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Update with PopulateAttributes() removal
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@ -12,6 +12,7 @@ using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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@ -30,19 +31,23 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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halfCatchWidth = catcher.CatchWidth * 0.5f;
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}
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protected override void PopulateAttributes(DifficultyAttributes attributes, IBeatmap beatmap, Skill[] skills, double timeRate)
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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var catchAttributes = (CatchDifficultyAttributes)attributes;
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if (beatmap.HitObjects.Count == 0)
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return new CatchDifficultyAttributes();
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// this is the same as osu!, so there's potential to share the implementation... maybe
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double preempt = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / timeRate;
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double preempt = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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catchAttributes.StarRating = Math.Sqrt(skills[0].DifficultyValue()) * star_scaling_factor;
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catchAttributes.ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0;
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catchAttributes.MaxCombo = beatmap.HitObjects.Count(h => h is Fruit) + beatmap.HitObjects.OfType<JuiceStream>().SelectMany(j => j.NestedHitObjects).Count(h => !(h is TinyDroplet));
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return new CatchDifficultyAttributes
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{
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StarRating = Math.Sqrt(skills[0].DifficultyValue()) * star_scaling_factor,
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ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0,
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MaxCombo = beatmap.HitObjects.Count(h => h is Fruit) + beatmap.HitObjects.OfType<JuiceStream>().SelectMany(j => j.NestedHitObjects).Count(h => !(h is TinyDroplet))
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};
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double timeRate)
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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CatchHitObject lastObject = null;
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@ -58,13 +63,13 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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{
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// We want to only consider fruits that contribute to the combo. Droplets are addressed as accuracy and spinners are not relevant for "skill" calculations.
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case Fruit fruit:
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yield return new CatchDifficultyHitObject(fruit, lastObject, timeRate, halfCatchWidth);
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yield return new CatchDifficultyHitObject(fruit, lastObject, clockRate, halfCatchWidth);
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lastObject = hitObject;
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break;
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case JuiceStream _:
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foreach (var nested in hitObject.NestedHitObjects.OfType<CatchHitObject>().Where(o => !(o is TinyDroplet)))
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{
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yield return new CatchDifficultyHitObject(nested, lastObject, timeRate, halfCatchWidth);
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yield return new CatchDifficultyHitObject(nested, lastObject, clockRate, halfCatchWidth);
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lastObject = nested;
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}
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break;
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@ -76,7 +81,5 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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{
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new Movement(),
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};
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protected override DifficultyAttributes CreateDifficultyAttributes() => new CatchDifficultyAttributes();
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}
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}
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@ -24,8 +24,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
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/// </summary>
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public readonly double StrainTime;
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public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double timeRate, float halfCatcherWidth)
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: base(hitObject, lastObject, timeRate)
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public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth)
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: base(hitObject, lastObject, clockRate)
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{
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// We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps.
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var scalingFactor = normalized_hitobject_radius / halfCatcherWidth;
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