diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index 33787da8f6..1e83d6d820 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -44,6 +44,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1; + if (mods.Any(m => m is OsuModTouchDevice)) + { + aimRating = Math.Pow(aimRating, 0.8); + flashlightRating = Math.Pow(flashlightRating, 0.8); + } + if (mods.Any(h => h is OsuModRelax)) { aimRating *= 0.9; @@ -127,6 +133,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty protected override Mod[] DifficultyAdjustmentMods => new Mod[] { + new OsuModTouchDevice(), new OsuModDoubleTime(), new OsuModHalfTime(), new OsuModEasy(), diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index fb0eff5cb2..30b56ff769 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -88,12 +88,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty private double computeAimValue(ScoreInfo score, OsuDifficultyAttributes attributes) { - double rawAim = attributes.AimDifficulty; - - if (score.Mods.Any(m => m is OsuModTouchDevice)) - rawAim = Math.Pow(rawAim, 0.8); - - double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0; + double aimValue = Math.Pow(5.0 * Math.Max(1.0, attributes.AimDifficulty / 0.0675) - 4.0, 3.0) / 100000.0; double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) + (totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0); @@ -233,12 +228,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty if (!score.Mods.Any(h => h is OsuModFlashlight)) return 0.0; - double rawFlashlight = attributes.FlashlightDifficulty; - - if (score.Mods.Any(m => m is OsuModTouchDevice)) - rawFlashlight = Math.Pow(rawFlashlight, 0.8); - - double flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0; + double flashlightValue = Math.Pow(attributes.FlashlightDifficulty, 2.0) * 25.0; // Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses. if (effectiveMissCount > 0)