Apply nerfs to HD/FL bonuses with converts

This commit is contained in:
vun
2022-09-30 20:56:16 +08:00
parent 02092ede64
commit e6093f94df

View File

@ -41,6 +41,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (totalSuccessfulHits > 0) if (totalSuccessfulHits > 0)
effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss; effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
// 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.
bool readingBonusEnabled = score.BeatmapInfo.Ruleset.OnlineID == 1;
double multiplier = 1.13; double multiplier = 1.13;
if (score.Mods.Any(m => m is ModHidden)) if (score.Mods.Any(m => m is ModHidden))
@ -49,8 +52,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (score.Mods.Any(m => m is ModEasy)) if (score.Mods.Any(m => m is ModEasy))
multiplier *= 0.975; multiplier *= 0.975;
double difficultyValue = computeDifficultyValue(score, taikoAttributes); double difficultyValue = computeDifficultyValue(score, taikoAttributes, readingBonusEnabled);
double accuracyValue = computeAccuracyValue(score, taikoAttributes); double accuracyValue = computeAccuracyValue(score, taikoAttributes, readingBonusEnabled);
double totalValue = double totalValue =
Math.Pow( Math.Pow(
Math.Pow(difficultyValue, 1.1) + Math.Pow(difficultyValue, 1.1) +
@ -66,7 +69,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
}; };
} }
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes) private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool readingBonusEnabled)
{ {
double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0; double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0;
@ -78,19 +81,19 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (score.Mods.Any(m => m is ModEasy)) if (score.Mods.Any(m => m is ModEasy))
difficultyValue *= 0.985; difficultyValue *= 0.985;
if (score.Mods.Any(m => m is ModHidden)) if (score.Mods.Any(m => m is ModHidden) && readingBonusEnabled)
difficultyValue *= 1.025; difficultyValue *= 1.025;
if (score.Mods.Any(m => m is ModHardRock)) if (score.Mods.Any(m => m is ModHardRock))
difficultyValue *= 1.050; difficultyValue *= 1.050;
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>)) if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && readingBonusEnabled)
difficultyValue *= 1.050 * lengthBonus; difficultyValue *= 1.050 * lengthBonus;
return difficultyValue * Math.Pow(score.Accuracy, 2.0); return difficultyValue * Math.Pow(score.Accuracy, 2.0);
} }
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes) private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool readingBonusEnabled)
{ {
if (attributes.GreatHitWindow <= 0) if (attributes.GreatHitWindow <= 0)
return 0; return 0;
@ -100,8 +103,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3)); double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
accuracyValue *= lengthBonus; accuracyValue *= lengthBonus;
// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values // Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values.
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden)) if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && readingBonusEnabled)
accuracyValue *= Math.Max(1.050, 1.075 * lengthBonus); accuracyValue *= Math.Max(1.050, 1.075 * lengthBonus);
return accuracyValue; return accuracyValue;