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Merge branch 'diffcalc-fixes' into xexxar-angles
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@ -57,6 +57,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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s.Process(h);
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}
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// The peak strain will not be saved for the last section in the above loop
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foreach (Skill s in skills)
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s.SaveCurrentPeak();
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double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
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double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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double starRating = aimRating + speedRating + Math.Abs(aimRating - speedRating) / 2;
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@ -105,13 +105,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double approachRateFactor = 1.0f;
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if (Attributes.ApproachRate > 10.33f)
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approachRateFactor += 0.45f * (Attributes.ApproachRate - 10.33f);
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approachRateFactor += 0.3f * (Attributes.ApproachRate - 10.33f);
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else if (Attributes.ApproachRate < 8.0f)
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{
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// HD is worth more with lower ar!
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if (mods.Any(h => h is OsuModHidden))
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approachRateFactor += 0.02f * (8.0f - Attributes.ApproachRate);
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else
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approachRateFactor += 0.01f * (8.0f - Attributes.ApproachRate);
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}
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@ -119,7 +115,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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if (mods.Any(h => h is OsuModHidden))
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aimValue *= 1.02 + (11.0f - Attributes.ApproachRate) / 50.0; // Gives a 1.04 bonus for AR10, a 1.06 bonus for AR9, a 1.02 bonus for AR11.
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aimValue *= 1.0f + 0.04f * (12.0f - Attributes.ApproachRate);
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if (mods.Any(h => h is OsuModFlashlight))
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{
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@ -152,13 +148,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (beatmapMaxCombo > 0)
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speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f);
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double approachRateFactor = 1.0f;
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if (Attributes.ApproachRate > 10.33f)
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approachRateFactor += 0.3f * (Attributes.ApproachRate - 10.33f);
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speedValue *= approachRateFactor;
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if (mods.Any(m => m is OsuModHidden))
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speedValue *= 1.18f;
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speedValue *= 1.0f + 0.04f * (12.0f - Attributes.ApproachRate);
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// Scale the speed value with accuracy _slightly_
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speedValue *= 0.5f + accuracy / 2.0f;
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speedValue *= 0.02f + accuracy;
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// It is important to also consider accuracy difficulty when doing that
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speedValue *= 0.98f + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
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speedValue *= 0.96f + Math.Pow(Attributes.OverallDifficulty, 2) / 1600;
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return speedValue;
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}
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@ -186,7 +188,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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accuracyValue *= Math.Min(1.15f, Math.Pow(amountHitObjectsWithAccuracy / 1000.0f, 0.3f));
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if (mods.Any(m => m is OsuModHidden))
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accuracyValue *= 1.02f;
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accuracyValue *= 1.08f;
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if (mods.Any(m => m is OsuModFlashlight))
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accuracyValue *= 1.02f;
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@ -119,8 +119,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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float approxFollowCircleRadius = (float)(slider.Radius * 3);
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var computeVertex = new Action<double>(t =>
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{
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double progress = ((int)t - (int)slider.StartTime) / (float)(int)slider.SpanDuration;
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if (progress % 2 > 1)
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double progress = (t - slider.StartTime) / slider.SpanDuration;
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if (progress % 2 >= 1)
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progress = 1 - progress % 1;
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else
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progress = progress % 1;
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