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Add Flashlight skill
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@ -52,11 +52,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double aimValue = computeAimValue();
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double speedValue = computeSpeedValue();
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double accuracyValue = computeAccuracyValue();
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double flashlightValue = computeFlashlightValue();
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double totalValue =
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Math.Pow(
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Math.Pow(aimValue, 1.1) +
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Math.Pow(speedValue, 1.1) +
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Math.Pow(accuracyValue, 1.1), 1.0 / 1.1
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Math.Pow(accuracyValue, 1.1) +
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Math.Pow(flashlightValue, 1.1), 1.0 / 1.1
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) * multiplier;
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if (categoryRatings != null)
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@ -64,6 +66,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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categoryRatings.Add("Aim", aimValue);
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categoryRatings.Add("Speed", speedValue);
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categoryRatings.Add("Accuracy", accuracyValue);
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categoryRatings.Add("Flashlight", flashlightValue);
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categoryRatings.Add("OD", Attributes.OverallDifficulty);
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categoryRatings.Add("AR", Attributes.ApproachRate);
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categoryRatings.Add("Max Combo", Attributes.MaxCombo);
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@ -109,19 +112,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (mods.Any(h => h is OsuModHidden))
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aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
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double flashlightBonus = 1.0;
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if (mods.Any(h => h is OsuModFlashlight))
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{
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// Apply object-based bonus for flashlight.
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flashlightBonus = 1.0 + 0.35 * Math.Min(1.0, totalHits / 200.0) +
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(totalHits > 200
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? 0.3 * Math.Min(1.0, (totalHits - 200) / 300.0) +
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(totalHits > 500 ? (totalHits - 500) / 1200.0 : 0.0)
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: 0.0);
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}
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aimValue *= Math.Max(flashlightBonus, approachRateBonus);
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aimValue *= approachRateBonus;
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// Scale the aim value with accuracy _slightly_
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aimValue *= 0.5 + accuracy / 2.0;
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@ -197,6 +188,38 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return accuracyValue;
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}
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private double computeFlashlightValue()
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{
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double flashlightValue = 0.0;
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if (mods.Any(h => h is OsuModFlashlight)) {
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flashlightValue = Math.Pow(Attributes.FlashlightStrain, 2.0) * 25.0;
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// Add an additional bonus for HDFL.
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if (mods.Any(h => h is OsuModHidden))
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flashlightValue *= 1.2;
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (countMiss > 0)
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
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// Combo scaling
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if (Attributes.MaxCombo > 0)
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flashlightValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
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flashlightValue *= 0.5 + 0.15 * Math.Min(1.0, totalHits / 200.0) +
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(totalHits > 200 ? 0.35 * Math.Min(1.0, (totalHits - 200) / 600.0) : 0.0);
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// Scale the aim value with accuracy _slightly_
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flashlightValue *= 0.5 + accuracy / 2.0;
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// It is important to also consider accuracy difficulty when doing that
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flashlightValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
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}
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return flashlightValue;
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}
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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private int totalSuccessfulHits => countGreat + countOk + countMeh;
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}
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