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Merge pull request #1938 from Shawdooow/overall-difficulty
Overall difficulty
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commit
2e2fc4be57
@ -60,7 +60,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Samples = s.Samples,
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Samples = s.Samples,
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SampleControlPoint = s.SampleControlPoint,
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SampleControlPoint = s.SampleControlPoint,
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TimePreempt = s.TimePreempt,
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TimePreempt = s.TimePreempt,
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TimeFadein = s.TimeFadein
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TimeFadein = s.TimeFadein,
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HitWindow300 = s.HitWindow300,
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HitWindow100 = s.HitWindow100,
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HitWindow50 = s.HitWindow50
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})
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})
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};
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};
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@ -16,9 +16,9 @@ namespace osu.Game.Rulesets.Osu.Objects
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public const double OBJECT_RADIUS = 64;
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public const double OBJECT_RADIUS = 64;
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private const double hittable_range = 300;
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private const double hittable_range = 300;
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private const double hit_window_50 = 150;
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public double HitWindow50 = 150;
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private const double hit_window_100 = 80;
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public double HitWindow100 = 80;
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private const double hit_window_300 = 30;
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public double HitWindow300 = 30;
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public float TimePreempt = 600;
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public float TimePreempt = 600;
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public float TimeFadein = 400;
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public float TimeFadein = 400;
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@ -50,13 +50,13 @@ namespace osu.Game.Rulesets.Osu.Objects
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switch (result)
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switch (result)
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{
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{
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default:
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default:
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return 300;
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return hittable_range;
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case HitResult.Meh:
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case HitResult.Meh:
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return 150;
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return HitWindow50;
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case HitResult.Good:
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case HitResult.Good:
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return 80;
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return HitWindow100;
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case HitResult.Great:
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case HitResult.Great:
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return 30;
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return HitWindow300;
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}
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}
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}
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}
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@ -78,6 +78,10 @@ namespace osu.Game.Rulesets.Osu.Objects
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TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
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TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
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TimeFadein = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1200, 800, 300);
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TimeFadein = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1200, 800, 300);
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HitWindow50 = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 200, 150, 100);
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HitWindow100 = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 140, 100, 60);
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HitWindow300 = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 80, 50, 20);
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Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
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Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
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}
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}
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}
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}
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