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