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Apply nerfs to HD/FL bonuses with converts
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@ -41,6 +41,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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if (totalSuccessfulHits > 0)
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if (totalSuccessfulHits > 0)
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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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// We are disabling some HD and/or FL Bonus for converts for now due to them having low pattern difficulty, and thus being easy to memorize.
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bool readingBonusEnabled = 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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if (score.Mods.Any(m => m is ModHidden))
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if (score.Mods.Any(m => m is ModHidden))
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@ -49,8 +52,8 @@ 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);
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double difficultyValue = computeDifficultyValue(score, taikoAttributes, readingBonusEnabled);
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double accuracyValue = computeAccuracyValue(score, taikoAttributes);
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double accuracyValue = computeAccuracyValue(score, taikoAttributes, readingBonusEnabled);
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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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@ -66,7 +69,7 @@ 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)
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private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool readingBonusEnabled)
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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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@ -78,19 +81,19 @@ 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))
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if (score.Mods.Any(m => m is ModHidden) && readingBonusEnabled)
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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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difficultyValue *= 1.050;
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difficultyValue *= 1.050;
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && readingBonusEnabled)
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difficultyValue *= 1.050 * lengthBonus;
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difficultyValue *= 1.050 * lengthBonus;
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return difficultyValue * Math.Pow(score.Accuracy, 2.0);
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return difficultyValue * Math.Pow(score.Accuracy, 2.0);
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}
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}
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private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
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private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool readingBonusEnabled)
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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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@ -100,8 +103,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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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))
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && readingBonusEnabled)
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accuracyValue *= Math.Max(1.050, 1.075 * lengthBonus);
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accuracyValue *= Math.Max(1.050, 1.075 * lengthBonus);
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return accuracyValue;
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return accuracyValue;
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