diff --git a/osu.Game.Rulesets.Catch/CatchRuleset.cs b/osu.Game.Rulesets.Catch/CatchRuleset.cs
index 02d266228a..dc163ed77e 100644
--- a/osu.Game.Rulesets.Catch/CatchRuleset.cs
+++ b/osu.Game.Rulesets.Catch/CatchRuleset.cs
@@ -300,7 +300,7 @@ namespace osu.Game.Rulesets.Catch
Description = "Affects how early fruits fade in on the screen.",
AdditionalMetrics =
[
- new RulesetBeatmapAttribute.AdditionalMetric("Fade-in time", LocalisableString.Interpolate($@"{IBeatmapDifficultyInfo.DifficultyRange(effectiveDifficulty.ApproachRate, CatchHitObject.PREEMPT_RANGE):#,0.##} ms"))
+ new RulesetBeatmapAttribute.AdditionalMetric("Fade-in time", LocalisableString.Interpolate($@"{IBeatmapDifficultyInfo.DifficultyRangeInt(effectiveDifficulty.ApproachRate, CatchHitObject.PREEMPT_RANGE):#,0.##} ms"))
]
};
yield return new RulesetBeatmapAttribute(SongSelectStrings.HPDrain, @"HP", originalDifficulty.DrainRate, effectiveDifficulty.DrainRate, 10)
diff --git a/osu.Game.Rulesets.Catch/Objects/CatchHitObject.cs b/osu.Game.Rulesets.Catch/Objects/CatchHitObject.cs
index 41deaa0d82..2f186f5ab4 100644
--- a/osu.Game.Rulesets.Catch/Objects/CatchHitObject.cs
+++ b/osu.Game.Rulesets.Catch/Objects/CatchHitObject.cs
@@ -150,7 +150,7 @@ namespace osu.Game.Rulesets.Catch.Objects
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
- TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, PREEMPT_RANGE);
+ TimePreempt = IBeatmapDifficultyInfo.DifficultyRangeInt(difficulty.ApproachRate, PREEMPT_RANGE);
Scale = LegacyRulesetExtensions.CalculateScaleFromCircleSize(difficulty.CircleSize);
}
diff --git a/osu.Game.Rulesets.Osu/Objects/OsuHitObject.cs b/osu.Game.Rulesets.Osu/Objects/OsuHitObject.cs
index d623a98950..0a5365e652 100644
--- a/osu.Game.Rulesets.Osu/Objects/OsuHitObject.cs
+++ b/osu.Game.Rulesets.Osu/Objects/OsuHitObject.cs
@@ -171,7 +171,7 @@ namespace osu.Game.Rulesets.Osu.Objects
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
- TimePreempt = (int)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, PREEMPT_RANGE);
+ TimePreempt = IBeatmapDifficultyInfo.DifficultyRangeInt(difficulty.ApproachRate, PREEMPT_RANGE);
// Preempt time can go below 450ms. Normally, this is achieved via the DT mod which uniformly speeds up all animations game wide regardless of AR.
// This uniform speedup is hard to match 1:1, however we can at least make AR>10 (via mods) feel good by extending the upper linear function above.
diff --git a/osu.Game.Rulesets.Osu/OsuRuleset.cs b/osu.Game.Rulesets.Osu/OsuRuleset.cs
index 49d945e0aa..6bb8a187e3 100644
--- a/osu.Game.Rulesets.Osu/OsuRuleset.cs
+++ b/osu.Game.Rulesets.Osu/OsuRuleset.cs
@@ -412,7 +412,8 @@ namespace osu.Game.Rulesets.Osu
Description = "Affects how early objects appear on screen relative to their hit time.",
AdditionalMetrics =
[
- new RulesetBeatmapAttribute.AdditionalMetric("Approach time", LocalisableString.Interpolate($@"{IBeatmapDifficultyInfo.DifficultyRange(effectiveDifficulty.ApproachRate, OsuHitObject.PREEMPT_RANGE):#,0.##} ms"))
+ new RulesetBeatmapAttribute.AdditionalMetric("Approach time",
+ LocalisableString.Interpolate($@"{IBeatmapDifficultyInfo.DifficultyRangeInt(effectiveDifficulty.ApproachRate, OsuHitObject.PREEMPT_RANGE):#,0.##} ms"))
]
};
diff --git a/osu.Game/Beatmaps/IBeatmapDifficultyInfo.cs b/osu.Game/Beatmaps/IBeatmapDifficultyInfo.cs
index 2dd73a2541..0875a60d75 100644
--- a/osu.Game/Beatmaps/IBeatmapDifficultyInfo.cs
+++ b/osu.Game/Beatmaps/IBeatmapDifficultyInfo.cs
@@ -95,6 +95,31 @@ namespace osu.Game.Beatmaps
static double DifficultyRange(double difficulty, DifficultyRange range)
=> DifficultyRange(difficulty, range.Min, range.Mid, range.Max);
+ ///
+ /// Maps a difficulty value [0, 10] to a two-piece linear range of values.
+ /// Floors the value to `int`, usually to match osu!stable spec.
+ ///
+ /// The difficulty value to be mapped.
+ /// The values that define the two linear ranges.
+ ///
+ /// -
+ /// od0
+ /// Minimum of the resulting range which will be achieved by a difficulty value of 0.
+ ///
+ /// -
+ /// od5
+ /// Midpoint of the resulting range which will be achieved by a difficulty value of 5.
+ ///
+ /// -
+ /// od10
+ /// Maximum of the resulting range which will be achieved by a difficulty value of 10.
+ ///
+ ///
+ ///
+ /// Value to which the difficulty value maps in the specified range.
+ static int DifficultyRangeInt(double difficulty, DifficultyRange range)
+ => (int)DifficultyRange(difficulty, range.Min, range.Mid, range.Max);
+
///
/// Inverse function to .
/// Maps a value returned by the function above back to the difficulty that produced it.