinyTicksMissed = Score.Statistics.GetValueOrDefault(HitResult.SmallTickMiss);
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misses = Score.Statistics.GetValueOrDefault(HitResult.Miss);
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fruitsHit = score.Statistics.GetValueOrDefault(HitResult.Great);
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ticksHit = score.Statistics.GetValueOrDefault(HitResult.LargeTickHit);
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tinyTicksHit = score.Statistics.GetValueOrDefault(HitResult.SmallTickHit);
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tinyTicksMissed = score.Statistics.GetValueOrDefault(HitResult.SmallTickMiss);
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misses = score.Statistics.GetValueOrDefault(HitResult.Miss);
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// We are heavily relying on aim in catch the beat
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double value = Math.Pow(5.0 * Math.Max(1.0, Attributes.StarRating / 0.0049) - 4.0, 2.0) / 100000.0;
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double value = Math.Pow(5.0 * Math.Max(1.0, catchAttributes.StarRating / 0.0049) - 4.0, 2.0) / 100000.0;
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// Longer maps are worth more. "Longer" means how many hits there are which can contribute to combo
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int numTotalHits = totalComboHits();
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@ -52,10 +48,10 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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value *= Math.Pow(0.97, misses);
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// Combo scaling
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if (Attributes.MaxCombo > 0)
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value *= Math.Min(Math.Pow(Score.MaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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if (catchAttributes.MaxCombo > 0)
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value *= Math.Min(Math.Pow(score.MaxCombo, 0.8) / Math.Pow(catchAttributes.MaxCombo, 0.8), 1.0);
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double approachRate = Attributes.ApproachRate;
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double approachRate = catchAttributes.ApproachRate;
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double approachRateFactor = 1.0;
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if (approachRate > 9.0)
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approachRateFactor += 0.1 * (approachRate - 9.0); // 10% for each AR above 9
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@ -66,7 +62,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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value *= approachRateFactor;
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if (mods.Any(m => m is ModHidden))
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if (score.Mods.Any(m => m is ModHidden))
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{
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// Hiddens gives almost nothing on max approach rate, and more the lower it is
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if (approachRate <= 10.0)
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@ -75,12 +71,12 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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value *= 1.01 + 0.04 * (11.0 - Math.Min(11.0, approachRate)); // 5% at AR 10, 1% at AR 11
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}
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if (mods.Any(m => m is ModFlashlight))
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if (score.Mods.Any(m => m is ModFlashlight))
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value *= 1.35 * lengthBonus;
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value *= Math.Pow(accuracy(), 5.5);
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if (mods.Any(m => m is ModNoFail))
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if (score.Mods.Any(m => m is ModNoFail))
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value *= 0.90;
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return new CatchPerformanceAttributes
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