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mirror of https://github.com/ppy/osu.git synced 2024-11-11 11:37:28 +08:00

removed duplication

This commit is contained in:
Givikap120 2024-04-13 13:59:09 +03:00
parent feb9b5bdb8
commit 4a21ff9726

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@ -111,16 +111,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (score.Mods.Any(m => m is OsuModBlinds)) if (score.Mods.Any(m => m is OsuModBlinds))
aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * attributes.DrainRate * attributes.DrainRate); aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * attributes.DrainRate * attributes.DrainRate);
else if (score.Mods.Any(h => h is OsuModHidden)) else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
{ {
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR. // We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
aimValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate); aimValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
} }
else if (score.Mods.Any(h => h is OsuModTraceable))
{
// The same as HD, placeholder bonus
aimValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
}
// We assume 15% of sliders in a map are difficult since there's no way to tell from the performance calculator. // We assume 15% of sliders in a map are difficult since there's no way to tell from the performance calculator.
double estimateDifficultSliders = attributes.SliderCount * 0.15; double estimateDifficultSliders = attributes.SliderCount * 0.15;
@ -167,16 +162,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given. // Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given.
speedValue *= 1.12; speedValue *= 1.12;
} }
else if (score.Mods.Any(m => m is OsuModHidden)) else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
{ {
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR. // We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
speedValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate); speedValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
} }
else if (score.Mods.Any(h => h is OsuModTraceable))
{
// The same as HD, placeholder bonus
speedValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
}
// Calculate accuracy assuming the worst case scenario // Calculate accuracy assuming the worst case scenario
double relevantTotalDiff = totalHits - attributes.SpeedNoteCount; double relevantTotalDiff = totalHits - attributes.SpeedNoteCount;
@ -222,9 +212,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Increasing the accuracy value by object count for Blinds isn't ideal, so the minimum buff is given. // Increasing the accuracy value by object count for Blinds isn't ideal, so the minimum buff is given.
if (score.Mods.Any(m => m is OsuModBlinds)) if (score.Mods.Any(m => m is OsuModBlinds))
accuracyValue *= 1.14; accuracyValue *= 1.14;
else if (score.Mods.Any(m => m is OsuModHidden)) else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
accuracyValue *= 1.08;
else if (score.Mods.Any(m => m is OsuModTraceable))
accuracyValue *= 1.08; accuracyValue *= 1.08;
if (score.Mods.Any(m => m is OsuModFlashlight)) if (score.Mods.Any(m => m is OsuModFlashlight))