Rename to isConvert

This commit is contained in:
Dan Balasescu 2022-11-04 16:17:49 +09:00
parent 5448c0209e
commit 819027d61c

View File

@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss; effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
// TODO: The detection of rulesets is temporary until the leftover old skills have been reworked. // TODO: The detection of rulesets is temporary until the leftover old skills have been reworked.
bool taikoSpecificBeatmap = score.BeatmapInfo.Ruleset.OnlineID == 1; bool isConvert = score.BeatmapInfo.Ruleset.OnlineID != 1;
double multiplier = 1.13; double multiplier = 1.13;
@ -54,8 +54,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (score.Mods.Any(m => m is ModEasy)) if (score.Mods.Any(m => m is ModEasy))
multiplier *= 0.975; multiplier *= 0.975;
double difficultyValue = computeDifficultyValue(score, taikoAttributes, taikoSpecificBeatmap); double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert);
double accuracyValue = computeAccuracyValue(score, taikoAttributes, taikoSpecificBeatmap); double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert);
double totalValue = double totalValue =
Math.Pow( Math.Pow(
Math.Pow(difficultyValue, 1.1) + Math.Pow(difficultyValue, 1.1) +
@ -71,7 +71,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
}; };
} }
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool taikoSpecificBeatmap) private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
{ {
double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0; double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0;
@ -83,7 +83,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (score.Mods.Any(m => m is ModEasy)) if (score.Mods.Any(m => m is ModEasy))
difficultyValue *= 0.985; difficultyValue *= 0.985;
if (score.Mods.Any(m => m is ModHidden) && taikoSpecificBeatmap) if (score.Mods.Any(m => m is ModHidden) && !isConvert)
difficultyValue *= 1.025; difficultyValue *= 1.025;
if (score.Mods.Any(m => m is ModHardRock)) if (score.Mods.Any(m => m is ModHardRock))
@ -95,7 +95,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
return difficultyValue * Math.Pow(accuracy, 2.0); return difficultyValue * Math.Pow(accuracy, 2.0);
} }
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool taikoSpecificBeatmap) private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
{ {
if (attributes.GreatHitWindow <= 0) if (attributes.GreatHitWindow <= 0)
return 0; return 0;
@ -106,7 +106,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
accuracyValue *= lengthBonus; accuracyValue *= lengthBonus;
// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values. // Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values.
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && taikoSpecificBeatmap) if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && !isConvert)
accuracyValue *= Math.Max(1.0, 1.1 * lengthBonus); accuracyValue *= Math.Max(1.0, 1.1 * lengthBonus);
return accuracyValue; return accuracyValue;