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@ -41,7 +41,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss);
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// Custom multipliers for NoFail and SpunOut.
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double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
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if (mods.Any(m => m is OsuModNoFail))
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multiplier *= Math.Max(0.90, 1.0 - 0.02 * countMiss);
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@ -84,7 +84,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0;
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// Longer maps are worth more
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// Longer maps are worth more.
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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@ -94,7 +94,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (countMiss > 0)
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aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), countMiss);
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// Combo scaling
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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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@ -114,9 +114,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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aimValue *= approachRateBonus;
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// Scale the aim value with accuracy _slightly_
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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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// It is important to also consider accuracy difficulty when doing that
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// It is important to also consider accuracy difficulty when doing that.
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aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
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return aimValue;
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@ -126,7 +126,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0;
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// Longer maps are worth more
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// Longer maps are worth more.
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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speedValue *= lengthBonus;
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@ -135,7 +135,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (countMiss > 0)
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speedValue *= 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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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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@ -150,7 +150,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (mods.Any(m => m is OsuModHidden))
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speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
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// Scale the speed value with accuracy and OD
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// Scale the speed value with accuracy and OD.
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speedValue *= (0.95 + Math.Pow(Attributes.OverallDifficulty, 2) / 750) * Math.Pow(accuracy, (14.5 - Math.Max(Attributes.OverallDifficulty, 8)) / 2);
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// Scale the speed value with # of 50s to punish doubletapping.
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speedValue *= Math.Pow(0.98, countMeh < totalHits / 500.0 ? 0 : countMeh - totalHits / 500.0);
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@ -160,7 +160,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private double computeAccuracyValue()
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{
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// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window
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// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window.
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double betterAccuracyPercentage;
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int amountHitObjectsWithAccuracy = Attributes.HitCircleCount;
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@ -169,15 +169,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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else
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betterAccuracyPercentage = 0;
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// It is possible to reach a negative accuracy with this formula. Cap it at zero - zero points
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// It is possible to reach a negative accuracy with this formula. Cap it at zero - zero points.
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if (betterAccuracyPercentage < 0)
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betterAccuracyPercentage = 0;
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// Lots of arbitrary values from testing.
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// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
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// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution.
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double accuracyValue = Math.Pow(1.52163, Attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer.
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accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));
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if (mods.Any(m => m is OsuModHidden))
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@ -209,7 +209,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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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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// 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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@ -217,9 +217,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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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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// Scale the flashlight 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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// 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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