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Remove abusable 0.66 threshold by averaging
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@ -25,10 +25,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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public double SliderFactor { get; set; }
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[JsonProperty("aim_difficult_strain_count")]
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public int AimDifficultStrainCount { get; set; }
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public double AimDifficultStrainCount { get; set; }
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[JsonProperty("speed_difficult_strain_count")]
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public int SpeedDifficultStrainCount { get; set; }
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public double SpeedDifficultStrainCount { get; set; }
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[JsonProperty("approach_rate")]
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public double ApproachRate { get; set; }
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@ -40,8 +40,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
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int aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountDifficultStrains(clockRate);
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int speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountDifficultStrains(clockRate);
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double aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountDifficultStrains(clockRate);
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double speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountDifficultStrains(clockRate);
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if (mods.Any(h => h is OsuModRelax))
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speedRating = 0.0;
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@ -59,15 +59,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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}
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/// <summary>
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/// Returns the number of difficult strains.
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/// A strain is considered difficult if it's higher than 66% of the highest strain.
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/// Returns the number of strains above a threshold averaged as the threshold varies.
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/// The result is scaled by clock rate as it affects the total number of strains.
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/// </summary>
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public int CountDifficultStrains(double clockRate)
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public double CountDifficultStrains(double clockRate)
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{
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List<double> strains = GetCurrentStrainPeaks().OrderByDescending(d => d).ToList();
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// Total number of strains in a map can vary by clockrate, and this needs to be corrected for.
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return (int)(strains.Count(s => s > strains[0] * 0.66) * clockRate);
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List<double> strains = GetCurrentStrainPeaks().ToList();
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// This is the average value of strains.Count(s => s > p * strains.Max()) for p between 0 and 1.
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double realtimeCount = strains.Sum() / strains.Max();
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return clockRate * realtimeCount;
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}
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}
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}
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