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Unify to use double in performance calculators.
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@ -47,55 +47,53 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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return 0;
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// We are heavily relying on aim in catch the beat
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double value = Math.Pow(5.0f * Math.Max(1.0f, Attributes.StarRating / 0.0049f) - 4.0f, 2.0f) / 100000.0f;
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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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// 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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// Longer maps are worth more
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float lengthBonus =
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0.95f + 0.4f * Math.Min(1.0f, numTotalHits / 3000.0f) +
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(numTotalHits > 3000 ? MathF.Log10(numTotalHits / 3000.0f) * 0.5f : 0.0f);
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double lengthBonus =
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0.95 + 0.4 * Math.Min(1.0, numTotalHits / 3000.0) +
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(numTotalHits > 3000 ? Math.Log10(numTotalHits / 3000.0) * 0.5 : 0.0);
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// Longer maps are worth more
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value *= lengthBonus;
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// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
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value *= Math.Pow(0.97f, misses);
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value *= Math.Pow(0.97, misses);
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// Combo scaling
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float beatmapMaxCombo = Attributes.MaxCombo;
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if (beatmapMaxCombo > 0)
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value *= Math.Min(Math.Pow(Attributes.MaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f);
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if (Attributes.MaxCombo > 0)
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value *= Math.Min(Math.Pow(Attributes.MaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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float approachRate = (float)Attributes.ApproachRate;
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float approachRateFactor = 1.0f;
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if (approachRate > 9.0f)
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approachRateFactor += 0.1f * (approachRate - 9.0f); // 10% for each AR above 9
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else if (approachRate < 8.0f)
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approachRateFactor += 0.025f * (8.0f - approachRate); // 2.5% for each AR below 8
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double approachRateFactor = 1.0;
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if (Attributes.ApproachRate > 9.0)
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approachRateFactor += 0.1 * (Attributes.ApproachRate - 9.0); // 10% for each AR above 9
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else if (Attributes.ApproachRate < 8.0)
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approachRateFactor += 0.025 * (8.0 - Attributes.ApproachRate); // 2.5% for each AR below 8
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value *= approachRateFactor;
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if (mods.Any(m => m is ModHidden))
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// Hiddens gives nothing on max approach rate, and more the lower it is
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value *= 1.05f + 0.075f * (10.0f - Math.Min(10.0f, approachRate)); // 7.5% for each AR below 10
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value *= 1.05 + 0.075 * (10.0 - Math.Min(10.0, Attributes.ApproachRate)); // 7.5% for each AR below 10
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if (mods.Any(m => m is ModFlashlight))
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// Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps.
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value *= 1.35f * lengthBonus;
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value *= 1.35 * lengthBonus;
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// Scale the aim value with accuracy _slightly_
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value *= Math.Pow(accuracy(), 5.5f);
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value *= Math.Pow(accuracy(), 5.5);
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// Custom multipliers for NoFail. SpunOut is not applicable.
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if (mods.Any(m => m is ModNoFail))
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value *= 0.90f;
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value *= 0.90;
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return value;
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}
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private float accuracy() => totalHits() == 0 ? 0 : Math.Clamp((float)totalSuccessfulHits() / totalHits(), 0f, 1f);
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private float accuracy() => totalHits() == 0 ? 0 : Math.Clamp((float)totalSuccessfulHits() / totalHits(), 0, 1);
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private int totalHits() => tinyTicksHit + ticksHit + fruitsHit + misses + tinyTicksMissed;
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private int totalSuccessfulHits() => tinyTicksHit + ticksHit + fruitsHit;
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private int totalComboHits() => misses + ticksHit + fruitsHit;
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