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Merge pull request #10478 from bdach/fix-beatmap-difficulty-rating-rounding

Apply rounding when calculating beatmap difficulty rating
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Dean Herbert 2020-10-11 03:36:59 +09:00 committed by GitHub
commit 16a78b3172
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 39 additions and 6 deletions

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@ -28,5 +28,28 @@ namespace osu.Game.Tests.Beatmaps
Assert.That(key1, Is.EqualTo(key2));
}
[TestCase(1.3, DifficultyRating.Easy)]
[TestCase(1.993, DifficultyRating.Easy)]
[TestCase(1.998, DifficultyRating.Normal)]
[TestCase(2.4, DifficultyRating.Normal)]
[TestCase(2.693, DifficultyRating.Normal)]
[TestCase(2.698, DifficultyRating.Hard)]
[TestCase(3.5, DifficultyRating.Hard)]
[TestCase(3.993, DifficultyRating.Hard)]
[TestCase(3.997, DifficultyRating.Insane)]
[TestCase(5.0, DifficultyRating.Insane)]
[TestCase(5.292, DifficultyRating.Insane)]
[TestCase(5.297, DifficultyRating.Expert)]
[TestCase(6.2, DifficultyRating.Expert)]
[TestCase(6.493, DifficultyRating.Expert)]
[TestCase(6.498, DifficultyRating.ExpertPlus)]
[TestCase(8.3, DifficultyRating.ExpertPlus)]
public void TestDifficultyRatingMapping(double starRating, DifficultyRating expectedBracket)
{
var actualBracket = BeatmapDifficultyManager.GetDifficultyRating(starRating);
Assert.AreEqual(expectedBracket, actualBracket);
}
}
}

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@ -14,6 +14,7 @@ using osu.Framework.Bindables;
using osu.Framework.Graphics.Containers;
using osu.Framework.Lists;
using osu.Framework.Threading;
using osu.Framework.Utils;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
@ -124,13 +125,22 @@ namespace osu.Game.Beatmaps
/// <returns>The <see cref="DifficultyRating"/> that best describes <paramref name="starRating"/>.</returns>
public static DifficultyRating GetDifficultyRating(double starRating)
{
if (starRating < 2.0) return DifficultyRating.Easy;
if (starRating < 2.7) return DifficultyRating.Normal;
if (starRating < 4.0) return DifficultyRating.Hard;
if (starRating < 5.3) return DifficultyRating.Insane;
if (starRating < 6.5) return DifficultyRating.Expert;
if (Precision.AlmostBigger(starRating, 6.5, 0.005))
return DifficultyRating.ExpertPlus;
return DifficultyRating.ExpertPlus;
if (Precision.AlmostBigger(starRating, 5.3, 0.005))
return DifficultyRating.Expert;
if (Precision.AlmostBigger(starRating, 4.0, 0.005))
return DifficultyRating.Insane;
if (Precision.AlmostBigger(starRating, 2.7, 0.005))
return DifficultyRating.Hard;
if (Precision.AlmostBigger(starRating, 2.0, 0.005))
return DifficultyRating.Normal;
return DifficultyRating.Easy;
}
private CancellationTokenSource trackedUpdateCancellationSource;