diff --git a/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs b/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs index 4a9c22d339..d945abdb04 100644 --- a/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs @@ -11,7 +11,9 @@ using osu.Game.Rulesets.Mania.Beatmaps; using osu.Game.Rulesets.Mania.Difficulty.Preprocessing; using osu.Game.Rulesets.Mania.Difficulty.Skills; using osu.Game.Rulesets.Mania.Mods; +using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mods; +using osu.Game.Rulesets.Objects; namespace osu.Game.Rulesets.Mania.Difficulty { @@ -32,12 +34,15 @@ namespace osu.Game.Rulesets.Mania.Difficulty if (beatmap.HitObjects.Count == 0) return new ManiaDifficultyAttributes { Mods = mods, Skills = skills }; + HitWindows hitWindows = new ManiaHitWindows(); + hitWindows.SetDifficulty(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty); + return new ManiaDifficultyAttributes { StarRating = difficultyValue(skills) * star_scaling_factor, Mods = mods, // Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future - GreatHitWindow = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / clockRate, + GreatHitWindow = (int)(hitWindows.Great / 2) / clockRate, Skills = skills }; } diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index c197933233..61e9f60cdd 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -9,6 +9,7 @@ using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Mods; +using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Osu.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Difficulty.Skills; using osu.Game.Rulesets.Osu.Mods; @@ -34,8 +35,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier; double starRating = aimRating + speedRating + Math.Abs(aimRating - speedRating) / 2; + HitWindows hitWindows = new OsuHitWindows(); + hitWindows.SetDifficulty(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty); + // Todo: These int casts are temporary to achieve 1:1 results with osu!stable, and should be removed in the future - double hitWindowGreat = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / clockRate; + double hitWindowGreat = (int)(hitWindows.Great / 2) / clockRate; double preempt = (int)BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / clockRate; int maxCombo = beatmap.HitObjects.Count; diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs index c8f3e18911..fc93bccb94 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs @@ -8,6 +8,7 @@ using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Mods; +using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; using osu.Game.Rulesets.Taiko.Difficulty.Skills; using osu.Game.Rulesets.Taiko.Mods; @@ -29,12 +30,15 @@ namespace osu.Game.Rulesets.Taiko.Difficulty if (beatmap.HitObjects.Count == 0) return new TaikoDifficultyAttributes { Mods = mods, Skills = skills }; + HitWindows hitWindows = new TaikoHitWindows(); + hitWindows.SetDifficulty(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty); + return new TaikoDifficultyAttributes { StarRating = skills.Single().DifficultyValue() * star_scaling_factor, Mods = mods, // Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future - GreatHitWindow = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / clockRate, + GreatHitWindow = (int)(hitWindows.Great / 2) / clockRate, MaxCombo = beatmap.HitObjects.Count(h => h is Hit), Skills = skills };