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Clean up comments
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@ -44,15 +44,11 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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// Longer maps are worth more. "Longer" means how many hits there are which can contribute to combo
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int numTotalHits = totalComboHits();
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// Longer maps are worth more
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double lengthBonus =
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0.95 + 0.3 * Math.Min(1.0, numTotalHits / 2500.0) +
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(numTotalHits > 2500 ? Math.Log10(numTotalHits / 2500.0) * 0.475 : 0.0);
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// Longer maps are worth more
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value *= lengthBonus;
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// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
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value *= Math.Pow(0.97, misses);
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// Combo scaling
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@ -80,13 +76,10 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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}
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if (mods.Any(m => m is ModFlashlight))
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// Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps.
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value *= 1.35 * lengthBonus;
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// Scale the aim value with accuracy _slightly_
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value *= Math.Pow(accuracy(), 5.5);
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// Custom multipliers for NoFail. SpunOut is not applicable.
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if (mods.Any(m => m is ModNoFail))
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value *= 0.90;
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@ -80,10 +80,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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private double computeDifficultyValue()
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{
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// Obtain difficulty
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double difficultyValue = Math.Pow(5 * Math.Max(1, Attributes.StarRating / 0.2) - 4.0, 2.2) / 135.0;
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// Longer maps are worth more
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difficultyValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
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if (scaledScore <= 500000)
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@ -113,9 +111,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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* difficultyValue
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* Math.Pow(Math.Max(0.0, scaledScore - 960000) / 40000, 1.1);
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
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// accuracyValue *= Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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return accuracyValue;
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}
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@ -45,7 +45,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
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// Custom multipliers for NoFail and SpunOut.
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if (mods.Any(m => m is OsuModNoFail))
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multiplier *= Math.Max(0.90, 1.0 - 0.02 * effectiveMissCount);
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@ -92,19 +91,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0;
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// Longer maps are worth more.
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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aimValue *= lengthBonus;
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (effectiveMissCount > 0)
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aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), effectiveMissCount);
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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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aimValue *= comboScaling();
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double approachRateFactor = 0.0;
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if (Attributes.ApproachRate > 10.33)
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@ -133,7 +128,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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}
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aimValue *= accuracy;
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// It is important to also consider accuracy difficulty when doing that.
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// It is important to consider accuracy difficulty when scaling with accuracy.
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aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
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return aimValue;
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@ -143,7 +138,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedDifficulty / 0.0675) - 4.0, 3.0) / 100000.0;
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// Longer maps are worth more.
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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speedValue *= lengthBonus;
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@ -152,9 +146,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (effectiveMissCount > 0)
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speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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speedValue *= comboScaling();
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double approachRateFactor = 0.0;
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if (Attributes.ApproachRate > 10.33)
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@ -231,7 +223,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0;
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// Add an additional bonus for HDFL.
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if (mods.Any(h => h is OsuModHidden))
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flashlightValue *= 1.3;
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@ -239,9 +230,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (effectiveMissCount > 0)
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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flashlightValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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flashlightValue *= comboScaling();
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// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
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flashlightValue *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
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@ -273,6 +262,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return Math.Max(countMiss, (int)Math.Floor(comboBasedMissCount));
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}
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private double comboScaling() => Attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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private int totalSuccessfulHits => countGreat + countOk + countMeh;
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}
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@ -35,7 +35,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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countMeh = Score.Statistics.GetValueOrDefault(HitResult.Meh);
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countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss);
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// Custom multipliers for NoFail and SpunOut.
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double multiplier = 1.1; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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if (mods.Any(m => m is ModNoFail))
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@ -64,21 +63,17 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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double difficultyValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.StarRating / 0.0075) - 4.0, 2.0) / 100000.0;
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// Longer maps are worth more
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double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
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difficultyValue *= lengthBonus;
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// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
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difficultyValue *= Math.Pow(0.985, countMiss);
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if (mods.Any(m => m is ModHidden))
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difficultyValue *= 1.025;
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if (mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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// Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps.
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difficultyValue *= 1.05 * lengthBonus;
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// Scale the speed value with accuracy _slightly_
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return difficultyValue * Score.Accuracy;
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}
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@ -87,11 +82,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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if (Attributes.GreatHitWindow <= 0)
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return 0;
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// Lots of arbitrary values from testing.
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// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
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double accValue = Math.Pow(150.0 / Attributes.GreatHitWindow, 1.1) * Math.Pow(Score.Accuracy, 15) * 22.0;
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
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// Bonus for many objects - it's harder to keep good accuracy up for longer
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return accValue * Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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}
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