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Move taiko difficulty attributes to TaikoDifficultyCalculator
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public class TaikoDifficultyAttributes : DifficultyAttributes
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{
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public double GreatHitWindow;
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public int MaxCombo;
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public TaikoDifficultyAttributes(Mod[] mods, double starRating)
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: base(mods, starRating)
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{
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}
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}
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}
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@ -3,6 +3,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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@ -47,7 +48,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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double starRating = calculateDifficulty(difficultyHitObjects, timeRate) * star_scaling_factor;
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return new DifficultyAttributes(mods, starRating);
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return new TaikoDifficultyAttributes(mods, starRating)
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{
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// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be remoevd in the future
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GreatHitWindow = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / timeRate,
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MaxCombo = beatmap.HitObjects.Count(h => h is Hit)
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};
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}
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private bool calculateStrainValues(List<TaikoHitObjectDifficulty> objects, double timeRate)
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@ -8,13 +8,12 @@ using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public class TaikoPerformanceCalculator : PerformanceCalculator
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{
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private readonly int beatmapMaxCombo;
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protected new TaikoDifficultyAttributes Attributes => (TaikoDifficultyAttributes)base.Attributes;
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private Mod[] mods;
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private int countGreat;
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@ -25,7 +24,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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public TaikoPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, Score score)
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: base(ruleset, beatmap, score)
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{
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beatmapMaxCombo = Beatmap.HitObjects.Count(h => h is Hit);
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}
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
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@ -78,8 +76,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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strainValue *= Math.Pow(0.985, countMiss);
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// Combo scaling
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if (beatmapMaxCombo > 0)
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strainValue *= Math.Min(Math.Pow(Score.MaxCombo, 0.5) / Math.Pow(beatmapMaxCombo, 0.5), 1.0);
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if (Attributes.MaxCombo > 0)
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strainValue *= Math.Min(Math.Pow(Score.MaxCombo, 0.5) / Math.Pow(Attributes.MaxCombo, 0.5), 1.0);
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if (mods.Any(m => m is ModHidden))
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strainValue *= 1.025;
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@ -94,14 +92,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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private double computeAccuracyValue()
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{
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// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be remoevd in the future
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double hitWindowGreat = (int)(Beatmap.HitObjects.First().HitWindows.Great / 2) / TimeRate;
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if (hitWindowGreat <= 0)
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if (Attributes.GreatHitWindow <= 0)
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return 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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double accValue = Math.Pow(150.0 / hitWindowGreat, 1.1) * Math.Pow(Score.Accuracy, 15) * 22.0;
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double accValue = Math.Pow(150.0 / Attributes.GreatHitWindow, 1.1) * Math.Pow(Score.Accuracy, 15) * 22.0;
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
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return accValue * Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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